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Posted: Wed Jul 19, 2006 1:46 pm
by Azzameen
@djbully: I never tried to shoot at a Lambda, so I don't know. And I just experimented with the size, so don't be surprised.
And I don't know, why your YT-1300 has 5 tons cargo space. I'll look at it more closely and repair it.
@ArkanoiD: I use paint for my textures, so I have limited possibilites. I'll get my sister on it, she makes good pictures and I'm not good at Photoshop or things like that.
@seawolf: Yeah, it would be possible to give the Lambdas a TIE escort. I'll try it. And I'm working on a Bird of Prey. What's Blake's 7?
@ArkanoiD again: If I'd cut the speed of the Interceptor by 50%, I would have to cut it at all my ships, they're linked. But you'Re right with the energy. And I'll edit the problem with the NPC-player balance.
Posted: Wed Jul 19, 2006 2:54 pm
by Wolfwood
Also cut down the cargo on most of the ships. After all, dedicated fighters should rarely get even 5 tonnes of cargo space, preferably a lot less...
Posted: Wed Jul 19, 2006 3:42 pm
by Seawolf
Blake'7? Quality cult scifi from the BBC in the late 70s. Another (limited) source for high nostalgia value spaceships for the mid thirty something. Try the links below. Looking forward to the bird of prey.
http://en.wikipedia.org/wiki/Blakes_7
http://www.hermit.org/Blakes7/SevenCyc/index.html
Posted: Wed Jul 19, 2006 4:20 pm
by ArkanoiD
Azzameen wrote:
@ArkanoiD again: If I'd cut the speed of the Interceptor by 50%, I would have to cut it at all my ships, they're linked. But you'Re right with the energy. And I'll edit the problem with the NPC-player balance.
I think one must have a damn good story to make a ship that can do more than 0.42LM and the price/speed ratio is at least 1Kcr for 0.001LM. Not to mention cargo limitations.
The only ship that breaks the rule is Supercobra and it is just because of hystorical reasons.
0.400LM/1.5 ptich/400Kcr and 0.450LM/1.6/550Kcr for TIE Fighter and Interceptor sounds much more realistic.
Do you know how much does Constrictor cost if you are lucky enough to buy one? 10
M!
Posted: Wed Jul 19, 2006 10:01 pm
by ArkanoiD
Another TIE-Fighter suggestion: keep the price low, but make shields really weak (as in original SW design), weaker than any other ship - but make them escorts in packs of 10 and more. This will bring totally new expirience. Maybe worth writing separate AI for that
Posted: Thu Jul 20, 2006 9:02 am
by Selezen
Re: Blake's 7...
I did a model of it a while ago. Too many polys for oolite at the moment, but when/if i get round to it I might subentity it up and see if I can get it working...
Posted: Thu Jul 20, 2006 9:12 am
by ArkanoiD
Selezen wrote:Re: Blake's 7...
I did a model of it a while ago. Too many polys for oolite at the moment, but when/if i get round to it I might subentity it up and see if I can get it working...
Multilaser again?
Posted: Thu Jul 20, 2006 9:37 am
by Wolfwood
Selezen wrote:Re: Blake's 7...
I did a model of it a while ago. Too many polys for oolite at the moment, but when/if i get round to it I might subentity it up and see if I can get it working...
That certainly needs to have the frangible tag turned on...
I'd like to shoot off those extra thingies one by one, as the ship withers in pain and frustration...
(or, more likely, I die in the face of all those laser mountings, if they are such...)
Posted: Thu Jul 20, 2006 10:07 am
by drew
Can't wait to see that in the game!
In Blake's 7, only the central spindle was a weapon as I recall. It wasn't fired very often either, what with the BBC's enormous special effects budget in the 70s!
Cheers,
Drew.
Posted: Thu Jul 20, 2006 12:54 pm
by Seawolf
Lovely looking model. Needs four lasers I think, as reputedly the most powerful ship in the galaxy. And what's this about special effects? Silver painted wetsuits and rubber gloves used to terrify me. Now they're just faintly disturbing. Took a TIE interceptor out for a spin for the first time last night. Damn they're fast!
Posted: Thu Jul 20, 2006 1:08 pm
by ArkanoiD
Seawolf wrote:Took a TIE interceptor out for a spin for the first time last night. Damn they're fast!
They are *too* fast and too powerful and dirt cheap! That's the problem.
Posted: Fri Jul 21, 2006 10:41 am
by Seawolf
Sure, I take your point. 8 energy banks? Having said that they're not a problem to shoot up, and I seem to do better in combat in the reliable old cobra (now deadly). While a fighter is fun to take out for a spin they don't suit the general trader/pirate/bounty hunter game plan. What would be really nice would be to have a second space ship for the weekend. How about the possibility of buying a second ship without trading in the first, and birthing it at a specific station for use in particular missions? Numbers only really limited by garage space!
Posted: Wed Jul 26, 2006 9:10 am
by Azzameen
I dunno how to define the number of energybanks, I just say, how much energy it has.
As for reducing the speed, I'm calculating like this:
SW:
TIE, X-Wing: 100 MGLT
Interceptor: 111 MGLT
YT-1300: standard: 89 Falcon: 105
Y-Wing: 80 MGLT
B-Wing: 90
A-Wing: 120 MGLT
So for Oolite, when the TIE gets 400, it looks like this:
TIE, X-wing: 400
Interceptor: 444
Y-wing: 320
YT-1300 npc: 356 player: 420
B-wing: 360
A-wing: 480
And for the Defender, it would be 144*4=576
I'm working on it, but it will take a while.
And I'll try to create the 1701-A for Oolite, with the sign:
"We don't brake for Klingons"
So the Bird of Prey has:
"We don't brake for Starfleet"
Posted: Wed Jul 26, 2006 10:11 am
by Wolfwood
But why does the TIE get 400 speed? That's way faster than most other ships in the game, and since TIEs are mass-produced and cheap, they should not be that much better than the average vessels...
Posted: Wed Jul 26, 2006 10:20 am
by ArkanoiD
Wolfwood wrote:But why does the TIE get 400 speed? That's way faster than most other ships in the game, and since TIEs are mass-produced and cheap, they should not be that much better than the average vessels...
Agreed. 350 is more than enough and everything else to be scaled down accordingly.
Defender, yet unreleased, seems to be the next ubership candidate?