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Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: Luis Dias on June 05, 2014, 10:10:22 am

Title: Executor Speculation
Post by: Luis Dias on June 05, 2014, 10:10:22 am
A "Lodded" Executor seems like a brilliant idea. Having it hyperjumping right into our own corner of space with lots of ISDs in "front" of it would be a terrifying sight indeed :)
Title: Re: Executor Speculation
Post by: Dragon on June 05, 2014, 11:19:06 am
Of course, that's not to say a fully detailed Executor wouldn't be awesome, and I don't think anybody in FoTG would object to including the model if it was made. :) If anybody makes it, the "background" model could be re-used as one of the LODs. As for balance... I wouldn't bother. It's the friggin' Executor. The right balance for that ship would be "blows up everything but the Death Star". On a second though, scratch the latter part... :) I imagine that in game, it'd mostly be used in "cutscene" missions anyway, and, perhaps, as a "Get out NOW!" cue on some Rebel mission that goes badly wrong in the end. I can see quite a few of uses for a detailed Executor, if anybody actually had the skill and strength to make it.
Title: Re: Executor Speculation
Post by: CountBuggula on June 05, 2014, 11:35:37 am
Of course, that's not to say a fully detailed Executor wouldn't be awesome, and I don't think anybody in FoTG would object to including the model if it was made. :) If anybody makes it, the "background" model could be re-used as one of the LODs. As for balance... I wouldn't bother. It's the friggin' Executor. The right balance for that ship would be "blows up everything but the Death Star". On a second though, scratch the latter part... :) I imagine that in game, it'd mostly be used in "cutscene" missions anyway, and, perhaps, as a "Get out NOW!" cue on some Rebel mission that goes badly wrong in the end. I can see quite a few of uses for a detailed Executor, if anybody actually had the skill and strength to make it.

True.  I think the main idea was that the time and effort would be better spent elsewhere, but we wouldn't turn down an amazing executor model if someone did it for us.  As for mission ideas, XWA had several missions featuring the ship, and if I remember right, it was mostly as you described - escort ships trying to escape past the giant monstrosity to get to the hyperspace point.
Title: Re: Executor Speculation
Post by: Luis Dias on June 05, 2014, 11:39:26 am
Wasn't there something exactly like that in X Wing Alliance, or was that just an ordinary ISD? I haven't played that game in 15 years...
Title: Re: Executor Speculation
Post by: Dragon on June 05, 2014, 11:45:49 am
Yes, precisely like this. Vader jumps in with his SSD, the Rebels crap their pants and scatter. He does seem to have this kind of effect on people. :) That sort of mission is something I'd like to see. Ideally, from the Imperial perspective, because it'd be a bleak day for the Rebels, especially if the SSD wasn't underpowered like in XWA. :)
Title: Re: Executor Speculation
Post by: FekLeyrTarg on June 05, 2014, 03:11:27 pm
In the Endor missions of XWA, bitmaps of ISDs were used as background elements.
And in one of those, you have to take out the Executor's shield generators (but unlike in RotJ, this happens before the DS' shield generator is destroyed).
Title: Re: Executor Speculation
Post by: Deathsnake on June 05, 2014, 03:13:04 pm
The Executer from Warlords?

http://www.youtube.com/watch?v=JVLAEXr5guM
Title: Re: Executor Speculation
Post by: Dragon on June 05, 2014, 04:01:24 pm
Models from Warlords were used before, but only as placeholders. They're not detailed enough. :) Now you see what's the problem with making an Executor for FoTG.
Title: Re: Executor Speculation
Post by: assasing123 on June 18, 2014, 02:36:36 pm
hmmm I m not part of the team but maybe I can find some good model and ask permission from the author to use his model, ill convert it and pofit to make it work in game... I m sure I can find some model with an acceptable poly count and textures.

just how many polies and texture resolution are we talking about? I m not sure at what quality level is this mod settling at currently...
Title: Re: Executor Speculation
Post by: zookeeper on June 18, 2014, 04:55:34 pm
just how many polies and texture resolution are we talking about? I m not sure at what quality level is this mod settling at currently...

We're probably talking somewhere around 5k-25k vertices. The texture resolution would then be anything from 1024^2 to 4096^2. We have no specific requirements, except that of course the closer to the camera we can put it, the better.
Title: Re: Executor Speculation
Post by: Nagrach on June 19, 2014, 04:24:30 am
There are some beautiful Versions of the Executer for Empire at War... but, I fear that they doesn't look that good upclose. Maybe some of the SOASE Mods?

Found that after a little bit of googling: http://www.scifi3d.com/details.asp?intGenreID=10&intCatID=8&key=517
Title: Re: Executor Speculation
Post by: Dragon on June 19, 2014, 11:44:02 am
Anything from RTSes is too low-res to look good in FoTG. Remember, this thing is gonna be about 17.5km (at least according to Wookiepedia, on-screen measurements give something like that).
That SSD from SciFi-3D looks good, though. If you can get permission to modify the model, you could try using it as a starting point.
Title: Re: Executor Speculation
Post by: The E on June 19, 2014, 11:47:35 am
Found that after a little bit of googling: http://www.scifi3d.com/details.asp?intGenreID=10&intCatID=8&key=517

The problem with models like that is that they usually require a massive amount of work to adapt them to the necessities of FSO.
Title: Re: Executor Speculation
Post by: Dragon on June 19, 2014, 12:01:13 pm
Oh, and that too. But given how massive undertaking modeling this from scratch would be, it's one place where it could actually be a good idea. Still, the amount of work will definitely not be less that for other ships in the mod, probably more, actually.
Ultimately, though, as long as licensing is in order, how a ship was made doesn't matter. If it works and looks good, then it's good.
Title: Re: Executor Speculation
Post by: swashmebuckle on June 19, 2014, 04:58:12 pm
As cool as Fractalsponge's models are, that's getting way far out into diminishing returns land. Even if it turned out that it was modeled and textured in a game-efficient fashion (which seems doubtful), it runs into hard engine limits (it's supposed to have something like 2000 turbolasers) and game design issues (what do you do with a ship that can't be beaten?). I think a nice efficient background model would be a much better fit for us.
Title: Re: Executor Speculation
Post by: Nagrach on June 19, 2014, 05:52:25 pm
 Final (for now) hull bumps, with mapping. 650,000 polys with all 4 quadrants with modeled bumps.   :warp:
That sounds a little... eeh... excessive^^.

Well modelling it myself? Would be an Honor for me, but its years since I used blender, and I never came close to your Quality. Even If I had the time to do so :/.
Title: Re: Executor Speculation
Post by: Dragon on June 19, 2014, 06:48:53 pm
As cool as Fractalsponge's models are, that's getting way far out into diminishing returns land. Even if it turned out that it was modeled and textured in a game-efficient fashion (which seems doubtful), it runs into hard engine limits (it's supposed to have something like 2000 turbolasers) and game design issues (what do you do with a ship that can't be beaten?). I think a nice efficient background model would be a much better fit for us.
For turbolasers, remember that there's no actual movie evidence of just how many weapons it has. Therefore, we can apply some artistic license and make a loadout fitting into the game limits (and what works). Also, it's possible to set a single turret to imitate, say, 10 turbos at once (dunno what's the firepoint per turret limit), provided they're single-part. There have been ships with over 100 turrets made for FSO, and they worked. In theory, 2000 guns isn't impossible, though I don't think it needs that many anyway.

As for the game design, there are plenty of ways of using a ship that can't be beaten, or requires an entire fleet to do so. XW:A had missions with the Executor, and it did work quite well, though their version was only 8km long. It could also serve as a story device, Executor is the Vader's flagship, afterall, and other ones were also used by important people. You could also make a campaign just out of taking out such a ship with some neat trick.

As for polycount, detail boxes and normal maps. :) Also, don't worry too much about it, since polycount isn't critical for FSO anyway, and there isn't going to be more than one SSD in most missions featuring the ship anyway.
Title: Re: Executor Speculation
Post by: swashmebuckle on June 19, 2014, 08:40:37 pm
We would at least be in the high hundreds of turrets (and most turrets are multipart in FotG) if we hoped to achieve a reasonable density to make it actually feel like a ship and not an inert brick in space. The ISD has over 70 with just a tiny fraction of Executor's surface area.

It's totally fine to fantasize about it, but I don't want to get people's hopes up about having a fully realized Executor. It isn't a team priority, it might not even be possible, and there are lots of more useful ships out there that could help us a achieve a more dynamic and well rounded ship set.
Title: Re: Executor Speculation
Post by: Dragon on June 19, 2014, 08:53:53 pm
Well, people interested in working on the Executor aren't on the team, so it's not like it's taking away from the resources. :) It's one of the few ships from OT not yet in FoTG.

Anyway, Esarai's Amaterasu has, IIRC, 164 turrets. If you equipped the SSD with a good coverage with large, long range main turbo batteries (perhaps Death Star-style), it could, perhaps, do with about 70-100 anti-ship turrets. Small AA turrets might be done as clusters single-part turrets, and if you gave it 100 clusters of 10 turrets, you'd have 1000 AA guns in toto. I think that should do. :) Especially if the turrets are equipped with powerful weapons, which would have to be the case. Huge anti-ship turrets would probably be concentrated in the "cityscape" part, so would most of the AA, while white armored parts could have much lower coverage, relying on fire from cityscape and the "side trench" of the ship, as well as the very fact they're armored.

Also note, the Executor's armament might not be as mighty as it's size implies. It definitely shouldn't be able to destroy Home One in a single salvo, because it definitely couldn't do that during BOE (otherwise it'd be one short battle, wouldn't it? :) ). Might have to do with it's stern guns not being able to reach it, but I think that near-inpenetrable armor should be just as important as an impressive array of weapons. In fact, that would be keeping with the "WWII in space" vibe of the SW. Naval battles should last quite a while, even if the odds are ridiculously skewed.
Title: Re: Executor Speculation
Post by: headdie on June 20, 2014, 01:10:20 am
If you are going to make the ship a near background model you wont be needing anti fighter turrets or probably torpedo launchers on the ship as it will be too far away to see objects of that size so that will cut down on the turret number.

tbh I would be happy with this, while recreating scenes in the EU such as several battles in the X-Wing series of books and the likes would be cool taking into account things like

1) Game engine limitations
2) Time taken to create the asset in the first place
3) Focus of the project which i understand to initially be the OT era
4) Balance issues

this would be a nightmare to make a reality.  Also what could happen is that a reasonable quality BG model could be later upgraded to make workable as a centerpiece for a mission
Title: Re: Executor Speculation
Post by: The E on June 20, 2014, 01:42:50 am
Well, people interested in working on the Executor aren't on the team, so it's not like it's taking away from the resources. :) It's one of the few ships from OT not yet in FoTG.

Dragon, ships of this size just aren't very useful for mission design purposes. In the context of FS-style gameplay, they're not very interesting to interact with, and given the time that would have to be spent on it to make them look not **** in FS, not a very efficient use of any modellers' time.
Title: Re: Executor Speculation
Post by: Luis Dias on June 20, 2014, 03:58:57 am
It could still be useful a model to use as a source for normal mapping for a much much simpler "backgroundish" model...?
Title: Re: Executor Speculation
Post by: assasing123 on June 20, 2014, 02:53:08 pm
I have this model from the interwebz, is around 35k polies so is manageable, the texturing is horrible, but overall the model I think is quite usable.

lots of grebs in the top area, but they look nice, one of the pro modellers here could tune it I m sure, I can fix what I can in the meantime...

also the disclaimer made it free to use.

[attachment kidnapped by pirates]
Title: Re: Executor Speculation
Post by: assasing123 on June 20, 2014, 02:55:15 pm
Well, people interested in working on the Executor aren't on the team, so it's not like it's taking away from the resources. :) It's one of the few ships from OT not yet in FoTG.

Dragon, ships of this size just aren't very useful for mission design purposes. In the context of FS-style gameplay, they're not very interesting to interact with, and given the time that would have to be spent on it to make them look not **** in FS, not a very efficient use of any modellers' time.

Hmmm just saying... but aren't those juggernauts from blue planet already like 6km long?
plus if we want to defeat this ship all we have to do is script "if a-wing touches bridge, asplode"
Title: Re: Executor Speculation
Post by: Dragon on June 20, 2014, 03:44:45 pm
That's a really nice model. 35k seems reasonable, keep in mind that's without turrets, as far as I can see. Still, I think that's good. Now, the geometry probably needs to be optimized a bit. Make sure it looks good up-close (you're gonna by flying inside this cityscape) and that the greebles more or less make sense. Also, are the hangars modeled?
Dragon, ships of this size just aren't very useful for mission design purposes. In the context of FS-style gameplay, they're not very interesting to interact with, and given the time that would have to be spent on it to make them look not **** in FS, not a very efficient use of any modellers' time.
Well, I'd disagree. That's obviously no ISD, but remember that the new BP destroyers or the Colossus are similarly "not interesting to interact with", by virtue to being so incredibly powerful both against fighters and capships. It would serve a similar purpose to them. It is possible to make the SSD more than just background, and I can see missions where it'd be a centerpiece. I don't think I could pull off epics like Battuta does on the regular basis, but a skilled FREDer could get some mileage out of such a vessel. :) So far, I have a stealth mission in mind, casting the ship as the "setting" of the mission, not background, and an X-W:A style one that would end with a desperate run from the Executor.
Title: Re: Executor Speculation
Post by: assasing123 on June 20, 2014, 04:19:21 pm
the hangar is... barely modelled I can fix that tho.

about gameplay I always found the problem is that people underpower fighter weapons.

if weapons here behaved say... like in the clone wars series... a single fighter could actually deal true damage to a super capital ship just from the main guns.

if you read lore from star wars actually single fighters were able to damage capital ships just shooting at them, problem is you needed very skilled pilots to not get shot down.
Title: Re: Executor Speculation
Post by: The E on June 20, 2014, 04:30:32 pm
And if you read other lore from the SW universe, fighters have no chance in hell to damage capships unless some very unusual circumstances apply.
Title: Re: Executor Speculation
Post by: swashmebuckle on June 20, 2014, 04:30:51 pm
That mesh really isn't anywhere near the standard set by our ISD-II, and I'm pretty sure that Brand wouldn't accept it for something that was going to be featured up close. Fractalsponge's version looks nice but it also lacks any real texturing and we probably couldn't use it anyway since he doesn't want people to mess with the mesh.

As far as utility goes, yes, there are ways to design a mission around a ginormous ship like Executor, but pretty much any ship smaller than Executor would be more useful in a greater variety of missions. There are some significant gaps in our shipset (Imperials have nothing in between the Dreadnaught and the ISD, and rebels have an even bigger gap with the enormous Home One standing alone).

I would much rather see modelers spend time on the other Mon Cals, something like a Victory or Venator Star Destroyer, the Immobilizer/Vindicator/Enforcer heavy cruiser family (the Immobilizer would be especially nice for mission design purposes), or any number of other smaller ships.
Title: Re: Executor Speculation
Post by: Dragon on June 20, 2014, 05:49:20 pm
Well, the rebels in general seldom use large ships. Though I agree, a VSD and smaller MonCals would be somewhat more useful than the Executor. As for the model, it's currently not anywhere near Brand's standard, but it's a start. I can see it as a "frame", with further details modeled on top of it using detail boxes. That'd improve it's in-game performance. The end result does needs to be around the quality of Fractalsponge's version, with about twice the current polycount (if detail boxes are done right, it'd never be all on screen at the same time). Oh, and an extensively modeler hangar is a must. Damaged subsystem models would be great as well, you could model every necessary subsystem as a separate submodel.
And if you read other lore from the SW universe, fighters have no chance in hell to damage capships unless some very unusual circumstances apply.
This is why SW lore isn't exactly a good reference for anything. :) Fighters go from being able to take down an ISD to cannon fodder, Jedi go from godlike beings to redshirts, stormtroopers are either deadly elite soldiers or pathetic mooks that can't even shoot straight... This is why FoTG emulates the movies and only that. A Corellian Corvette is about the biggest ship you can reliably destroy with a fighter, even big freighters would pose a problem if there were any.
Title: Re: Executor Speculation
Post by: swashmebuckle on June 20, 2014, 06:15:30 pm
It's actually probably not a good frame to build off of. There are numerous huge deviations from the filming model (it has the wrong number of engines, the city structure looks like the modeler just made most of the stuff up, etc.) and we don't know if it was built with the efficient techniques that make our large ships run smoothly. Probably better to start from scratch with a clear idea of what the ship is going to be used for.
Title: Re: Executor Speculation
Post by: zookeeper on June 20, 2014, 06:17:56 pm
This is a pointless discussion. We know what we want and are aiming for.

If someone was able to make us a functional high-quality SSD, then they'd already know better than anyone in this thread and wouldn't benefit from these two pages of posts at all.
Title: Re: Executor Speculation
Post by: assasing123 on June 23, 2014, 05:04:11 pm
Snip*
Snip*
This is why SW lore isn't exactly a good reference for anything. :) Fighters go from being able to take down an ISD to cannon fodder, Jedi go from godlike beings to redshirts, stormtroopers are either deadly elite soldiers or pathetic mooks that can't even shoot straight... This is why FoTG emulates the movies and only that. A Corellian Corvette is about the biggest ship you can reliably destroy with a fighter, even big freighters would pose a problem if there were any.


I think balancing using as a reference the Clone wars (the 3d one) would be best, since that way the player can actually do something aside from just shooting other fighters endlessly, the movies were weird the damage and power output of ships is very inconsistent in the movies.

Also that way player skills will become more important and not be just a thing of load out (I hate winning missions just because X load out is op for that mission, trebs anyone?)

and I remember the rebels did use to sort of spam Nebulon B frigates and escort cruisers everywhere... specially in the X-Wing/Tie games


Last this is a good thing to read about the weapons, just to ponder a bit about damage potential of fighters vs capital ships:

http://www.stardestroyer.net/Empire/Tech/Beam/Beam2.html


... if FoTG emulates the movies exclusively... I remember a kid flying a fighter inside a capital ship and blowing it up from hitting a column? O,o ah wait wrong era...

but I do remember a teen destroying a 120km diameter battle station with a single pair of torpedos (light weapons according to SW lore) (that could perform 70k G turns) hitting an unarmored reactor?, and capital ships that become totally useless if their exposed bridge is damaged... the movies consistency is not good at all from a game balance standpoint...


Title: Re: Executor Speculation
Post by: jr2 on June 23, 2014, 09:25:50 pm
Dunno if you can model damage when you are dealing with Force-Sensitive / capable pilots...  They will know RIGHT where to strike and when and with what.  ;)
Title: Re: Executor Speculation
Post by: Dragon on June 24, 2014, 12:37:32 pm
Of course you can. May the SEXPs be with you. :) Anything involving ships that big has to be scripted anyway, FSO AI simply can't cope with handling something this big. That said, it doesn't need to move much, either.
I think balancing using as a reference the Clone wars (the 3d one) would be best, since that way the player can actually do something aside from just shooting other fighters endlessly, the movies were weird the damage and power output of ships is very inconsistent in the movies.
Except that few ships from Clone Wars are gonna appear in FoTG. Different eras, different technology. You might've been able to do more damage with a fighter then, but by the time Galactic Civil War rolls around, it's became much harder. Imperials ditched heavy strikecraft almost completely, Rebels didn't, but their technology is inferior, and Imperial capships have gotten stronger. Missile and mass driver weapons have almost disappeared, pretty much being only fielded on dedicated bombers. The movies are the only source that is any good for that era. In the future, perhaps, if FoTG goes in that direction, Clone Wars stuff could be made.
Title: Re: Executor Speculation
Post by: swashmebuckle on June 24, 2014, 05:12:50 pm
Actually, a lot of our ships come from the Clone Wars period or earlier. Off the top of my head, the Dreadnaught, Carrack, Corellian Corvette, Marauder Corvette, Z-95 Headhunter, and Cloakshape fighter all all pre-Clone Wars designs.
Title: Re: Executor Speculation
Post by: Dragon on June 24, 2014, 05:45:32 pm
Well, technically right, but they hardly resemble their Clone Wars incarnations. CloakShape doesn't even exist in the original config by the time of FoTG (not that an unmodified CloakShape was ever a particularly common sight), ditto for Dreadnoughts (both Rebels and Empire gave them extensive refits, the only remaining originals were the Katana fleet). Z-95 and Marauders were also greatly updated to keep up with tech progression, they're very different from ones seen in Clone Wars-era material. The CR-90 (which is the CRCV model we have) is a very late-war design, though shares a lot of similarities with earlier CR-70. Carracks might've remained in late-Clone Wars era config, but this particular class didn't really appear in neither cartoons nor prequel movies. The only "genuine" CW ship in FoTG right now is the N1, which seems to be in it's "Royal Naboo" configuration from Ep.1.

It's a similar situation to Y-Wing, actually. You wouldn't call it a Clone Wars-era ship, yet early Y-Ws did fight in Clone Wars. It's just more visible in that case. If we wanted to do anything from Clone Wars, new models would've been needed for almost everything, and new tables for those few ships that did keep their looks.
Title: Re: Executor Speculation
Post by: CountBuggula on June 25, 2014, 01:06:06 pm
I do get the idea you're getting at - for example there's a huge difference between an F-16A and a block 60 F-16E.  It wouldn't be out of the realm of possibility to include different versions of the same vehicles with unique stats, but that adds additional setup and balancing work.  It could certainly be possible to do a campaign set in the clone wars time period using that sort of method, but that's nowhere near the scope of what we're looking at for the mod at this point.  Maybe down the road if this mod becomes popular enough and retains enough support, but I don't see it happening otherwise.
Title: Re: Executor Speculation
Post by: Dragon on June 25, 2014, 01:17:45 pm
The Clone Wars-era FoTG would probably be best done as a separate mod, or interact with FoTG like FSPort with FS2. That way, Clone Wars might be balanced separately, and we'd avoid "ship bloat" and running into various limits. And yeah, that's a far-off concept. Whatever CW ships we see in FoTG are GCW-era refits/mods, though ships like N1 and Lucrehulk (which was used by early Rebels) would probably change little. Still, it'd be easier that way, and would also allow us to depict two radically different battlefields. Space combat was very different during Clone Wars than in the Galactic Civil War, and this should show.
Title: Re: Executor Speculation
Post by: Dain on March 12, 2015, 09:21:13 am
*coughs violently*

http://www.xwaupgrade.com/phpBB3008/viewtopic.php?f=15&t=11323

*scarpers*

Title: Re: Executor Speculation
Post by: CountBuggula on March 12, 2015, 10:16:15 am
*coughs violently*

http://www.xwaupgrade.com/phpBB3008/viewtopic.php?f=15&t=11323

*scarpers*


Haha!  Ok, you caught me.  I wasn't actually trying to keep anything from you guys, but I tend to try not to post things here before they're certain.  For your convenience, I'll show you what the Executor looks like in game.

GIANT DISCLAIMER!
This is not going to be an actual combat ship.  It's intended to be a set-piece used in the background, and there will be no way to actually approach it close up.  There's just no easy way we've been able to come up with to balance it, and even if we did the model itself doesn't have the kind of close-up detail we'd require.

(https://dl.dropboxusercontent.com/u/63964618/FotG/XWAUSSD/screenshot1.jpg)
(https://dl.dropboxusercontent.com/u/63964618/FotG/XWAUSSD/screenshot2.jpg)
(https://dl.dropboxusercontent.com/u/63964618/FotG/XWAUSSD/screenshot3.jpg)
(https://dl.dropboxusercontent.com/u/63964618/FotG/XWAUSSD/screenshot4.jpg)
Title: Re: Executor Speculation
Post by: Deathsnake on March 12, 2015, 11:33:49 am
Look at this!!! ITS A MONSTER!!!  :eek: :eek2:

 ;7 ;7 ;7
Very nice!!!
Title: Re: Executor Speculation
Post by: Dain on March 12, 2015, 11:35:37 am
*coughs violently*

http://www.xwaupgrade.com/phpBB3008/viewtopic.php?f=15&t=11323

*scarpers*


Haha!  Ok, you caught me.  I wasn't actually trying to keep anything from you guys, but I tend to try not to post things here before they're certain.  For your convenience, I'll show you what the Executor looks like in game.



I just stumbled over that thread and was extremely excited :). Looks great.
Title: Re: Executor Speculation
Post by: X3N0-Life-Form on March 12, 2015, 01:01:17 pm
Well, since no one's posted it yet:
Title: Re: Executor Speculation
Post by: Dragon on March 12, 2015, 01:16:26 pm
Nice job. Detail is good enough for a model that wouldn't be seen up close, and it surely looks intimidating. It doesn't have any armament (at least not yet), right?

As for balance, as I've once said on this thread, it shouldn't matter for that ship. It is supposed to be overpowered in universe, so I don't think that anything resembling balance is in order. One on one, it should be able to waste any other ship currently in FoTG. Missions can still be designed around such a powerful ship, though its utility would be limited. It was so in universe, as well. The idea of making ships that big was ridiculed by some Imperial officers (though out of Vader's earshot, obviously :) ), at least according to the "old" EU. It would be nice if it could enforce the "no way to approach it close up" with an appropriate amount of firepower, but it's probably a secondary concern now.
Title: Re: Executor Speculation
Post by: Lorric on March 12, 2015, 01:20:55 pm
So out of curiosity, how does it prevent people getting too close? Do you just run into an invisible wall or something? Fail the mission for straying too far away?
Title: Re: Executor Speculation
Post by: zookeeper on March 12, 2015, 01:27:08 pm
So out of curiosity, how does it prevent people getting too close? Do you just run into an invisible wall or something? Fail the mission for straying too far away?

Likely, either 1) there will be no actual prevention mechanism so you can waste all your mission time flying somewhere far, far away to get to it (and surely fail the mission because of it) or 2) it'll just have some very accurate long-range anti-fighter lasers which willl make it very, very difficult to get that close.
Title: Re: Executor Speculation
Post by: CountBuggula on March 12, 2015, 01:43:03 pm
Nice job. Detail is good enough for a model that wouldn't be seen up close, and it surely looks intimidating. It doesn't have any armament (at least not yet), right?

As for balance, as I've once said on this thread, it shouldn't matter for that ship. It is supposed to be overpowered in universe, so I don't think that anything resembling balance is in order. One on one, it should be able to waste any other ship currently in FoTG. Missions can still be designed around such a powerful ship, though its utility would be limited. It was so in universe, as well. The idea of making ships that big was ridiculed by some Imperial officers (though out of Vader's earshot, obviously :) ), at least according to the "old" EU. It would be nice if it could enforce the "no way to approach it close up" with an appropriate amount of firepower, but it's probably a secondary concern now.

Right now one of the main reasons we're not worrying about balancing it is because we don't have a model suitable for actual close-up combat.  While this works really well for a far LOD, it just wouldn't look right any closer.  So if someone ever decided to put the enormous amount of effort required to create an SSD to our model standards, we'd probably make the effort to stat it up and put firepoints and subsystems and everything on it.  Until that happens though, it's just a moot point.
Title: Re: Executor Speculation
Post by: Lorric on March 12, 2015, 01:50:47 pm
So out of curiosity, how does it prevent people getting too close? Do you just run into an invisible wall or something? Fail the mission for straying too far away?

Likely, either 1) there will be no actual prevention mechanism so you can waste all your mission time flying somewhere far, far away to get to it (and surely fail the mission because of it) or 2) it'll just have some very accurate long-range anti-fighter lasers which willl make it very, very difficult to get that close.
Yeah, people could of course use cheats and jack up the time compression to get close, but I see no real point expending energy trying to prevent that. Like I remember one mission I saw that I could get closer to a planet, a gas giant planet, so I flew to the planet and of course eventually bounced off the model, and it looked terrible that close to it. But it still made the level better for being there and as long as you don't get close to it looks nice and it's great that you can have the illusion of getting closer to the planet. Still looks good to me even though I broke the illusion, I can still suspend my disbelief.
Title: Re: Executor Speculation
Post by: swashmebuckle on March 12, 2015, 02:32:15 pm
There are a couple reasons for us to take a little time to prevent the player from casually strolling up to our background model: upholding our own visual standards (which has been a a key goal of this mod from the start) and not making our contributors' work look bad by showing it in ways it wasn't intended to be shown. Most likely the SSD will hyper out or something if the player gets too close. Ship like that has better places to be anyway.
Title: Re: Executor Speculation
Post by: CountBuggula on March 12, 2015, 04:19:34 pm
And if anyone wants to know why a ship like that would flee from a single rebel fighter getting too close,
Title: Re: Executor Speculation
Post by: Luis Dias on March 13, 2015, 04:48:09 am
I agree, there are so many ways to keep the player from reaching the SSD, it's not difficult at all from game design POV.

But... congrats! It looks terrific. A sight to behold! A giant city ship in the background to convey how ****ing tiny and irrelevant you are!
Title: Re: Executor Speculation
Post by: perihelion on March 13, 2015, 09:14:09 am
Now that's sexy!  Also, very nice to see this kind of friendly cooperation between different modding groups.   :yes:
Title: Re: Executor Speculation
Post by: chief1983 on March 13, 2015, 04:30:20 pm
Lol I think the Executor should actually cite noticing the threat a small suicidal fighter poses to the bridge of the ship before deciding to jump out.  Be a nice Easter Egg.  Then you should lose the mission for leaving the combat area :P
Title: Re: Executor Speculation
Post by: Deathsnake on April 16, 2015, 02:09:23 pm
Can we have the new Episode VII Star Destroyer ??   :D  :D
(http://abload.de/img/sdw0o6h.jpg)

  :pimp: :pimp: :pimp:

MORE!!!

from the new teaser. Here in german:
https://www.youtube.com/watch?v=yCXPRO8CllU
PPS: to get back at Topic:
that is a SSD wreck!!!
(http://abload.de/img/venatorllakr.jpg)
Title: Re: Executor Speculation
Post by: Luis Dias on April 16, 2015, 02:38:40 pm
Yeah I also thought it was a SSD. Only gripe is that in the first shot, another Star Destroyer is shown in wreckage. Somewhat of a redundancy but what the **** am I complaining about!

e: smells like homeworld, that shot, doesn't it?
Title: Re: Executor Speculation
Post by: Deathsnake on April 16, 2015, 02:51:03 pm
Looks like a entire Imperial fleet is shot down over the planet Oo
Before the Scene another wreck of a Star Destroyer is shown oO

**** Rebels!!!!!
Title: Re: Executor Speculation
Post by: Phantom Hoover on April 16, 2015, 07:39:07 pm
would you look at the habsburg jaw on that thing
Title: Re: Executor Speculation
Post by: jr2 on April 17, 2015, 06:55:02 am
Looks like a entire Imperial fleet is shot down over the planet Oo
Before the Scene another wreck of a Star Destroyer is shown oO

**** Rebels!!!!!


Well, you would expect some pitched battles to be fought between the Empire / or splinter forces that used to be the Empire and the New Republic / semi-allied forces that used to be the Rebels.  (Not sure if Disney is going to stick close to the plotline from the books or not.)


So, you would expect wreckage from both fleets pretty much anywhere there was a contest near a planet that didn't involve one side retreating or surrendering.

You might even get Bastion-esque hulks floting through space.


Heh, off-topic but tangentlly related:

http://www.reddit.com/r/submechanophobia    (Sort of the same idea, a lot of these are remnants of battles, hulks slowly disintegrating beneath the ocean.  Combines the feel of massive planet-side wrecks and hulks drifting in space.)
Title: Re: Executor Speculation
Post by: chief1983 on April 17, 2015, 10:15:58 am
Is that a real fear?  Because I'm pretty sure I have it.  The thought of swimming with something like that below me...
Title: Re: Executor Speculation
Post by: jr2 on April 18, 2015, 08:37:33 am
I think lots of people have it to varying degrees and specifities ... like, I don't freak out, but I don't freak out in tight enclosed spaces either whilst I do feel that tendency bleow the surface trying to gain control.  I don't let it because that's a good way to make a bad situation worse.  I'm actually afraid of water and heights too, and treat them the same way.  Like a week a two ago I was up on a man-lift / scissors lift about40-50 ft in the air, it's scary, but unless you let the fear sneak up on you it's controllable.


http://www.reddit.com/r/submechanophobia/comments/2r8pt9/man_vs_propeller/cqfdh9s
Quote
Oh jeez. This is a huge part of why I am afraid of ships and big mechanical things under water. Can you imagine being upstream when the prop started? My nightmare, right there.. at least they were downstream.
Side not, I'm not sure if the camera man swam away, He was pretty safe at that distance I would think? He was on the downstream side of the prop, perhaps the wash propelled him backwards, not sure.
Now... Imagine they had decided to run the starboard prop first and had decided to run the engines in reverse gear instead of forward.
Title: Re: Executor Speculation
Post by: Mongoose on April 18, 2015, 02:07:58 pm
Simple solution: follow basic diving safety rules and don't go anywhere near the big spinny parts of ships.
Title: Re: Executor Speculation
Post by: jr2 on April 18, 2015, 02:53:32 pm
Right?   :shaking:
Title: Re: Executor Speculation
Post by: X3N0-Life-Form on April 19, 2015, 02:51:14 am
don't go anywhere near the big spinny parts of ships.
And that's true for a variety of contexts! Remember those spinny Shivan devices? Or the Faustus? Or Karuna frigates?
Title: Re: Executor Speculation
Post by: Mongoose on April 19, 2015, 10:16:01 am
Or lawn mowers even!