Fleet Command Model Preview

Fleet Command Model Preview

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Guessmyname
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Joined: 28 Apr 2005, 21:07

Fleet Command Model Preview

Post by Guessmyname »

All the big ships are modelled, I'll start skinning them soon.

The Fleet Command Unit List

Terran Fleet Command

Starport (Modelled)

Dreadnought Class 'Vengence' (Modelled)
Dreadnought Class 'Juggernaut' (Modelled)
Battleship Class 'Destroyer' (Modelled)
Battleship Class 'Retribution' (Modelled)
Battleship Class 'Revenge' (Modelled)
Cruiser Class 'The Hidden' (Modelled)
Cruiser Class 'Poison Arrow' (Modelled)
Cruiser Class 'Avenger' (Modelled)

EscF Heavy
EscF Light
StoV (Modelled, Skin WIP)
Small StoV (Modelled, Skinned)
Torpedo FigB
AF FigB (Modelled)
Hunter FigB (Modelled)
AttF
AttF Light
SpyC
SupC Light
SupC
Locator SupC

How Fleet Command Works

Each player chooses a Starport of their race (Only the TFC at the mo').

Using the Starport, the player chooses one of the 'Big Ships' (Any of the ships in the Juggernaut, Battleship and Cruiser classes) to build and use as their capital ship - the king of their fleet: Using the starport method, other players cannot tell which capitol ship the others are using, and means you also have to split your forces between defending the Starport and attack the other ones.

The player uses the capital ship to build the rest of his fleet to his desire.

The two resources are personnel (metal) and logistics (energy). It would have been ace to make weapons drain the enemy resources so that if you shot at an enemy (and hit) you'd drain some of his personnel (killed in the ensuing explosion), but that probably won't happen.

I read somewhere that advanced radars will be able to spot stealthed units, so expect a unit with an advanced radar to spot enemy infiltrators.

Most of the capital ships (Particularly the big ones) will have Broadside weapons - meaning that, by exposing the long sides they can blast the enemy with their firepower, and means that such tactics as 'Crossing the T' and coming alongside the enemy will be viable.

For large fleet combat, you'll need more than two players.

Enough talk, here's some images (spot the small and large Storage Vessels with WIP skins)

EDIT: Fuckshits. Imageshack is down. When it's back up, you'll get sweet, sweet pictures

EDIT: Imageshack is back

Image

Image

EDIT: And it's down again. At least I got two images through

EDIT: Oh, working again.

EDIT: And down. Sigh...
Last edited by Guessmyname on 27 May 2006, 00:06, edited 2 times in total.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

first of all... I see a Galactic Empires vs Fleet Command mod on the horizon, second... how are you limmiting the big ships, is it a "you can only ever build one" or a "you get enough energy at the start to only build one, but later on when you get the infratructure you can start building more capital ships?
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Guessmyname
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Post by Guessmyname »

You can only build one. Using a scripting trick, I can force the Starport to only make one unit
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Min3mat
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Post by Min3mat »

not looking all that pretty at the moment ;) give it time though. why not make some fan related Xylon vs Human mod or something :D battlestar FTW!
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FolCan
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Post by FolCan »

Isnt it Cylon?
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Caydr
Omnidouche
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Post by Caydr »

3DO or S3O, and what are your polycounts?
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Guessmyname
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Post by Guessmyname »

s3o format.

The Vengeance Dreadnought has 253 faces

EDIT: And what's Cylon?
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smoth
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Post by smoth »

cylon.... battlestar galactica... evil robot race.
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Guessmyname
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Post by Guessmyname »

I've never actually seen Battlestar Galactica (please don't hit me) - any similarities are purely coincidental
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Guessmyname
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Post by Guessmyname »

I've modelled all the units. Imageshack is still not working very well though
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Nemo
Spring 1944 Developer
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Re: Fleet Command Model Preview

Post by Nemo »

Guessmyname wrote:
The two resources are personnel (metal) and logistics (energy). It would have been ace to make weapons drain the enemy resources so that if you shot at an enemy (and hit) you'd drain some of his personnel (killed in the ensuing explosion), but that probably won't happen.
The new sheild system will be highly configurable, and so you could give the ships an inivisible, reactionary, very weak shield with a very high energy cost. Swap the two resource meanings and it should work out. Maybe.
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Guessmyname
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Post by Guessmyname »

I was hoping to use a Star Trek shield system. You need your shields to survive: without them you get shot up and die rather easily.
Andreask
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Joined: 16 Dec 2005, 21:08

Post by Andreask »

Will this play on the TA maps, or will you mkae a special map concept for the mod?

Will hte players have to gather ressources, or do you only get to use the starting ones and wrecks?

If you choose one of 3 ships at the start, is that like choosing a techpatch before the game beins?

If xo, wouldnt that be like playing poker?
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Soulless1
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Post by Soulless1 »

Guessmyname wrote:I was hoping to use a Star Trek shield system. You need your shields to survive: without them you get shot up and die rather easily.
that's also entirely possible with the new shield system - each ship can have its own shield strength and regeneration
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Guessmyname
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Post by Guessmyname »

Actually there's eight ships to choose from at the start

(Capital Ship list)
Two 'Dreadnought' Class ships
Three 'Battleship' Class ships
Three 'Cruiser' Class ships

Dreadnoughts are slow, tough and well armoured but cannot have a large supporting fleet. They're also very big targets

Battleships bridge the gap between the Juggernauts and the Cruisers

Cruisers are small, nible and have some specialist equipment like high power radars and cloaking devices. (One even has the ability to capture other ships). Can have a larger supporting fleet

The Starport builds one capital ship. The Capital Ship builds the rest of it's accompanying fleet.

Metal is personnel. When a ship is built metal storage is reduced (by how many people is needed for the ship).

The personnel requirements amongst the Capital ships are actually quite similar - Juggernauts need lots of people in general whilst Cruisers need specialists for their equipment (the rarity of specialists is represented by having them take up more than one 'slot').

Stuff like fighters will only take out 2 or 3 and storage vessels will actually increase storage (of personnel and logistics) - but they don't generate any. The Starport and the Starport alone generates resources. Lose that, you die.

Large ships also have a small constant metal cost representing those lost in accidents.

Logistics is used for everything. Building. Shooting. Moving. Shields. Etc. Etc.
Again only the Starport generates logistics - storage vessels, as their name implies, only store it.

So there's no real resource gathering.

I'm toying with the idea of having 'Marine Vessels' ala Homeworld 2 that capture enemy ships - capture an enemy Starport and you're even more better off. Maybe after the first release.

As of right now I've just dumped the models into flat coloured 3dos for testing purposes whilst I get my head around the rougher points of the s3o format

EDIT: It should work on normal maps, though space ones would be preferred.
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Soulless1
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Post by Soulless1 »

sounds pretty cool :-)
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

I'm totally digging the metal==personel thing. Now that is jsut cool.
DLS_Gishank1
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Post by DLS_Gishank1 »

looks, good :) Just one thing, i think theres too many mods which are alike being made :?
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smoth
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Post by smoth »

DLS_Gishank1 wrote:looks, good :) Just one thing, i think theres too many mods which are alike being made :?
There are not a lot of:
gundam mods
Star wars

:)
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

this one is very original though, i love the idea of personal and the variety of ships to start (although that is going to be a utter bitch to balance :D)
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