Thomas Fife

Thomas Fife

Joined Member # 3078843
11 Posts 576 Replies 408 Reputation
Reply to Halo MOD? in Sins Modding

Acolyte, have you ever seen any of those stealth planes? Personally I think that the Prowler should look something like that, thin, no bulk whatsoever. I know there is all that electronic equipment and whatnot, but I think it should be thinner and more agile-looking than most UNSC ships. P.S. I know its just a concept. Just throwing in a little constructive criticism.

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Reply to Halo MOD? in Sins Modding

You know how the Radiance has animosity? Well try to reverse and combine it with phasic cloaking, but reduce restrictions of phasic cloaking(can't move/regenerate/use any other ability). Make the antimatter usage very small(0.1 per second). For human opponents it would be meaningless without removing icons and incoming ship messages.

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Reply to Halo MOD? in Sins Modding

[quote]Wow I really really like that effect! The only thing it really needs now is more polygons and a skin/texture.Now I need you guys input on this. The first ship I'm coding up is the UNSC Scout: The Prowler. I'm at a dilema. The Prowler is a very advanced ONI ship and as such I am wanting to make it pretty expensive with pulse lasers [possibly a tech needs researched before hand for this to be used.] It will be powerful weapons-wise [6 can take down a Covvy Destroyer] but it will have low hu

2,504 Replies 4,903,033 Views
Reply to Halo MOD? in Sins Modding

[quote]Wow I really really like that effect! The only thing it really needs now is more polygons and a skin/texture.Now I need you guys input on this. The first ship I'm coding up is the UNSC Scout: The Prowler. I'm at a dilema. The Prowler is a very advanced ONI ship and as such I am wanting to make it pretty expensive with pulse lasers [possibly a tech needs researched before hand for this to be used.] It will be powerful weapons-wise [6 can take down a Covvy Destroyer] but it will have low hu

2,504 Replies 4,903,033 Views
Reply to Halo MOD? in Sins Modding

[quote]The war does seem to favor the Covenant so balancing is an issue but you forget that humans have 2 huge advantages; AIs and Spartans. AIs gives the humans supurior movement and targeting ability. In the novels it says that at the start of the war humanity would loose 1 spartan while the covenant lost a flag ship. In the one novel the first strike I believe; we learn that befoe Halo 1 Johns original mission was to capture a flage ship. With some help from some other spartans he destroys an

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Reply to Halo MOD? in Sins Modding

[quote]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.[/quot

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Reply to Halo MOD? in Sins Modding

[quote]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.[/quote] What I ment was the Covenant plasma was incredibly powerful like the MAC and should be an ability like the MAC if the MAC is going to be an ability.

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What is the MAC going to be like(cooldown time, damage, etc.)?

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Reply to Halo MOD? in Sins Modding

[quote]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 th

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Reply to Halo MOD? in Sins Modding

Did you use the shot from the Novalith in place of the MAC?

2,504 Replies 4,903,033 Views

If we're talking assaulting a pirate base, a good amount of support cruisers are key. You can win a battle outnumbered 3:1 if your fleet is balanced the right way. If we're talking about late game assaults by the pirates, I don't know what to say because I usually have an economy that can outbid the enemy empire I am constantly pounding on during the period when the pirates acquire massive amounts of ships.

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Reply to Halo MOD? in Sins Modding

[quote]"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."-This is exactly what we are doing and has been sa

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Reply to Halo MOD? in Sins Modding

. . .not anything. Can't do models. :NOTSURE:

2,504 Replies 4,903,033 Views
Reply to Halo MOD? in Sins Modding

[quote]I could do it but the turn around would be pretty slow, the modding doc's on the downloads page cover how to make them in XSI very well, however if ya not using XSI I have no idea. either way I can give it a go but like i said i probably wont turn them out very fast (Uni exam season... should be revising as we speak )[/quote] I hear ya, I got debates in a month and exams in a month and a half. If you need anything from this semi-noob modder, ask.

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Reply to Halo MOD? in Sins Modding

I think if the covenant ships are going to be stronger in all ship-classes as they are in the series or made a little more fair for the mod, they should be more expensive in credits, metal, crystal, and fleet logistics. The UNSC economy should definetly be better than the Covenant's.

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Reply to Halo MOD? in Sins Modding

[quote]I've been thinking of a way to do the shields properly on the Covenant ships.What is instead of just putting insanely large shields on the Covenant ships, but rather we put only a medium ammount of actualy shielding and a very high recharge rate. This was a long frigate couldnt even scratch the hull of a Covy ship but when ganged up the UNSC ships would be able to take down their shields and then attack the hull of the ship. For balance issues Covvy ships would have to have hulls that arn

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Reply to Halo MOD? in Sins Modding

I also need some sort of rapid Halo fanboy to help me out with inaccuracies[/quote] FANBOY RIGHT HERE :D ;) :D ;)

2,504 Replies 4,903,033 Views

I make a small fleet of about 15-20 maybe 25. TEC: 10Colbalts, 2Robotics, 2Cielos, 2-3 Kodiaks. Advent: 10disciples, 1Guardian, 3Dominas, 2-3Destras. Vasari: 8Ravastras, 2Kanrak, 2Subverters, 2Overseers, 2-3Enforcers. NO CARRIERS FOR ALL RACES!!! Place alot of hangers and keep the bomber/fighter ratio 2-2.5:1. Fortify the planet(s) behind the chokepoint enough so about a dozen enemy ships damaged or otherwise are destroyed with ease.

58 Replies 31,464 Views
Reply to Halo MOD? in Sins Modding

[quote]Okay so last night I stumbled onto this thread and it got me thinking on how to do a Halo mod that does justice to the series and I thought up a few ways to do it.Human Ships: Their ships are multipurpose warships that can do just about everything from bombard planets (marines landing or glassing) to almost all ships carrying a squadron of Longsword interceptors. Class-for class the Humans have a hard time keeping up with the Covenant in space-battles but will have a boost when it comes t

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[quote]I'm very serious. Sorry, but I just don't have a damned clue of what's going on about 90% of the time. Guess I'm just dumb. [/quote] Not knowing and learning how to play is more than half the fun of this game. I was in the same position you are only in modding. Play on a really big map(2 or more stars with lots of planets)with only one other AI set on easy. That's how I learned.

42 Replies 63,421 Views

I like the music and sound, but I am going to replace some of the music files just because I think putting in some of the Halo CE, 2, 3 soundtracks would be cool. How would you do that?

0 Replies 2,383 Views

[quote]AMAZING!!! When I see the models of your ships I think of the covenant ships from Halo. When you finish you should think about doing some modeling for a Halo mod.F-ing sweet you know, as cool as it would be to do this, and possibly even control Halo's themselves, and all sorts of other stuff. most of the halo universe is based on cool ground combat between covenant forces and marines. i am not sure if it would add up to be very fun, or if there is enough content to produce a legitamate

1,794 Replies 4,167,935 Views

I know what you mean and its very annoying because I like it when two huge fleets duke it out in excellent grahpics.

17 Replies 16,259 Views

[quote]While I don't think a CoH-style system in particular was looked at during development, targetable and destroyable subsystems on ships was specifically rejected as it would add too much micromanagement.[/quote] In order to decrease micromanagement give ships crew skill points(let them handle it), the higher the points the less of a chance for catastrophy. Add more research subjects to increase skill points. Add new dialog so whenever something happens you'll know quicker<

56 Replies 43,184 Views