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ship design thread

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LordFunPants:
i never really knew where to post this up, but hey, why not. i'll join in with ship designs. pretty much one of the earliest  concepts i did of what would eventually be the mobula, though this one was to squid like gameplay wise to be used. 



Eukari:
The Paladin

* Hull: Low
* Armor: High
* Top speed: Moderate
* Acceleration: Slow
* Turning speed: Slow
    ____
   /        \
/  \____/
|_______---\
|_____        |
|          \___/
\


Basically, imagine an umbrella tipped on its side, being carried by a balloon. The essential idea is that the front of the ship is a massive shield that blocks most, if not all, enemy fire. The main 'body' of the ship forms a counterweight to the shield, connected to it by a catwalk that houses the balloon repair point. In a twist, the turning engines are located forward, across the catwalk and near the shield. It carries four light guns, two facing starboard and two port. The sideways guns can fire somewhat forward, but directly ahead is blocked, obviously, by the shield. The main engine and hull repair points are located within the main body of the ship.

The idea behind this ship is give us a vessel whose playing style is different from our current group, while still feeling 'natural.' The large forward shield means that a frontal assault on the ship is futile, making it relatively easy to close distance. To balance this, the ship and its components are relatively strung out and exposed on the other three sides- the turning engines and balloon are on the central catwalk, and the main engine is on the back. The ship's main firepower is also concentrated away from the shield- you can either shoot the enemy or be protected from the enemy, not both. The pilot has a good view to the sides of the ship, and can see over the shield somewhat, but will have to be alert. The balloon peaks over the shield a little bit, so good shots on the enemy team can attempt to pop it and gain a height advantage.

The ship shines in dictating the flow of battle. Capable of essentially blocking the enemy's fire towards a part of the sky, the Paladin can cover for teammates, keep itself from getting double-teamed (by keeping its shield toward one foe while firing on the other), deny line-of-sight and give itself time to repair in the middle of a skirmish. It would be somewhat awkward to fly at first- no beginner ship this- but mastery would provide a captain with a unique experience unlike any other ship.

Sgt. Spoon:
I know there weren't supposed to be a faster ship than the squid, but that pre-mobula is pretty damn cool. Would be neat to have it high speed, low turning/rise/falling, or something.

And I gotta say, the Paladin would introduce a very interesting new play-style. Especially for well oiled teams with good coordination.

Rainer Zu Fall:
Eukari, I really like your idea. You thought about balance too, quite awesome!

Added originally as a solution in the "strafing ship" thread, but well... I'm gonna give it a try here too. I'm not as talented as any of you drawing stuff though, so please forgive me.
My drawing skills aren't the best, so I just stilized it. The idea is, that this ship would move sideways since the helm is turned around 90° to one side, positioned on a plateau a bit higher than the weapons. If the weapons would only be on one side, as shown below, this could be a fast moving but hardly ever turning ship with 3 light guns on one side.
Idea is that you could ram with the spear (?) in the front whilst shooting on another enemy. If there are only enemies on your front though, you had to choose whether you want to ram or to turn slowly. 3 sides would be vulnerable.
To the steering technique: it will be used just like a normal ship. R to accelerate, but you accelerate to the side. A and D to turn, the pilot just has to think if he wants to turn away from the enemy or towards him. Nothing has to be changed on the engine that is currently being used.

So it's kinda like a Junker but with a twist ("twist"). Just take a look at the images below.

From the top.
From the side.

EDIT: I missed something. You could place the balloon repair spot top of the helm, on a bridge between those two balloons. Makes it a bit harder to repair.

Eukari:
I tried to boil down each ship to its base, to better give an idea of any "gaps" where a new ship could be inserted. These are just the first few things that came to mind when I was thinking about each ship; if anyone has anything to add, we can hopefully further refine our descriptions.

Goldfish: Forward firepower, good disabler, average stats. "Flying gun."
Squid: Hit-and-run, fast, lightly armored. "Fragile speedster."
Junker: Strong broadsides, good arcs, slow, moderate tanking ability. "Jack-of-all-trades."
Galleon: Powerful broadsides, limited arcs, little movement, good tanking. "Flying fortress."
Pyramidion: Forward firepower, limited arcs, fast, bad turning. "Vanguard."
Spire: Forward firepower, good arcs, slow, lightly armored. "Glass cannon."
Mobula: Excellent forward firepower, easy trifecta, slow, big blind spot. "Weapons platform."

I think any new ship would necessarily need to not easily fit into any of those descriptions if it was to stand out on its own. The trick is figuring out stuff that we don't have already, but would be interesting enough to add.

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