Author Topic: Design a destroyer  (Read 109675 times)

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Offline Stryke 9

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No, beams that cause torpedos! The torpedos each have a flak turret on 'em.

 

Offline karajorma

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The big problem I see with torpedos is that you have to have a large part of the ship filled with highly explosive devices if you want a torpedo firing ship.

I don't know about you but if I was the captain of the enemy ship the first thing I'd target would be the torpedo launchers because if I can get a beam in there I could do more damage than the beam could on its own.

You may not even need to get through the hull. If you can get in a lucky shot and hit a torpedo just as its exiting the launcher you can probably take out the entire magazine with one shot.
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Offline Stryke 9

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Um... and the infinite supplies of missiles capships have on board already are any different? Hell, nail a fighterbay, you're likely to take out a couple bombers loaded up with Cyclopses, damage those'd do from inside the ship's one can't think of.

 

Offline Nico

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Quote
Originally posted by karajorma
The big problem I see with torpedos is that you have to have a large part of the ship filled with highly explosive devices if you want a torpedo firing ship.

I don't know about you but if I was the captain of the enemy ship the first thing I'd target would be the torpedo launchers because if I can get a beam in there I could do more damage than the beam could on its own.


No, coz as fas as I know,  those torpedos wouldn't be armed. You know, a nuclear submarine that would be destroyed wouldn't end up up a hundred nuclear explosions at the same time :p
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Offline karajorma

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Torpedos would probably be even nastier than helios bombs so there is a slight difference.

Besides even if capships don't do it there is still a good chance of a ship being damaged by it's own torpedos if enemy interceptors are fling about. How many times have you damaged an enemy bomber by taking out the bombs it just fired? That would be even easier to do with torpedos since the ship would most likely fire them at regular intervals.
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Offline aldo_14

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Quote
Originally posted by Knight Templar
Aldo's ship would r0)(0r without the open aread mid-section. :nod:


Dropship launch bays.

And it is actually suppossed to look like a gun (Colossus example)

 

Offline Bobboau

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I like your ship
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Offline Knight Templar

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Quote
Originally posted by aldo_14


Dropship launch bays.

And it is actually suppossed to look like a gun (Colossus example)


I was more thinking of the long beams you hasv going across the mid hull.
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Offline 2FB

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Just a Question, Im planing to Start a Mod for FS", I have seen a lot of Ships here that look interesting, so the quetios are

Can I use the ships that you will not setec, 2 what do I have to do to make a team fr the mod and the guide lines i need to follow?

 

Offline mikhael

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Not bad, Aldo. It's not to my taste (too many hexagons. Narol is rubbing off on me), but damned good. Change the color though. ;)
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Offline karajorma

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2FB. A word or two of friendly advice.

 I'm really trying to walk the line carefully and not discourage you if you would end up making a great mod but consider a few things first.

1) The FS2 community is very heavily committed to mods. There are very few of us who aren't working on something. Quite simply most of us have very little free time. So if you start a new mod you'll probably only get people already heavily committed elsewhere.
2) Mods take a lot of time. Even a mod which is nothing more than missions using the original FS2 ships is a couple of months work at least (and that's if you give up much of your free time).
3) Not to be nasty or anything but you haven't shown us any reason why we should want to be part of your team. A good storyline although needed isn't enough. We have more good storylines than teams able to work on them. If you want to get a team you need to be able to do something well. If you can make beautiful models or excellent playable missions that would help.
4) You're rather new to the community and we've had tons of people join up start a new mod, get discouraged and then vanish taking all their work with them. We have no way of knowing if you're one of these sorts of people.

My advice is learn on your own how to FRED or Mod and then try to get a job on one of the major campaigns. That way you'll make a name for yourself and make friends who will be willing to help you out with your own mod.
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Offline Deepblue

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What are u doing Aldo? I thought that was for Reci!?

 

Offline aldo_14

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'tis.  But I have to post something every once in awhile

 

Offline Ryx

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Now 3000 < x < 5000 polys.

That finn structure-thing will be remodeled (or something).
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Offline Ashrak

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are those holes TORP BAYS? if they are i LOVE IT!!
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Offline Flaser

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I loved that huge fin on the back - gave it some real character.

You said you're gona remodel it - IMHO the very first plain vertical version was the best, the lack of horizontal elemets let the shape convey its flow, the cross thing was nice but I think the original plain fin is better.
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Offline Knight Templar

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I like it now. The fin dealie looked like a submarine to me..
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Offline Bobboau

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it might look good on the bottom
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Offline Odyssey

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[color=cc9900]I like it. The first view reminds me of a whale somewhat, with a mouth, then an eye, then some cartillage of some description...
I liked the vertical fin too, though. As Flaser said, it gave it character. We've already got loads of long thin ships, but none of them have fins on their backs.[/color]

 

Offline mikhael

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Bring back the fin, Ryx. It loses all its character without the fin.
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