Author Topic: What makes a good Cap Ship  (Read 2761 times)

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Offline QXMX

  • 28
What makes a good Cap Ship
Is it hitpoints, armament, size, function, etc?

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Co-Creator, GroundZero

  

Offline wEvil

  • The Other Good Renderer
  • 28
    • http://www.andymelville.net
What makes a good Cap Ship
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

 

Offline QXMX

  • 28
What makes a good Cap Ship
The Orion does look very intimidating though. I wouldn't wanna meet that thing in a dark alley  

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Co-Creator, GroundZero

 

Offline Snipes

  • 29
    • http://freespace.volitionwatch.com/us
What makes a good Cap Ship
That thing would be the dark alley
     
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United Space
Newsie, Modder, Slave to Asta
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"Snipes... Is The Dark Continent."

 

Offline QXMX

  • 28
What makes a good Cap Ship
Yea, a really long dark alley  

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Co-Creator, GroundZero

 

Offline Fozzy

  • Wokka wokka wokka!
  • 28
  • Wanabe A Mighty Modder
    • Fozzy's Myspace
What makes a good Cap Ship
Big deadly beams  
The Terran VolksWagen Project - Lol
"that was a little too close, we gota wait fifteen mins to change our shorts" = (snipes, FS2)
I can whoop your ass with my LOGITECH

 

Offline wEvil

  • The Other Good Renderer
  • 28
    • http://www.andymelville.net
What makes a good Cap Ship
beams need power sources

:P

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All your dirty secret are belong to us!

 

Offline QXMX

  • 28
What makes a good Cap Ship
Does the power output entry in the TBL files actually account for this?

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Co-Creator, GroundZero