Battlecarriers/Battleshipyards.
+8
_Alex_
SpaceKookie
Odie_76
Niarro
ALC
PurpleKalamar
Nakamura
Chosen One
12 posters
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Do you like those units?
Re: Battlecarriers/Battleshipyards.
That "Battlestar" thing was more of a joke. Jeee, don't take it seriously peopleChosen One wrote:2 for and 7 against. Battle construction ships in non-howeworldy at all. This is not a Battlestar Galactica universe.
Besides, yea. Most people seem to not like the notion anyways.
Re: Battlecarriers/Battleshipyards.
I understand this. But the whole point is, what we want to see of this mod? Clearly, if we analyze Homeworld series there was one pure point in that universe, that production ships were lightly armed. (Cataclism was exclusion, really questionable add-on).
Chosen One- Posts : 59
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Join date : 2013-06-25
Age : 34
Location : Russian Federation
Re: Battlecarriers/Battleshipyards.
So you say yourself that there was kinda armed ships in cata, but that it was a questionnable addon; I think it's more about personnal feeling than "Homeworld-y" or "not Homeworld-y" stuff concerning hybrid ships.
PurpleKalamar- Posts : 299
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Join date : 2013-08-15
Age : 29
Location : France
Re: Battlecarriers/Battleshipyards.
Whole difference in art-style and conception of Hiigaran ships were different in Cata (New Dreadnought looked way off the universe) and ability to mount the heavy weaponry on some Scavenger/Carrier/Mothership (They were miners, remember?) is questionable.
Chosen One- Posts : 59
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Join date : 2013-06-25
Age : 34
Location : Russian Federation
Re: Battlecarriers/Battleshipyards.
I think if we think about (thinkin xD) how we could combine the two: production and firepower we gotta aim for the weaknesses of both. I think a ship that had firepower vs. a certain type of other ships while having limited production capability would be good.
A carrier that builds frigates and corvettes, has two weapons that are good vs. capitals (to attack other carriers) and a few guns to defend vs. fighters (not too strong again) we could combine the two without fracking with the continuity of the game universe.
It shouldn't allow for Frigate production. And it shouldn't be able to take down a DD without bomber some support either :p
Thats my take on the very general idea...
A carrier that builds frigates and corvettes, has two weapons that are good vs. capitals (to attack other carriers) and a few guns to defend vs. fighters (not too strong again) we could combine the two without fracking with the continuity of the game universe.
It shouldn't allow for Frigate production. And it shouldn't be able to take down a DD without bomber some support either :p
Thats my take on the very general idea...
Re: Battlecarriers/Battleshipyards.
I like battlestars!
But Fleetcarrier CVF is what we ought to be going for here. It should also be able to hold off a cruiser long enough to launch enough bombers to kill the attacker!
But Fleetcarrier CVF is what we ought to be going for here. It should also be able to hold off a cruiser long enough to launch enough bombers to kill the attacker!
ALC- Posts : 685
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Join date : 2013-05-08
Re: Battlecarriers/Battleshipyards.
Here is a screenshot of the progress. About 95% done.
PurpleKalamar- Posts : 299
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Location : France
Re: Battlecarriers/Battleshipyards.
Looking good. How many module slots does it have? I think this was supposed to have about 4.
Odie_76- Posts : 52
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Join date : 2013-05-07
Location : Hurricane, Utah
Re: Battlecarriers/Battleshipyards.
3 normal modules, and 2 special, something like that no?
I will upload the model tonight.
I will upload the model tonight.
PurpleKalamar- Posts : 299
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Age : 29
Location : France
Re: Battlecarriers/Battleshipyards.
4 normal, 3 special, plus 2 hard points for construction facilities, plus 4 hardpoints for weapons emplacements [two below and two above the hull] (or 5 if a torpedo launcher is to be added, not sure what the vote had been for that. – can always add spare hardpoints and not use them).
ALC- Posts : 685
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Re: Battlecarriers/Battleshipyards.
Perhaps I am a bit late, but adding a carrier that has marginally more weapons is not what I would want. Nor do I really care about the number of modules.
What I would see as an enhancement would be docking & launch speed. Since in theory a battlecarrier is used in/near battle it should be able to relatively safely and quickly dock fighters and corvettes.
So for example the standard carrier docks 1 flight at once, a battlecarrier 3. At the cost of decreased docking space.
It's armanent are it's fighters. Any hardpoint weapon you put on is superseded by a capital that does the job just way better so it will never be really used. Only armanent I would find effective is anti-missile, flak and perhaps a "remote" forcefield that protects craft that are docking.
Edit: I never use them for a special purpose, it is just that I can build them. Depending on whhich model I would like to see...
What I would see as an enhancement would be docking & launch speed. Since in theory a battlecarrier is used in/near battle it should be able to relatively safely and quickly dock fighters and corvettes.
So for example the standard carrier docks 1 flight at once, a battlecarrier 3. At the cost of decreased docking space.
It's armanent are it's fighters. Any hardpoint weapon you put on is superseded by a capital that does the job just way better so it will never be really used. Only armanent I would find effective is anti-missile, flak and perhaps a "remote" forcefield that protects craft that are docking.
Edit: I never use them for a special purpose, it is just that I can build them. Depending on whhich model I would like to see...
_Alex_- Posts : 6
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Join date : 2013-08-25
Re: Battlecarriers/Battleshipyards.
Model is made, I won't rework it after each person's opinion.
PurpleKalamar- Posts : 299
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Age : 29
Location : France
Re: Battlecarriers/Battleshipyards.
Can you post a few pictures of the finished version of the model? :pPurpleKalamar wrote:Model is made, I won't rework it after each person's opinion.
Besides...I don't even think the engine allows for faster docking/ undocking or mutliple docking bays...
Re: Battlecarriers/Battleshipyards.
Docking speed and interval between launched craft are changeable. Tweaks will be made for the next patch for sure, as well as to the repair speeds.
Re: Battlecarriers/Battleshipyards.
Here are some pictures:
PurpleKalamar- Posts : 299
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Location : France
Re: Battlecarriers/Battleshipyards.
Cool Cool!
Looks really nice. Though the engines are a little small. How slow will this thing be?
Looks really nice. Though the engines are a little small. How slow will this thing be?
Re: Battlecarriers/Battleshipyards.
65 starting speed imo. Upgrades and drive module will help a lot.
Re: Battlecarriers/Battleshipyards.
Model uploaded to Dropbox. Odie, feel free to modify/improve it, add goblins etc... if you want
There are 4 weapons slots, 2 top and 2 bottom, I didn't made slots for modules, textures are enough for modules emplacements I think
There are 4 weapons slots, 2 top and 2 bottom, I didn't made slots for modules, textures are enough for modules emplacements I think
PurpleKalamar- Posts : 299
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Join date : 2013-08-15
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Location : France
Re: Battlecarriers/Battleshipyards.
Nice to see it complete.
ALC- Posts : 685
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Join date : 2013-05-08
Re: Battlecarriers/Battleshipyards.
Wow, looks great! Can't wait to see this thing in action! This will be really great to have a fleet carrier that is actually fulfilling its role in the fleet.
Aediren Rowenus- Posts : 64
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Join date : 2013-07-29
Age : 35
Location : Milky Way Galaxy Outer Rim
Re: Battlecarriers/Battleshipyards.
Yea it looks really cool. Can't wait to see my Battlecruisers blow it up >;D
Re: Battlecarriers/Battleshipyards.
What we need is to turn the current battlecarriers into Escort Carriers, and Add just some few more defence guns for the vaygr shipyard.
How would escort carriers be different, simple, escort carriers CAN NOT! build stuff, they come with slots to build the support modules, weapons, and have multiple docking and undocking points, with plenty of HP.
so the vaygr battle carrier would lose the manufacturing capacity, get more hp (I think it already did) and get enough subsystem slots to fill the full support set: drive, fire control tower, defense tower, repair tower, Hyperspace module.
Would make them really nice to use because this change would again make shipyards a focal manufacturing point, that you have to protect, and make this carriers front line warships that can turn the tide of battle with their fighter wings, similar to how real life carriers work.
How would escort carriers be different, simple, escort carriers CAN NOT! build stuff, they come with slots to build the support modules, weapons, and have multiple docking and undocking points, with plenty of HP.
so the vaygr battle carrier would lose the manufacturing capacity, get more hp (I think it already did) and get enough subsystem slots to fill the full support set: drive, fire control tower, defense tower, repair tower, Hyperspace module.
Would make them really nice to use because this change would again make shipyards a focal manufacturing point, that you have to protect, and make this carriers front line warships that can turn the tide of battle with their fighter wings, similar to how real life carriers work.
assasing123- Posts : 171
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Location : Costa Rica
Re: Battlecarriers/Battleshipyards.
What we need is to define the roles of each carrier!
ALC- Posts : 685
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Join date : 2013-05-08
Re: Battlecarriers/Battleshipyards.
Ive been thinking about what ALC said about defining the roles for each carrier. I think we should reduce the manufacturing rates of carrier production, get rid of frigate production altogether and keep the battle carrier design minus frigate and cap ship construction for the higs. Use it as a super carrier with a large docking and repair facilities instead. I know it mite seem a little crazy but I think it will make for a much more tactical game. And just likes assasing123 said will make motherships and shipyards focal points of manufacturing.
barabas666- Posts : 34
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Join date : 2013-08-27
Location : UK
Re: Battlecarriers/Battleshipyards.
I can't argue with the Battlecarrier thing, shouldn't have Frig production. The problem with removing frigate production from the regular carrier is that it will create too much of a bottleneck in production. From a certain time in a game (~20-25 rank points) I go off on my Flaggship to constantly produce caps (DDs and some carriers) and swap out my fighter module on my lead carrier for a frig one to add some assault frigs. So I max my loading space on my carrier with fighters and bombers, start building assault frigs and constantly build DDs on my Flaggship (2-3 until I'm maxed out) before I make a big push.barabas666 wrote:Ive been thinking about what ALC said about defining the roles for each carrier. I think we should reduce the manufacturing rates of carrier production, get rid of frigate production altogether and keep the battle carrier design minus frigate and cap ship construction for the higs.
If we got rid of frigate facilities on carriers that would severely limit the amount of ships you could build and late game take away focus from frigates because you really want to use your cap production ships to build other caps, not frigs
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