Its quiet . . . . . . creepy . . . . . Weeeeeeell, I've got my first version up and I am trying it out. 1v1v1, AI on hard. Quite challenging. I am going to tweak the weapons a little more then I'll finish up with improving the explosions. I am very pleased with the planet module explosion and the capital ship explosion. I'll get a picture up as soon as possible.
Thomas Fife
top 3 possibilities 1) Chuck Norris 2) The Flying Spaghetti Monster 3) Space Republicans
2&3 were bickering as well only over copyright infringement . . .lol
not another one of these! X-(
[quote]hey fife thanks for the ideas for the covenant ship, I was wondering what do to do about them[/quote] Did you see the second UNSC list? Do you think it was any good?
Im looking ahead and trying to supply covenant ship ideas for the modders with skill on the thread. Its just a rough draft so . . . Frigates: Frigate, Heavy Frigate, Destroyer, Stealth Corvette, Fan-made frigate, Colony ship Crusiers: Carrier, Re-arming freighter, Light cruiser, Cruiser Capital ships(using TEC as a bad equivilant: CCS-class Batle Cruiser(Kol), Assault Carrier(Marza), Supercarrier(Sova), Supercruiser(Dunov), Armored Agricultural Supportship[Like Infinit
Nice observation! This helps big. Move the Halcyon to the cruiser list, prowler to the frigate list, and add the heavy frigate to the frigate list. It should look like this: Frigates: Mako corvette, Frigate, Heavy Frigate, Destroyer, Prowler, colony ship Cruisers: normal carrier, Re-arming freighter, Halcyon, fan-made heavy cruiser Capital ships(and their TEC equivilants): Halcyon refit/KOL, SuperCarrier/Sova, Refit colony ship(like SoF)/Akkan, Mobile Repair statio
[quote]valaska your a punk that doesn't know a good game when he sees one... halo is one of the greatest games ever and has one of the best storiesThis halo mod would be great, i would play it all the time[/quote] True that! Halcyon before refit would make a little more or less sense when you think about it. If your going to put it in the row with the other frigates it, wouldn't logically fit(Mako, Frigate, Halcyon [U][B]Cruiser[/B][/U]. I agree with that because I realized tha
If we're going to make a fan-based heavy cruiser, I got an idea or two. 1) A ship built around three massive MAC cannons(inbetween normal MAC and SMAC) 2) a mobile, but weaker SMAC or(my favorite) 3) an experimental ship with a weaker covenant arsenal(kind of like how the prowler has two pulse-laser turrets)
Because the constructive criticism has stopped coming in I am going to start modding. Also I will be modding the size of explosions just because I thought some of them were a bit small.
Destroyers as starters? I was thinking that the destroyers play the role of the heavy cruiser, which has to be researched
The only flaw I see in the extra bar of antimatter is which will supply the antimatter for phase-jumps or slipspace or whatever you want to call it.
SMAC's should also have low hull points so two/three torpedoes could take it down. But they should take up more tactical slots.
What you have said has been gone over about a page before the argument over the MAC. Covenant ships should cost two to three times that of their UNSC counterparts. Some UNSC ships should have an ability relative to Domination.
This could provide a little more balance. If you are the UNSC and you send a freighter to re-arm a ship in mid-combat, and assuming the Covenant decide to do the same thing at the same time, you would finish first giving yourself the first shot at the Covenant ship. That should provide a little more balance, right?
[quote]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 wa
[quote]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 wa
[quote]I always thought of the destroyer as a bulky frigate with two MAC's side-by-side. The colony-ship can be made up since there are no descriptions of any besides the Spirit of Fire.That's what i'm using as my colony cap [/quote] What will the weapons and armor be like?
also, as an edit to my post, 4years ago I believed that I could logically explain that america wouldn't elect someone with an IQ less than mine(age: 10[then])
If my memory is correct, the Greek sophist Gorgias said truth is elusive. It is(suprise). I recently watched the movie V for Vendetta. Though most of the movie and the reasons why I watched it are irrelevant to the thread, it does say something about truth: Truth is perception. One of the many arguments of philosophers of all time periods concerns whether or not truth is objective or subjective truth. Time and time again many people have said that truth is subjective and have b
Not all of them will do less damage, just the capital ships. Like I said the point is to come up with new strategies, which should remove swarming if the right strategies are made. Point of Mod=New strategies/diversification amongst your fleets
I always thought of the destroyer as a bulky frigate with two MAC's side-by-side. The colony-ship can be made up since there are no descriptions of any besides the Spirit of Fire.
The point of the mod is strategy, not swarming. I figured, if ships are more easily destroyed that would force you to come up with [B][U]new[/U][/B] strategies rather than rely on your old ones that "guarrantee" victory in whatever situation you are in.
Oh . . .lol
Before I go and spend hours upon hours on modding I want to share an idea and recieve some criticism: The High Risks Mod: I have began to tire of long battles with dozens of ships on each side. One thing I noticed is that the AI doesn't research subjects that improve hull points, weapons, armor, shields, etc.. I like a challenge, but I don't like feeling like an incompetent idiot. So I thought, why not make it fair, faster and more challenging at the same time. Instead of having