Hard Light Productions Forums

Off-Topic Discussion => Gaming Discussion => Topic started by: TrashMan on March 22, 2010, 02:40:31 pm

Title: SOTS2
Post by: TrashMan on March 22, 2010, 02:40:31 pm
Teh future looks promising:

http://www.paradoxplaza.com/sites/default/files/SotS2_Dossier_0.png

http://www.paradoxplaza.com/games/sword-of-the-stars-2
Title: Re: SOTS2
Post by: NGTM-1R on March 23, 2010, 01:32:52 am
Except for the part about exposed bridges and stuff.

Dammit people, we've had CIC onboard warships since 1940 and it had usurped Bridge as the nerve center by 1943. GET WITH THE PROGRAM.
Title: Re: SOTS2
Post by: SpardaSon21 on March 23, 2010, 01:56:31 am
SotS operates on a fair amount of rule of cool.  The developers added exposed bridges to their ships because exposed bridges look better than a featureless slab of metal covering the CIC.

Although I suppose you want something like this in your ship design: (http://www.paradoxplaza.com/sites/default/files/SotS2_Morrigi_Generation2_01_0.png)

Or this: (http://www.paradoxplaza.com/sites/default/files/SotS2_Hiver_Generation2_01_0.png)

I can't say I disagree with you though about the survivability of protected and covered command areas though.  I was hoping the SolForce ships would be better-armored than they were in SotS1, especially with regards to their command decks.  If you think that picture is bad, you haven't seen the SotS1 Armada CnC design for the Humans.  Now that thing is begging to be attacked, as the entire center portion of the ship is 7/10th windows.
Title: Re: SOTS2
Post by: TrashMan on March 23, 2010, 03:02:17 am
Yeah. Human C&C looked so...flimsy.

That's why I made my own:
 :pimp: :pimp:
http://img411.imageshack.us/img411/7340/dnarmada2qq7.png
 :pimp: :pimp:

There's a nice image of a human Leviathan class for SOTS2 somewhere. That one looks really sturdy.
Title: Re: SOTS2
Post by: Starman01 on March 23, 2010, 03:46:07 am
Finally a game well worth waiting for :) Those models look great. I hope it wont take tooo long
Title: Re: SOTS2
Post by: SpardaSon21 on March 23, 2010, 04:35:21 am
Developers have said the earliest they can release is Q1 2011.

EDIT:

NGTM-1R, I have a picture of the Armada CnC for the Humans for SotS1:
(http://sots.rorschach.net/images/0/04/SotS_Human_01_DN_PointDeflector-ArmadaCnC-NodePathingFusion.jpg)

All of those red lines you see are windows.
Title: Re: SOTS2
Post by: TrashMan on March 24, 2010, 03:24:15 am
I adore the human Siege Driver section. Looks like a gigantic revolver(complete with rotating drum)

(http://sots.rorschach.net/images/thumb/4/4f/Human_Siege_Driver.PNG/375px-Human_Siege_Driver.PNG)
Title: Re: SOTS2
Post by: Hades on March 25, 2010, 07:18:57 pm
I always thought it would look better without that silly ring in the back.
Title: Re: SOTS2
Post by: SpardaSon21 on March 25, 2010, 08:05:53 pm
Unfortunately, Human ships aren't going to lose their rings.  They need those to enter subspace and go FTL.
Title: Re: SOTS2
Post by: TrashMan on March 26, 2010, 06:01:47 am
Nodespace...but same thing as subspace really. :D

And to be fair, all Armada CnC's for all races have more windows...
Title: Re: SOTS2
Post by: headdie on March 26, 2010, 08:20:27 am
I'm a fan of the rings
Title: Re: SOTS2
Post by: SpardaSon21 on March 26, 2010, 12:37:06 pm
Yes Trash, Nodespace is basically subspace.  Is your next SotS mod going to be a conversion of SolForce into ships inspired by Terran vessels from FS2?
Title: Re: SOTS2
Post by: TrashMan on March 26, 2010, 04:54:49 pm
What's wrong with my current vessels? :hopping:

I shall keelhaul you for that insolence!!!!!

(b.t.w, latest version of my mod is up...go grab it!)
Title: Re: SOTS2
Post by: SpardaSon21 on March 26, 2010, 05:20:43 pm
I like your current vessels, but having a BBridge/Armor/Fusion Cruiser that looks like a Deimos would be pure win.
Title: Re: SOTS2
Post by: carbine7 on March 28, 2010, 04:25:22 am
Beyond antimatter, leviathian-class ships, a new race, and destroyer-sized drone. My dreams have come true....  :eek:
Title: Re: SOTS2
Post by: TrashMan on March 28, 2010, 05:19:07 am
Not beyond antimatter. This I can confirm as Mecron (Martin Curilis) hates the idea.
We're talking about increasing the efficiency of the actually useful energy, not increasing energy generation beyond 100% (which is redicolous)
Title: Re: SOTS2
Post by: carbine7 on March 30, 2010, 11:18:23 pm
I did find that part to be a bit weird, as the matter->energy conversion is 100%, I just wondered what else they could possibly come up with to excuse the impossibility. They'll probably implement something along the lines of the node drive upgrades except for the Antimatter power plants.
Title: Re: SOTS2
Post by: Hero_Swe on April 01, 2010, 02:44:30 pm
I can't wait at all for SOTS2. I've throughly enjoyed (and still do) SOTS1. Sure there are some things that are silly (1 planet per solar system) but overall it's an amazing game.
Title: Re: SOTS2
Post by: General Battuta on April 01, 2010, 03:19:02 pm
Technically a matter-antimatter reaction is unlikely to be 100% efficient in practice, so it could be a boost to the engineering of the reactor to get closer to 100%.
Title: Re: SOTS2
Post by: Droid803 on April 01, 2010, 11:09:28 pm
Well, it is 100% efficient in terms of turning all the reaction mass into energy.
How much of that energy you can actually harness and use probably wouldn't be 100%, and would depend on engineering. (agreeing with Battuta, basically)
Title: Re: SOTS2
Post by: General Battuta on April 01, 2010, 11:11:38 pm
You won't even likely get 100% reaction mass conversion because your mixture of the matter and antimatter won't be perfect.
Title: Re: SOTS2
Post by: Droid803 on April 01, 2010, 11:24:55 pm
Well, that too. :P
Title: Re: SOTS2
Post by: TrashMan on April 02, 2010, 05:30:43 am
And that's basicly what Mecron was saying.

Energy Tech in SOTS 2 won't be about increasing energy generation, but the EFFICIENCY of using and harnessing it.