Naming of new Moded objects.

Forum For Privateer Remake
Orthuberra
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Post by Orthuberra »

Or just:
Drayman_C (Carrier)
Drayman_D (Destroyer)
I like this, merchants and pirates probably wouldn't bother using military naming conventions anyway.
Othuberra, do you have any ideas for artwork that could be used to make pirate ships more Piratey?
Well I have lots of ideas, but only so much free time! Darkened greyscale textures, w/ occasional stripes & logos for 'clans' to identify themselves, also maybe take the rust idea of Chuck's when editing materials/texture on ships, I could definetely see rust on pirate ships. They dock in pirate bases, humid/dirty environments since the dehumidifier broke down and the tech whose supposed to fix the enviromental controls is strung out on ultimate! :lol:

Maybe even some fractal bump mapping on the bottom side of ships for 'space barnacles' :wink:

I have a bunch of symbols I made in a font editor as fonts we could use for clan symbols on the texture maps as well: skulls, crossed monkeywrenches, lightning bolts, black cats, wolf heads, fists, stars, etc.
chuck_starchaser
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Post by chuck_starchaser »

Zool wrote:
Do we want a civilian (privateer) drayman modified for pirates and retros to carry their talons across jump points? Or do we want a modified military (WC1) drayman, as the confed militias would probably have, or both? And what about the destroyer variants? Do we need them, in the first place?
It would be nice to have the variety but it's a lot of work to create and implement all there variants. Ultimately I don't think civilian agencies would be allowed to create their own "warship fleets" by the military so I don't think they wouls be allowed to have small carriers and destroyers. A couple of fighters escort per cargo ship IMO be adequate.
Okay, but the pirates and retros live outside the law, so whether they'd be allowed to have modified draymans is neither here nor there, so I could take a civilian drayman and add 4 landings and enlarged engines and it's done.
The modifications are not by Drayman Ltd.; they are done by pirate/retro engineers, out of captured cargo draymans.
If that's settled, the question that remains is militias. I could take a military drayman, a WC1 drayman, and mod it to have landings; or you could use the Cutter for them.
There was also a mention of hunters, but hunters fly Demons and Centurions, both of which are jump-capable, and except for Palan, they usually work alone, anyways.
micheal_andreas_stahl
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Post by micheal_andreas_stahl »

Make a Militia Drayman_C or D, but don't sell it to privateers or civilians. Simple. It something that makes sit there and wish you had one but can't. And thay will make my life hell. Bring it on.Image
Dilloh
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Post by Dilloh »

Having ships which all look the same but are differently equipped also sounds like a good solution to me. For the names, I'd suggest to have a Drayman, a Drayman_, a Drayman__, a Drayman___ and a Drayman ____ whereas the "_" are being replaced with "*spaces* ", see?

Or, maybe even give them names which might indicate your radar found out about the armament of the Drayman, like DraymanLight, DraymanMedium, DraymanHeavy.
Zool
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Post by Zool »

chuck_starchaser wrote:Okay, but the pirates and retros live outside the law, so whether they'd be allowed to have modified draymans is neither here nor there, so I could take a civilian drayman and add 4 landings and enlarged engines and it's done.
The modifications are not by Drayman Ltd.; they are done by pirate/retro engineers, out of captured cargo draymans.
Sorry chuck, I just completely misread what you were saying, that's good enough for me!! :)
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