[quote]yes well with all that said i have finished texturing the hacyon cruiser with detail but i wont release the pic cause we are in the process of making an official posti have started work on the shipyard so im ready to take down any ideas yall might have about it[/quote] A very nice model was made of the UNSC shipyard, you should use that. The way it was made would require only one shipyard, instead of the vanilla two. And it'd be very very large, and look the part of a real shipya
Colt556
Actually, since the Forerunners are all dead, making a Forerunner faction would ONLY use AI, as I mentioned earlier. Since Halo's only kill bio organics capable of sustaining the flood (So like, tadpoles will survive) then the Forerunner AI race would be uneffected. Think about it, you're a sentient AI, commanding the most powerfull fleet and weapons in the galaxy, and your opponents are all organic. Halo their asses and win. But, in the end, as much sense as this makes, and as logical
[quote]Canadaman, are you the main worker on this? If so, you should post a completely new topic, showing progress reports, and post a link here. That would rox.[/quote] He did post a new topic, but it seemed noone wanted to switch lol.
The only problem with adding in Sentinals and the like, is they're so tiny. I mean a normal sentinal is like, half the size of a human. That'd be like half the size of a wing on the TEC fighter. It'd just be sooooo friggen tiny. Now, we know from Halo 3 that the Forerunners had MASSIVE fleets of warships, far larger then anything seen in Halo to date. And we know such ships were crewed by Foreruners, but could also be remotely controlled by Monitors. I.e. Mendicant and Offensive Bias'. <br/
[quote]thats a good thought what is your only beef with it being a ship rather then a station is it logistics points hell why not just make the cradle the station and not a ship[/quote] Pretty much logistics is the only reason I want a station. Having a mobile repair station is handy, but sometimes you just wanna be able to repair your fleet without having to waste a portion of it for repair ships. That's why I like the vanilla games approach, you can build a mobile ship that can give f
[quote]hell if you put it that way every thing has repair capabilities but sins doesn't work like that in game ship and buildings repair their selves over time maybe if we made the ability and called it resupply it would give a few hull points back and antimatter that would be more realistic[/quote] Every little helps, but if we're gonna go that low, we should then add a dedicated repair STATION (Not cradle) since, I for one,almost never use repair ships, I spam combat ships and just f
[quote]i understand your argument be we are assumeing these SMAC platforms had repair capabilities what if the docking area was just a place to load and unload personnel not a repair place it could just be a loading dock for all we know i find it hard to believe that a tactical structure would spend time repairing a ship while in a combat zone or wast its resources doing so plus by haveing a station like that you could make outposts for attack like a gas giant just park one of the cradles and a
[quote]i understand with the fleet logistics point ,but thats something we can mod a lot easier thought i did like the idea with the whole self repair ,cause all ships have a limited amount of repair capabilities ,cradles had the fastest repair rate in the fleetand is the only thing close to a refit station that we know of yes the SMAC platforms had repair abilities but nothing near a cradle and i don't want to be in a battle an all my antimatter is gone on repair[/quote] It'd simply be
Keyes, what defines a ship is the ability to travel through space. Stations are bound to planets because they lack propulsion systems. If Crade can fly through space, and even use slipspace, it is NOT a station. Despite what they call it, it is a ship. A very large, very slow, repair ship, But a ship nontheless. That is why I believe the UNSC needs a repair STATION. Because it's kind of bad to force the player to use up fleet supply points to field a bunch of Cradles, when they have plenty of un
[quote]1: SMAC platforms ARE doubling as hangars, I know that much for sure. I just assumed they would double as repair stations since they could dock frigates, and destroyers, and would have full repair crews onboard.Me and Canadaman are working on this mod and dinoff is helping also as of right now we ARE NOT doubleing the Platforms as a repair stationand im gonna let you know why just so you will stop saying iti currently have right now a model for the UNSC cradle wich will be our repair ship
[quote]of first of all the smac guns are not doubleing as repair and hangers so dont assume things secondly you didnt hear what i said the covenat can jump any where in a grav well meaning they can jump behind the mac guns we probally have to increase the size of grave wells so they can wait out side a kill zone also yea they are powerful but you also forget mac didnt always hit there targets and sometimes they will shoot the same target so the whole overpowering thing is not an accurate stament
I don't agree with the whole, automaticly placing in groups of three. While we should stay close to canon, we shouldn't limit a players choices. If that player wants to put them in groups of three, which would be wise since stacking guns is allways a good thing, then he can. But if he doesn't want to, you can't force him. Not to mention, you'd basicly have to ruin the entire SMAC platform to make it work. Since it wouldn't be able to have 3 realistic stats, WAY too much firepower. So you'd have
Keyes, while Earth may have had 300 SMAC platforms, you'd never see that kind of defense in Sins. Planets will still have slots I'm sure, and I highly doubt any planet will have 300 tactical slots lol. Considering SMAC platforms basicly combine repair platforms, antimatter rechargers, hangars, and cannons, they'd probably be expensive, and take up a lot of slots. I'd imagine like 8 slots for a SMAC, and a couple thousand creds/metal/crystal. So there'd be enough to defend a planet, but nowhere n
Well there's a simple solution to that, modify the mod when you get it to your specifications, or simply keep all fighters docked. I mean I don't mean to sound rude, but it's kinda self-centered to have the mod dumbed down because you bought a game your comp can't handle. The mod should be made up to standards, and only then should one of two things happen. 1: You mod it like I said earlier 2: A seperate, dumbed down version is released. Because I don't know about others, b
To be honest, NOTHING on the UNSC's side should ever get nerfed, ever. If this mod goes for asymmetrical balance, then the UNSC is allready vastly weaker then the Covenant. Plus, Covie Seraphs dominate Longswords. So while the UNSC will get a lot of Longswords, they'll be wiped off the map by Seraphs. And in the end, Seraphs would be about the only thing the Longswords could hurt, unless they had a single-use nuke or something.
"In addition to numerous small craft bays, there are two docks for larger ships, such as freighters, or even frigates. These docking bays could possibly be used to hold Longsword fighters used to protect the station from hostile spacecraft." Taken from the Orbital Defense Platform article on the Halo wiki. "Small craft bays" and "docking bays", and they flat out say the docking bays may hold Longswords, and odds are the "small craft" ones would aswell. So I'd slap in a couple squadrons
[quote]i like that one beter then the floating city[/quote] I don't, that thing doesn't really look like a shipyard to me. Heavens floating city looks like what a shipyard would be. I mean in space, depending on the shipyards location, people would live there aswell as work there. It'd have to store supplies, have docking bays, and construction yards. The one Chicken post just doesn't have a look that'd caitor to these requirements.
That just looks weird, but then again it's alien so it makes sense. It all seems good, materials and personell stay in the asteroid and go up to the construction rings to build the actual ships. Only suggestion though, is to remove to big purple layer. Maybe put like, ropes of purple attaching the ship to the ring, ala tractor beams, but that giant purple layer makes it look a little goofie. Other then that, looks good. P.S. Don't forget this is space, all the construction rings don't h
I love the UNSC shipyard, with all those ships under construction. Still don't like the Covenant one... just doesn't seem like a shipyard.... Actually, it seems like a Sins shipyard which I never really liked. I unno, just seems to.... plain I guess. Maybe somethign like the UNSC shipyard for the Covenant, I don't mean it's looks. Just.... it actually looks like a shipyard, that can house tons of supplies and personell to build the ships. Maybe, for the covies, you could make something kinda lik
He said he's not a Halo FANATIC, not a fan. You can be a fan of Halo without being a direhard fanatic like us. Anyways, Heaven I liked the UNSC Shipyard, but I didn't like the Covenant. I mean, I just don't see how you could make a ship in that giant flat ring. Where would you store the supplies and materials? Where would the ship actually be during construction? Just doesn't seem right. Also, I suggest for both shipyards you make them really big, and put a couple static ship
Scaling up the Advent cap factory wouldn't work. It's WAAAAAAAY thicker then Halo. Look at Halo, and it's actually really thin. The advent cap factory looks more like a tire floaty for a pool.
[quote]in the last level of halo 3 I tried at least a thousand times to pistol-whack Gilty Spark to death... he pissed me off... alot! *sniff* *sniff* (moment of silence for Sergeant Johnson)Okay now that the grieving is over, you guys are awesome for making this, and i was wondering if you had an estimate for when this came out. I've been waiting since Halo 1 came out for this, when Halo Wars came out I thought it was a dream come true..... lets just hope this turns out be
The air artillery is only for use in-atmosphere. Although it doesn't specificly say that, all indications point to this. The name containing "AIR artillery" and not "SPACE". It also says it was an early AIRBORNE weapons platform, again not spaceborne. So yeah, wouldn't work well for a space-only mod.
The Imperator-I was the first type of ISD brought in to replace the venators (Course then again, technicly the VSD did that but oh well) The Imperator-II was an upgrade of the Imperator-I, which sported more powerfull shields, stronger big guns (The four guns on each side of the command tower) and a few more guns overall. The visual changes were nonexistant. P.S. They are also called Imperial-I and Imperial-II Star Destroyers.
[quote]I went on to Halopedia, and searched UNSC sheilded ship, but nothing popped up. I also searched Hood-Class ship. Still nothing.On that page you showed us, there is no source. How do we know YOU didn't make that page?Anything shielded that is UNSC, is not canon. There is no Hood-Class.[/quote] Which why shields shouldn't even enter our thoughts when it comes to the UNSC. There's only one setting for this mod, during the Human-Covenant war, and during that war they never even came