Development > Artwork

UFO Carrier

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Wanderer:

--- Quote from: "BTAxis" ---There's nothing wrong with the concept. It'd make for a boring ship, though.
--- End quote ---


Well, just trying to get outside the box.  One of the things I remember about the old XCom games was the 'scout' was what, a 3x3 square with a seat, and the harvester was about 12x12.  A 'battleship' was 4 levels, and about what, 25x25 walking boxes or so (maybe 30x30)?  It's been so damned long.

Our scouts here take up a about 8x5 walking square.  Increment equivalently and the the battleships will be around the size of Australia.

This ship you could reasonably have a single map for (long and narrow, I grant you).  It'd be like running a gauntlet with your troops.  It'd either be a cakewalk... or very, very ugly.  

It could still be staged, like Winter had planned for his other carrier, with a fight in the front and then a brawl in the engine room.  I just think we *might* be able to get this on a map.  I'm not a big fan of multi-map fights, but hey, that was the original plan...

Trying to think between map limitations on memory usage, and what would 'look' cool.  I'm sure Raxar or Sitters could come up with a really neat looking model.

BTAxis:
Hmm, I don't believe it'd be that narrow. This is a carrier we're talking about. Its structure must be sturdy enough to support 8-12 other UFOs while manoeuvering, and the FTL drive must really be a bulky piece of equipment (it must really warrant the carrier as opposed to outfitting any other UFO with a FTL drive). So no matter what, the ship is going to be VERY large.

Wanderer:

--- Quote from: "BTAxis" ---Hmm, I don't believe it'd be that narrow. This is a carrier we're talking about. Its structure must be sturdy enough to support 8-12 other UFOs while manouvering, and the FTL drive must really be a bulky piece of equipment (it must really warrant the carrier as opposed to outfitting any other UFO with a FTL drive). So no matter what, the ship is going to be VERY large.
--- End quote ---


Hm, I see your point.  I was thinking that the engine wouldn't really be the 'playable' area, and that most of the ship would be hull, refueling lines, stuff like that... basically, where you *wouldn't* be having the firefight because you'd have to crawl through it.  The actual 'living' quarters and whatnot would probably only be 2-3 tiles wide, and a few levels.  

I would see it needing enough firmpoints to secure the ships outside, a tube moving into the 'living area' for the 6-12 beings per ship that it would require.  A fighter being about two tiles across, figure the carrier would have 3 down each of the four 'sides' of the cylindar.  The hull would be about 5 tiles wide, and a tile on each side for 'support equipment' and the like.

The 'living area' would be in 5 levels, 1 tile wide top and bottom, 2 tiles wide offset 2 and 4, and 3 tiles wide in middle.  But because of the lengths, you'd go for about 14-15 tiles in length.  That's where my 'gauntlet' thinking was coming from.  At one far end would be the door to the FTL engine room, the other would incorporate the command and control facility.

RaXaR:
I replaced the head and the hull with less organic models. as usual I'll await feedback. If this ship is no good, then I'll use the game's already made carrier for the backdrop instead.  The way I saw this is that the lower half can detach, and will contain crew quarters and aircraft hangers. The upper part houses the long term life support systems, fuel, research laboratories and Command center. once the lower half is detached the upper part can retreat to a safe distance from the battle/invasion. While the lower half which is heavily armored can breach the battle lines and deploy it's fighters.


--- Quote from: "Mattn" ---whatever our storywriters tell - i want this model - and even if we can't include it into the single player campaign because it wouldn't fit to the story, please submit it. Even if it is untextured. There are also multiplayer campaigns and a lot of other things where i would like to see some other ufos.

to sum up: looks good imo
--- End quote ---

Thanks Mattn, I'll upload the majority of the sources (3D/2D stuff) once the GUI is ready and capable for alpha-transparency. Um, see it as a kind of 'trade' :D  (which would only really benefit the UFO:AI project anyway)

Wanderer:
For my $0.02, I like the second model better.  It looks more concentrated, the design is better balanced to the engines for mass distribution, and the front looks more menacing.

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