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Olympus Class Mod

Olympus Class Mod

Creating a new class of ships

I have an idea for a mod which I intend to create with an additional ship class.  I call this the Olympus Class.  These ships would be similar to the Capital ships one would imagine where they would be nearly indestructible.  These ships would have something similar to older ship styles where yes they would of course have forward cannons, but they would also specialize in broadside attacks capable of ripping a fleet to shreads.  In direct combat they would be unstopable as they are essentially a huge floating mass of guns.  These ships would also function as mobile starbases and as such they would be able to create a new type of fighters called Strike Craft.  The one weakness (so far) of these ships would be their mobility.  Directly engaging one would be suicide, but hitting it from behind could spare you.  What you would have to do is position a group of capitals behind it and tell them to continuously move to avoid it from bringing the main cannons to bear.  The reason that I say this is for balance issues.  Regardless of cost, once you had one of these in your posession, you could simply walk through heavily fortified planets to their capital and destroy it with the main cannon.  They would also have some characteristics of the capital ships in that they would also gain abilities and level up. 

These massive ships would be limited to one and only one for obvious reasons.  Another thing I was wondering about was:  where can you build such a collosus...  Well my solution is to resize the capital factory.  These ships would not directly be a new class, but they would have prerequisites and such high prices (aside from being the size of a planet..) that they may as well be a new class. 

These ships would also be requiring the research of the corresponding superweapon, as well as their own prototype.

Each would be centered around something related to that race.

TEC: battleship

Vasari: dreadnought

Advent: carrier

But anyways, here are some of their stats:

Trinity Blade

Forward guns: Prime Cannon, 9 StS Missile Launchers, two torpedo tubes, 12 autocannons, two uber heavy laser cannons

Both Sides: 7 very heavy laser batteries (150 per shot)

Abilities

Glory: boosts the shield regeneration and cooldown for a short period of time. 

Thor Torpedoes: essentially a combo of ion bolt and missile barrage.  It fires two huge torpedoes at the target.  IF its not destroyed outright, it will have its abilities, weapons, and engines deactivated, and will also be nucleararily contaminated.

Return Fire: for about a minute, all recieved damage is reverted also sent to the target, and by level three, it actually doubles the damage given.

Prime Cannon:  Available at level six, this unlocks the full power of the Trinity Blade.  It is similar to Cleansing Brilliance.  Every Passing second, it deals 1500 damage to the target, and anything in between.   The beam has a duration of 15 seconds.  This uses 1000 antimatter, and disables all systems after firing for 20 seconds, as well as its engines.

Judgement

Starboard: four beam cannons

Port: one beam cannon, 7 plasma cannons

Abilities

Onrush: sends forth a large group of strikecraft to deal damage for a short time

Prominence: A large plasma wave shoots off the star and into the target, dealing heavy damage and disabilizing it for awhile

Heavy Drones: slightly increases the power of the combat drones

Mass Conversion: Essentially a more powerful version of domination.  It CAN take control of capital ships (I have yet to prevent it from getting the other Olympus ships though...)

Norgul Genocide

Forward: six phase missile banks, three pulse beam projectors

Both Sides: eigth plasma wave cannons

Abilities

 Evacuation: Increases rate of movement for the ship by massive amounts and decreases the charge time for jumping

Colonize: Max population infrastructure instantly

Destroy Shields: Instantly destroy the shields for all the ships in an area

Genocide: Kills everyone on the planet in one fell swoop, increases your culture, and also sets planet health to 0.

Completion Guide:

Trinity Blade design: yes/Trinity Blade modeling: yes/Trinity Blade Texturing: no/Trinity Blade .entity: WiP

Judgement design: yes/Judmement modeling: yes/Judgement Texturing: yes/Judgement .entity: WiP

Norgul Genocide design: yes/Norgul Genocide modeling: no/Norgul texturing: no/Norgul .entity: WiP

Final Editing: no/Bug Checks:no/Release:no

Progress (based on completion): 33%

 due to some issues, this is now incorrect...

 

 

56,071 views 132 replies
Reply #26 Top
Wow both ships look great! The Advent one is especially intriguing.
Reply #27 Top
Thank you and the credit for the Judgement goes to Soviet.
Reply #28 Top
Well i completed the model, and here are some screenshots. now to do textures.






Reply #29 Top
Nice job Soviet! This thing is really turning out quite well.
Reply #30 Top
I'm not a good designer so i can't make a model but i have a idea for the Vasari Olympus class ship. I think the name could be Voyager and feature less armor and/or damage but increased phase jump capability or mobility. It's weapons would probably consist of lasers and wave generators on the front and some phase missile banks on the side.
Reply #31 Top
That ship can't help but remind me of the Ahwassa from Forged Alliance, the Experimental Bomber that dropped a strategic warhead powerful enough to almost destroy a fully-upgraded Commander.
Reply #32 Top
I'm not a good designer so i can't make a model but i have a idea for the Vasari Olympus class ship. I think the name could be Voyager and feature less armor and/or damage but increased phase jump capability or mobility. It's weapons would probably consist of lasers and wave generators on the front and some phase missile banks on the side.
End of quote


The advent olympus is the one that's all about mobility wasn't it?
Reply #33 Top
You must remember that Vasari are the uber race with increased cost, while Advent use zerg tactics with fast, cheap units. TEC are relatively in the middle.

First thing I thought when I saw the Advent ship: Incursus class! It's a frig from EVE-Online.

Looks good so far, but the models do need to be a bit more detailed.
Reply #34 Top
Looking good. Any Ideas when youll finish it?
Reply #35 Top
Umm well we haven't started coding yet because we don't have the meshes, but right now we are trying to learn how to do textures. (just about the whole proccess is self taught). So after these two, we'll need to make the Vasari one. I have a design in mind already, but I want to finish the Judgement and the Trinity Blade first. After that mesh is completed, I would say that we would just need to figure out the quirks of creating such a ship. I have an idea, but I'm not quite sure how to go about doing it... It would involve copying some meshes and making a new type of orbital shipyard. The new one would be collossal and fitting for such ships. roughly the size of a terran planet, these things are going to be big...If possible, I would perhaps make it so it distorts the gravity well, but that is probably impossible and would definately NOT be out in the first version.

CenataurJohn: I'll keep that in mind if I get around to making the new races. I already have the Tempest's ship in mind, but for the wind, I could use it. Once again though, new races will NOT be included in the first version. Perhaps the second, the first will just be the standard races with three new ships, the second one will be tweaking and MAYBE adding the wind. I know what I want to do with the Tempest, but its just out of reach of my current knowledge of the engine.



So to answer the all powerful question of when we'll finish? I don't know. It has become apparent that we are both good at modeling, but we still need to learn texturing. After that, we, well I'll just add a completion list to the top for you...
Reply #36 Top
Dec42, I will probably add more details tonight or tomorrow, that's the final shape of the ship, not the complete and final product. I will add bit more detail, but it should be understood that this ship will not be packed with weapons, its a carrier for a reason, while I will add the command post and so on and some small weapons on sides, you need not forget that the ship is as long as a planet and not anything more then a prototype, advent doesn't build those on mass scale that's why it might also look strange and some times badly designed, with certain details not flownig and the shape not being completely perfect, after all they are trying to control a ball of matter thats so hot its turned to plasma, think like a tiny sun. once the textures are added it should look good. as Volt said we will start designing the yasari ship later, but it will be more of support ship that will probably be packed with lots of medium range weaponry, and it will not be quick aether, It will be a slow moving monster that by it self is very weak but if u have even just 10-20 ship with it then it becomes very deadly.

eather way, I think i came up with couple of special abilities for Judgement,
first would be the use of the plasma ball that destabilizes it and would attack 20-30 ships dealing deadly amount of damage, so unless its a capital ship it wont survive.
Second would be Final judgment wich would destabilize the ball even more, destroying 50-70 ships but also dealing damage to Judgment it self (im thinking dealing as much as dropping health by 50% that is if the Judgment is below 50% it will be destroyed) it will be more used as final stand type attack.the attack will also damage friendly ships too, so even as deadly as it is it will be very costly.
Third would be call for extra fighters
Fourth I yet to come up with it.

P.S we can program special abilities right?
Reply #37 Top
Yah, I like the idea, so I'll sort it out in more of a table:

1: Divine Will: increases the attack power of all allied ships in a radius by 40%

2: Drone Plague: Unleashes 10 more squads of fighters for one minute to wreak havoc.

3: Prominence: Creates a huge arc of plasma that shoots out, acting like ion bolt and the gauss rail gun combined. Deals 300 damage, deactivates targets weapons, abilities, and engines.

4: Armagghedon: Destabilizes the plasma, causing a huge shockwave to go out from the ship, killing anything at short range and damaging itself for 50% of the hull. It would work by having the star create a few hundred little laser blasts that fire out in a shockwave formation, they would be penetrating so anything at short range would be shreaded instantly save for something like the Vasari or TEC Olympus ships.

Yes we can...not entirely sure how to make one from scratch, but all things seem feasible enough. All of these abilities are similar in some way to other abilities, so we can figure it out.
Reply #38 Top
Absolutely, but you'll need to specify what exactly it does, and make your own effectsin ParticleForge.

Advent ship will have higher Craft capacity?
Reply #39 Top
yes
Reply #40 Top
as mentioned before 20-30 air craft
Reply #41 Top
as mentioned before 20-30 air craft
End of quote


 :SURPRISED: oshi* :SURPRISED: 
Reply #42 Top
Hmm, it doesn't sound very balanced to me...

Personally, I've seen battles where the craft were the deciding point. 30 of these monsters would ruin balance, unless they can be countered effectively with current pseudo-point defence weapons.
Reply #43 Top
Yah, the Trinity Blade will have up to five, but 20-30, I've played as the advent and only having a few squads of bombers can take out a cobalt in one bombing run, so not that much...The Trinity Blade is direct ship versus fleet. against large numbers, its unmatched but versus small its weak. The Judgement on the other hand, while it does have a weak side, it that side is covered by the drones...10-15 would probably suffice. Anything more, and you have an instant kill waiting to happen...

Another thing would be to nerf them severely. Make them build faster, have less health and power but be more. It would give the player the illusion that they are all powerful, while at the same time the only have the equivalent of half that.

Because the after all is strength in numbers, you would need to decrease all stats by about 60% (aside from speed and manueverability of course). That would help to balance it out...I am currently working on a way to do that.

Also, as I speak, I am figuring out the details of the Prime Cannon's coding...it'll be like cleansing brilliance only it'll fire through targets and I actually found a way to make that sort of weapon an intant kill. There are two ways that a beam weapon can stop. The timer runs out, or the target dies...if you remove the timer, you get something that fires until it kills, but I'm not quite crazy enough to make an instant kill, unless its just for frigates...
Reply #44 Top
Also, as I speak, I am figuring out the details of the Prime Cannon's coding...it'll be like cleansing brilliance only it'll fire through targets and I actually found a way to make that sort of weapon an intant kill. There are two ways that a beam weapon can stop. The timer runs out, or the target dies...if you remove the timer, you get something that fires until it kills, but I'm not quite crazy enough to make an instant kill, unless its just for frigates...
End of quote


I made a nuclear weapon that manages to clear out entire gravity wells though I'm not sure why. It was supposed to just take out just the one target ship. Anyways you want to try it out?
Reply #45 Top
Uhh sure... The Tri-Star for the Tempest was going to do something like that anyways so uhh sure...
Reply #46 Top
nevermind, i always forget how powerfull they are. didnt play in awhile, now that i remmeber 30 does become deadly, but heaving 30 that are nurfed so they are equvalent to 15 would be awsome, that i think we will do, maybe go crazy and have 60 that are only as strong as 15....and so on would match the size of the ship and be more realisic to how many it could carry, but I like the idea of nurfing them, hmm 200 but only as strong as 15...that would own....anyway...
Reply #47 Top
yah but if you go in vast numbers, you can't just devide evenly, the reason is that all that damage adds up and you end up with something harder to kill than before

Also, the Prime Cannon ability is this close to being done *has fingers really close together* and all I need to do now is add some stuff to the string data...Also, I have added the ability to research the prototype so that you can unlock it. You can't build it yet though, but I'm getting close...Also now that I have a better understanding of abilities, I'm changing a few things...
Reply #48 Top
We shall experiment shant we with the number of striker craft. gah still need to tecture, did u finish tecturing your model yet? or is it still in progress. and damm you are going along real fast. I guess I will be able to finish the model completly tommorow textures and evrything, now just to figure out how to add guns....
Reply #49 Top
well in add primitives there is a thing called add nulls. These things are a point in space that are a reference. They work for abilities, engines, hanger bays, weapons, you name it...

Also, I still don't get how to do textures...wish I did...that would make it go faster. I succeeded in making my model turn black, but after that I'm stuck..I can't make sub projections...the thing does something like a screenshot...Also, I haven't the foggiest as to what we should do about the broadside ability...Flagship and Thor Torpedoes, shouldn't be too hard. Thor is a combo of ion bolt and nukes, flagship is just an area buff...

Then the Norgul Genocide has a bunch of buff and assault abilities, a souped up missile barrage, stuff like that, so it won't be too hard. I just need to learn textures...After that, I can push myself along. I am good at coding, but I'm gonna need help with broadside...
Reply #50 Top
About the textures, lemmy do my model first and see if i can figure it out and then you can send meur model and I will pull it apart for u so you could texture it, i think im getting the idea need another hour to complet the thing though