Hard Light Productions Forums

Off-Topic Discussion => General Discussion => Topic started by: QXMX on May 22, 2001, 10:20:00 am

Title: What makes a good Cap Ship
Post by: QXMX on May 22, 2001, 10:20:00 am
Is it hitpoints, armament, size, function, etc?

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Co-Creator, GroundZero (//"http://www.subspacezero.com")
Title: What makes a good Cap Ship
Post by: wEvil on May 22, 2001, 11:09:00 am
Function.

A good ships' hull has to be designed around its' capabilities and function to look any good.

For example, an orion has a large hangar bay but is also a front-line warship with low maintenance, hence its' butt-ugly "heavy" appearance.

And hence the rework of my contest entry which noone is seeing until its' finished.
so there :P
Title: What makes a good Cap Ship
Post by: QXMX on May 22, 2001, 01:05:00 pm
The Orion does look very intimidating though. I wouldn't wanna meet that thing in a dark alley  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

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Co-Creator, GroundZero ("http://www.subspacezero.com")
Title: What makes a good Cap Ship
Post by: Snipes on May 22, 2001, 02:58:00 pm
That thing would be the dark alley
Title: What makes a good Cap Ship
Post by: QXMX on May 22, 2001, 05:42:00 pm
Yea, a really long dark alley  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

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Co-Creator, GroundZero ("http://www.subspacezero.com")
Title: What makes a good Cap Ship
Post by: Fozzy on May 22, 2001, 06:34:00 pm
Big deadly beams  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: What makes a good Cap Ship
Post by: wEvil on May 22, 2001, 07:05:00 pm
beams need power sources

:P

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Title: What makes a good Cap Ship
Post by: QXMX on May 22, 2001, 08:24:00 pm
Does the power output entry in the TBL files actually account for this?

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Co-Creator, GroundZero ("http://www.subspacezero.com")