WCU ships in Privateer
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I think I want to see the Thunderbolt VII in Privateer Remake Parallel Universe, maybe as the ship you can get if you choose to join the Confeds at the end of the Privateer campaign, if that makes it in.
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I did second tayla mission in a Hornet. I completely forgot about William Riordian. I thought that i would be mince meat. I also took on two talons. Was VERY suprised to see that i took no damage. and then i jumped and saw some militia in need of help and so i destroyed all talons and on the last talon lost one of my mensons. No one told me that guns could be damaged in 1.2.
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The Hornet is very hard to hit, it has the Dralthi quality of being wafer thin. In the beta patch, it won't be so invulnerable due to the higher weapon velocities. But, I've upped the Hornet CVL top speed to 1100kps so that should help.micheal_andreas_stahl wrote:I did second tayla mission in a Hornet. I completely forgot about William Riordian. I thought that i would be mince meat. I also took on two talons. Was VERY suprised to see that i took no damage. and then i jumped and saw some militia in need of help and so i destroyed all talons and on the last talon lost one of my mensons. No one told me that guns could be damaged in 1.2.
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I'll put this ship on the wish list (along with the Hellcat) and we'll have another round of discussions on this after the beta patch morphs into the real v1.10 release.Solon Halwinder wrote:I think I want to see the Thunderbolt VII in Privateer Remake Parallel Universe, maybe as the ship you can get if you choose to join the Confeds at the end of the Privateer campaign, if that makes it in.
Sabre & the Kilrathi torpedo ship will be in the patch this weekend as the last round of ships to be added for now.
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I never played past WC2, but wasn't it anything above transport class at least in that?z30 wrote:I'm a bit vague on exactly which capital ships are immune to fighter fire.
Also, not sure how viable this is, but I recall from Freespace 2 that capships above Cruiser class had a "big-ship" tag which rendered them invulnerbale to all but bombs once they reached about 20% hull integrity. Maybe that would be viable?
(Then again, capships in that game didn't have shields and were typically a kilometer or more long.)
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I expect that a ship with level 7-9 shields would be pretty difficult to take down with a medium fighter. This is a good thing, as Demons are too powerful right now - I'll probably downgrade their missile capability to medium missiles at the most, no torps.Solon Halwinder wrote:We could have special shields only for cap ships, something that would regen 4-5x faster than what our current ones normally do. Maybe for destroyers , dreadnoughts, carriers and anything above that.z30 wrote:
I never played past WC2, but wasn't it anything above transport class at least in that?
Also, not sure how viable this is, but I recall from Freespace 2 that capships above Cruiser class had a "big-ship" tag which rendered them invulnerbale to all but bombs once they reached about 20% hull integrity. Maybe that would be viable?
(Then again, capships in that game didn't have shields and were typically a kilometer or more long.)
Anything near the corvette class (or Drayman transport) class would carry heavy shields but still be vulnerable to heavy fire.
micheal_andreas_stahl wrote:
Would that mean that a ship that had enough fire power would be needed to destroy them? Kirathi and confed?
Should a medium merchant ship like the Galaxy have torp capability? The HK & GS variant should definitely have it but I think heavy missiles should be rare on merchanters vessels.
Would people suffer too much if the Tarsus & TarsusMk2 couldn't have proton torpedoes?
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Yeah, they probably would, unless you plan to make torpedoes "two hits kill a heavy cruiser" like they did in WC2.
Also, IIRC, they DID cause shield damage.
Also, IIRC, they DID cause shield damage.
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7 torps straight to the Drayman's rear just turns it's tail pale pink, so we should be far off from the two-hit killer thingSolon Halwinder wrote:Yeah, they probably would, unless you plan to make torpedoes "two hits kill a heavy cruiser" like they did in WC2.
Also, IIRC, they DID cause shield damage.
Current torp damage is 101 MJ value but straight to the hull, I could right up some lesser damage (say 30 MJ) to the shields as well.
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Next patch, when we start bringing in corvettes/destroyers/dreadnoughts we'll have to look at the capital ship weaponry and bring what we need in from the WCU units file.micheal_andreas_stahl wrote:WHat post is this?
Is it possible to get flak battries?
I'd also like to bring in fighter bases - New Detroit needs one since it's a Confed/Hunter center.
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Grikath & Sabre snapshots
Some snapshots of the actual WCU models. I used objconv.exe to convert the BFXM files to OBJ format - something that Wings3D could digest.
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Demons are supposed to be cap-ship killers.z30 wrote:I expect that a ship with level 7-9 shields would be pretty difficult to take down with a medium fighter. This is a good thing, as Demons are too powerful right now - I'll probably downgrade their missile capability to medium missiles at the most, no torps.
Should a medium merchant ship like the Galaxy have torp capability? The HK & GS variant should definitely have it but I think heavy missiles should be rare on merchanters vessels.
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I looked it up in my favorite Privateer (original) spot, and the Demon *is* supposed to carry them. But it's going to be 7 torps and not 10 based on the new missile size values.micheal_andreas_stahl wrote:Demons are supposed to be cap-ship killers.z30 wrote:I expect that a ship with level 7-9 shields would be pretty difficult to take down with a medium fighter. This is a good thing, as Demons are too powerful right now - I'll probably downgrade their missile capability to medium missiles at the most, no torps.
Should a medium merchant ship like the Galaxy have torp capability? The HK & GS variant should definitely have it but I think heavy missiles should be rare on merchanters vessels.
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Cutlass !!!
I am very happy to report that Spirit has given her blessings for the Cutlass to be included in the user mod. I've attached her message which details how the ship came about, it looks like the original intent to position it as a pirate ship makes sense.
4 Mass drivers should pack quite a punch, and the pirate faction really needs strengthening.
It's a beautiful ship and well worth the effort of porting.
Thanks Spirit!
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From: spiritplumber
To: z30
Subject: Re: Cutlass
Please do!
The Cutlass is a kitbash of Scimitar and Raptor parts that came about when a naval yard tasked with dismantling the aging fighters found out that it was a lot more profitable to buy scrap metal from pirates and sell them a fleet of unregistered ships without make-and-model ID. The ship is basically the front section of a Scimitar welded to the back of a Raptor, and no two are exactly alike as the work was done under the table. As a result, the shields aren't very well designed to fit around the hull and result flimsy for the power they drain, but the hull itself is extremely well armored.
Standard armament is four mass drivers.
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4 Mass drivers should pack quite a punch, and the pirate faction really needs strengthening.
It's a beautiful ship and well worth the effort of porting.
Thanks Spirit!
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From: spiritplumber
To: z30
Subject: Re: Cutlass
Please do!
The Cutlass is a kitbash of Scimitar and Raptor parts that came about when a naval yard tasked with dismantling the aging fighters found out that it was a lot more profitable to buy scrap metal from pirates and sell them a fleet of unregistered ships without make-and-model ID. The ship is basically the front section of a Scimitar welded to the back of a Raptor, and no two are exactly alike as the work was done under the table. As a result, the shields aren't very well designed to fit around the hull and result flimsy for the power they drain, but the hull itself is extremely well armored.
Standard armament is four mass drivers.
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Hey guys, don't go remaking WCU by adding too many ships I will rerelease WCU with at least a bit of multiplayer support when I can. This said, I'll keep working on things.
A problem is that a lot of the WCU-only things, like crew, are incompatible with the VS codebase so they'll have to be redone.
A problem is that a lot of the WCU-only things, like crew, are incompatible with the VS codebase so they'll have to be redone.
My Moral Code:
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
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I liked that feature of WCU, being able to recruit people to man the ship.spiritplumber wrote:Hey guys, don't go remaking WCU by adding too many ships I will rerelease WCU with at least a bit of multiplayer support when I can. This said, I'll keep working on things.
A problem is that a lot of the WCU-only things, like crew, are incompatible with the VS codebase so they'll have to be redone.
Small subset of WCU only, I promise We just want a decent ship line for each guild (merchant, militia, hunter, maybe pirate or confed) because eventually not all guilds will be open to players.
Once a choice is made others will be closed or will only offer a limited number of ships.
I'm hoping we can implement the militia guild , to be based on Goss' Drayman CVLs, in the next patch.
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Hmm... You could tie that into the bonus storyline.
And it's not something I'm asking, it's just that I'm saying 'don't reinvent the wheel!"
A lot of ships have already put into units.csv for WCU after all, if it makes life easier, feel free to plunder it
And it's not something I'm asking, it's just that I'm saying 'don't reinvent the wheel!"
A lot of ships have already put into units.csv for WCU after all, if it makes life easier, feel free to plunder it
My Moral Code:
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
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Actually to be honest, we've been so busy plundering the riches of WCU that we've forgotten to take a look around WCU ingame and really see what's available. It's the attraction of adding these to the very stable code base of PR that's driving most of us but I have a feeling we're missing the elephants in the forest *G*spiritplumber wrote:Hmm... You could tie that into the bonus storyline.
And it's not something I'm asking, it's just that I'm saying 'don't reinvent the wheel!"
A lot of ships have already put into units.csv for WCU after all, if it makes life easier, feel free to plunder it
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Cutlass pics
http://www.hard-light.net/forums/index. ... 586.0.html
Pics from the original post above, when the Cutlass was first introduced.
Definitely a militia or hunter ship based on the short description by Lynx, this is not something the Confed will still be using.
I'm thinking Hunter, so players have two medium fighters (ie. Centurion) to choose from. This would match the two medium Militia fighters in PU 1.1b (Kukhri & Scimitar).
Pics from the original post above, when the Cutlass was first introduced.
Definitely a militia or hunter ship based on the short description by Lynx, this is not something the Confed will still be using.
I'm thinking Hunter, so players have two medium fighters (ie. Centurion) to choose from. This would match the two medium Militia fighters in PU 1.1b (Kukhri & Scimitar).
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