Author Topic: Dreadnaught-class Heavy Cruiser  (Read 40142 times)

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Offline Aardwolf

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Re: Dreadnaught-class Heavy Cruiser
That's true... I had thought about the random refire delay, but I had figured it might take more changes than that. But now that you mention $Max Turret Target Ownage (albeit not by name), that would fix the problem I had anticipated: that when a ship first enters range and the engagement starts, without that Ownage limit all the guns would fire at once, and only after that would the random refire kick in. But actually I'm not 100% sure how the random refire thing is applied anyway... whether it's truly a 'refire' (i.e. delay after the first shot), or whether there's some delay pre-shot (for the first shot fired) as well.

That said, including 20 multipart turrets and 20 single-part turrets (assuming the non-quadlaser ones could be 'button'-style turrets) would still be a lot... although I reckon it wouldn't be a HUGE performance hit, if any.

 

Offline General Battuta

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Re: Dreadnaught-class Heavy Cruiser
I despise max turret target and player ownage with a fiery passion.

 

Offline Droid803

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Re: Dreadnaught-class Heavy Cruiser
You don't like seeing ships actually use all their guns? Strange, cause max turret target and player ownage is the only way to allow that (or to control it in any way, actually).
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Offline FUBAR-BDHR

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Re: Dreadnaught-class Heavy Cruiser
Wow people flying ships with shields complaining about cap ship firepower. 
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Offline General Battuta

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Re: Dreadnaught-class Heavy Cruiser
You don't like seeing ships actually use all their guns? Strange, cause max turret target and player ownage is the only way to allow that (or to control it in any way, actually).

Wow people flying ships with shields complaining about cap ship firepower. 

Completely backwards. I despise them being anything less then about 9999.

And of course I know what they do.

 

Offline Aardwolf

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Re: Dreadnaught-class Heavy Cruiser
Well if it could be set on a per-ship basis, perhaps... Or per-weapon-type-on-a-ship...

 

Offline FUBAR-BDHR

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Re: Dreadnaught-class Heavy Cruiser
As in armor.tbl?
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Offline Droid803

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Re: Dreadnaught-class Heavy Cruiser
armor.tbl controlling AI firing patterns? O_o
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Offline FUBAR-BDHR

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Re: Dreadnaught-class Heavy Cruiser
No damage per weapon type against ships and shields.
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Offline Droid803

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Re: Dreadnaught-class Heavy Cruiser
Well, seeing as the discussion was on how to make it look right (ie. not firing everything at the same time), and making the game playable (ie. not hitting the projectile limit), I don't think damage really an issue.

But yeah, I think firepoints would solve it. 20 quads = 5 turrets.
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Offline FUBAR-BDHR

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Re: Dreadnaught-class Heavy Cruiser
If you hit the projectile limit you better be above Endor.
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Re: Dreadnaught-class Heavy Cruiser
Haven't made any turrets yet...

[attachment deleted by ninja]

 

Offline swashmebuckle

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Re: Dreadnaught-class Heavy Cruiser
I like this, though I think I would like it a lot more if the barrel portion was considerably shorter (like, equal to the width of the rotating bass part at most).  My iconic turbolaser image is the heavy DS towers, and the stoutness of that design for me reinforced its power--when the barrels stick way out from a tiny little base, it looks kind of fragile IMO.  I dig the "cowled" look--I think it fits in well with our reimagined Republic aesthetic.  Also don't forget that the barrels have to be able to rotate 90 degrees straight up or the ship won't be able to deliver a broadside. :yes:

 

Offline NGTM-1R

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Re: Dreadnaught-class Heavy Cruiser
I'm not so sure about it, personally, since the Dreadnaught's weapons were in the blisters on its sides. I've always figured shielded galleries like we saw elsewhere aboard the Deathstar rather than external turrets.
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Re: Dreadnaught-class Heavy Cruiser
Working on the texture.

[attachment deleted by admin]

 

Offline swashmebuckle

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Re: Dreadnaught-class Heavy Cruiser
Love the coloration for a Republic-era vessel.  And yeah, those are some huge windows :)  Awesome work! :yes:

 

Offline brandx0

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Re: Dreadnaught-class Heavy Cruiser
IMHO it needs some red
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Offline Archaic

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Re: Dreadnaught-class Heavy Cruiser
this really looks like it would belong in the original series, good work!

just one problem, its not dark grey. Dark Force FTW! /jk

one question for the team: are you planning on having Katana fleet dreadnaughts, and if so, will they have different stats? (being slave rigged and having 14,000 less crewers than a standard dreadnaught)

 
Re: Dreadnaught-class Heavy Cruiser
this really looks like it would belong in the original series, good work!

just one problem, its not dark grey. Dark Force FTW! /jk

one question for the team: are you planning on having Katana fleet dreadnaughts, and if so, will they have different stats? (being slave rigged and having 14,000 less crewers than a standard dreadnaught)

I don't know about the stats of these ships. I would imagine that if we do feature Katana fleet dreadnaughts, they'd just be a different colour.

Here's some red paint, though I might increase the intensity of the red a bit:

[attachment deleted by admin]

 

Offline chief1983

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Re: Dreadnaught-class Heavy Cruiser
Are the white spots just large windows?  Cause considering that thing is supposed to hold 14000 people, those windows would be massive.  But I don't think the ship at its spec'd size could ever  hold that many people anyway.
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