I just can't believe something like antimatter is hard-coded in the game. Most games now days don't have that type of thing hardcoded, hell most moddable games (As this one) don't have hardly anything hardcoded. Acolyte can you tell me how I can view Sins code? I wanna check, since I just can't wrap my head around that being hard-coded. And Maico, Acolyte said that MAC's would use AM, and nukes wouldn't. If only one can use anti-matter, then I agree with Acolyte's choice. Macs are more
Colt556
I read the posts, and see how the whole 153 Antimatter wont work. However I have a way it can work. What you do is code in a SECOND anti-matter slot. So there's two bars of anti-matter on a ship. One will be tied to the Mac, the other will be tied to the nukes. (This is possible, unless hard coded, and seeing as how this game is suppose to be moddable I highly doubt it is.) So on the first bar, you could put 3 anti-matter, and a MAC round costs 1 anti-matter, so he has three rounds. On the secon
I just re-read your post, my mistake. As for the ideas of planetary assault, I think you should go with the invasion affect, but with one twist. For the covenant, have it so once the planet is dead, they go through an animation of "glassing" the planet. Since the covenant never captured planets, they just neutralized defenses like the MAC generators, and then glassed the planet. Also, I think that if the planet is killed, all SMAC platforms should immediately go offline. Since SMAC plat
Yeah, a supply ship, like that covenant one someone mentioned earlier, only for the UNSC. Would also give the covenant a target to hit during engagements. However I think the supply ship should have some kind of penalty when re-arming a friendly ship. Like, make it so it has a toggleble ability to re-arm a ship, and if you select it to do so, it "docks" with the ship, rendering both immobile, and unable to attack. This would make sure the UNSC player doesn't just re-arm his entire fleet mid-comb
Actually Breaker, you're onto something. If you did the MAC's your way, all you'd need to do is make it so antimatter doesn't charge on it's own. So the antimatter similar to "Rounds". So if a ship only has 3 mac rounds, they'd only have 150 antimatter like you suggested. Once used, it can't be regen'd in the field and you would have to go near a shipyard (Like the antimatter charger in normal Sins) and re-arm(regen) your MAC. Would make tactical movement much more important. You don't want to s
Well, I think you're being WAY too harsh, Louis, calm down man. You don't need to go and flame them. However as to the point of him using other peoples work, half of those pictures are from TV shows or games, and those are public things. He has every right to use them. I don't see people crying about a star trek mod using Deep Space 9, why cry about using it as a misc space station? Personally, I would love to see this kind of feature added, I've allways wanted to make "cities" in space. <br
Maico, I never said the frigate had more then one torpedo tube. I said covenant ships, in general, have more. Such as capital ships probably have upwards of a dozen, carriers probably have more. Obviously a frigate wouldn't have that many. It depends on the type of ship.
Well, like I said you could merge them. However I must insist (lol, insist....) that you use the front of the model. It's absolutely perfect for a destroyer (As it resembles a frigate, AND has two MAC's, while that sketch doesn't even have a MAC). Personally, I think if you merged the front of the model, with the body of the sketch, that'd make one hell of a destroyer.
To be honest, I think you should just use the colony ship. It allready has a very detailed picture (Spirit under fire, from halo wars) and it simply looks badass. You could even make a military version, that would be like the Akkan (A cap ship that can fight, but colonize aswell). I'll have to look into what the shield ship looks like though, it may look better then the colony ship. Edit: I found this http://www.moddb.com/mods/9722/halo-homefront/images/69920/unsc-destroyer#imagebox it'
For a destroyer design, I'm thinking you should just take the frigate, but load it up with armor. Like that fork, cover up the gap with thick armor, and beef the rest of it up. Since it said it looked like a frigate but with more armor.
An error in your post Maico, is that Covenant ships have more then one torpedo tube. Infact they have several. Many of the ships don't specify on how many exactly, but some say "2+" which means they have atleast two, probably more. Furthermore, plasma torpedo's move at 150,000 kilometers per second, and were guided by the tube that fired them. So ingame they should track ships really well. It said only small nimble ships at extreme ranges could dodge a plasma torpedo, or if they traveled towards
Toxin, I'm not making any models, what gave you that idea? And Acolyte, I know that, that's why the no icon was but one suggestion, and it was geared towards player v player (Kinda hard to tell a ship is at your planet if there's no icon). That's why I suggested you altered the code, to make it so AI's wont attack it unless it attacks them (Perfectly doable, it's halfway done ingame anyways, with the cloak n whatnot). Those suggestions, coupled with the no "incoming ships" message when
The Vasari's cloak doesn't fit the Prowler, my way would be the best way to go. The enemy wouldn't know it's there unless they actually spot it. And as an added bonus, it's all easily done. (Well maybe not easy, but I know you can tell the game whether or not to go "Incoming ships" or what kind of icon to display, simply don't give it an icon)
For stealth, you could make it so the enemy doesn't see any sort of Icon. Like when you're zoomed out, you'll see friendly and hostile ship icons. But with the prowler the enemy wont see any icon. Aswell make it so there's no "Incoming ships" message when the prowler is phasing in. AND, make it so AI's don't fire at it or even acknowledge it's existance until it attacks them. And lastly, make it so it doesn't attack unless specificly told to. All of those would make it a good stealth ve
Well Acolyte, I'd stay true to the series. If the prowler was super advanced, and powerfull, make it so. You can allways add in a fan-made scout, like an exploration ship to find new systems, while the prowler would be used for intel and sabotage missions against the covies. Also for the nuke affect, maybe try to go the route of BattlStar Galactica, they had really cool looking nuke explosions.
The covenant has many worlds, MAAANY worlds, more then the UNSC. They take the worlds occupied by the races they conquer. Whatever planets the Hunters, or Gunts had owned before being brought into the covenant, came into the covenant with them. Ontop of that they take colonizable worlds as they find them, and have built up quite a large empire. That's how they manage to build so many ships, and can outnumber the humans so easily.
The problem is, the plasma was incredibly powerfull, yes, but it was also the covenants main weapon like the UNSC's archer missiles. The covenant didn't have any "super elite weapon that was only used once in a while". The two main weapons covenant ships used were plasma torpedos, and plasma turrets. Both more powerfull then a MAC canon, but used as regularly as archer missiles. So unless you made up a fictional weapon for them, they don't have a weapon that suits a special ability.
Great, I personally think that is the best option as it makes everyone happy. Also I did some wiki-ing, and all UNSC ships were outfitted with point defense guns that fired 50mm high explosive rounds, that were used to down plasma torpedos and seraph fighters. (It said a fully shielded seraph could take up to 200 of those bullets before taking any serious damage). Also, it said that a shiva nuke was more powerfull then a MAC, so I guess I was wrong there. It said a single direct hit fro
I think you're doing it backwards for the frigates, personally. Shiva's were common-place weapons, like archer missiles (albeit, not AS common, but certainly more common then MACs.) And also, you're forgetting that a MAC round had almost the same power regardless of what ship it was on. A frigates MAC round does almost as much damage as a Marathons round. ALL MAC's, EXCEPT the SMAC, should be special abilities. The SMAC should be automatic since it's a defense platform. But UNSC ships
The covenant didn't have a counterpart to the MAC, as their base plasma weapons were powerfull enough. And as for the large fleet thing, it actually wouldn't be too difficult, hotkeys make it easy to micromanage unit abilities, and hey, if that's not for you, you can allways set it to auto-cast.
The UNSC's only big gun was the MAC, nukes, mines, archer missiles, railguns were all the standard weapons employed on their ships. But the MACs were the super "special" guns. The ones that took several minutes to charge between shots, and the ones that did epic ammounts of damage. The MAC EASILY classifies as a special ability, and should be made as such. If people don't want to micro-manage they simply set it on auto-enable, like standard abilities. But for those of us who don't want this epic
[quote]-This is exactly what we are doing and has been said multiple times.[/quote] Oh, ok, my bad. [quote]-Their sheilds will be strong, but for gameplay and balance reasons I am toying with the quick recharge idea. Its the only way useing the game mechanics that we can have certain weapons "punch" through the shields. Its not totally true to the series but its a sacrafice that should be made IMHO.[/quote] But that's just it, no weapons beside the SMAC platforms could "punch"
Bah, double post, sorry.
Dragon, not to be mean, but shut up. It's NOT easy, it takes a LONG time to get decent with moddeling, and textureing. While he could do it, it'd look like some crap a three year old puked up. So if he wants a good quality mod, he needs to find someone who allready has the skills needed. So his only choices are to sit there and wait for experianced moddelers to help, or to learn to do it himself and wait for a year and a half until he's good enough. Shitty choices if you ask me.
The best way I think of balancing, is make Covie ships about twice as expensive as human ships, but VASTLY more powerfull. Like a single covie cruiser is capable of taking on, and winning, against three human cruisers. The covies should have that sense of complete power. While in the series the covies not only overpowered the humans, but outnumbered them to. But then you just can't possibly win lol. So I'd rather have power over numbers. As for covie ships, they should deal IMMENSE dama