project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - aa_

Pages: [1] 2 3
1
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: August 22, 2016, 03:12:50 pm »
 I am sorry. I wanted to demonstrate a floor layout and go carried away... way too much.

 I am quitting this and letting you continue.

2
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: August 22, 2016, 10:10:28 am »
 I have made the first version of the carrier ship. I made it quite big, in relation to the other dropships, to account for the increased speed, with increased carry weight. The 4 engines are going to be mounted in the wings, capable of rotating downwards to provide lift.

3
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: August 21, 2016, 01:38:16 am »
The wall thickness is preliminary. I will make it more solid and add details if the design is given go ahead. I guess it will be similar to current Heracles thickness in places. I don't think there is any use in reactive armour.

 The height is similar to the firebird, takes 2 gave levels. I think the actor's scale is a bit off, that's why it appears to be higher. What is the point of raising it above ground? It will only make it take more vertical space and make it more difficult to match levels.


4
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: August 20, 2016, 07:35:56 pm »
 Here i made a top view with the grid visible and a draft for the ship.

5
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: August 20, 2016, 06:08:02 pm »
 I think that there is absolutely no need to include space for seats in the hold. First of all, the current Hercules seats are totally oversized, resembling thrones. Also, Firebird contains no evidence of seats. Here is an image of paratroopers housed inside a C-17 cargo hold. You can see them simply sitting on the floor, with basic backs near the floor level used for support.


 I am sure that Phalanx troops can easily survive a journey in similar conditions. So i think that the last picture presented shows the optional layout, with the 12 semi-seats mounted into the walls, and not being an actual part of the internal space. The two UGV's would be attacked to the floor in between the laterally-opposite pairs of doors.

6
Artwork / Re: New Heracles
« on: December 26, 2015, 05:21:33 pm »
I have heard about dropships craft needing to fit in 2x1 tile, but 3x2 does provide more freedom. How much exactly is 1 tile in terms of QU?

7
Discussion / Re: Throughwall
« on: December 24, 2015, 01:26:17 pm »
I think it might Be a good idea to indicate if you can shoot through something while aiming, gir example by turning the aim line yellow.

8
Feature Requests / Re: Allow to manually land the transport on geoscape
« on: December 24, 2015, 10:53:30 am »
 I think he was referring to PHALANX, calling it XCOM by mistake.

 I think that the alien air superiority should be more implied, by adding more UFOs always flying on the Geoscape. Thus, in the early game the player will have to make choices on which UFOs to intercept. Since Fighters and scouts cant actually land, the player may only focus on harvesters that are targeting inhabited places. Also, the ability to shoot Harvester with starting tech should be present, Currently they are impossible to shoot with 2 Stilettos.But this i think is going to be introduced with the new air battles, which seems to be quite far away.

9
Artwork / Re: New Heracles
« on: December 24, 2015, 10:30:43 am »
I have accidentally uploaded two same images instead of another one. That one explained it a bit more better.

This dropship is designed with 3 doors, one large back ramp and 2 smaller ones on side, i have considered the trap issue, having been in it multiple times. The side doors are 2 tiles wide, located in between the two engines. The doors open up to form 2 shield that soldiers can hide behind.



So you would prefer to have a new raptor instead though?
When you say
Quote
But this is built using alien components and thus should look - well, more 'alien'.
do you refer to Hercules or Raptor? Raptor looks alien enough i think, so you probably want a replacement for it due to the battle scape model providing no cover to soldiers. Hercules does look like a human brick with engines and a truck stuck on top of it. I could scale and adjust my model and remake it into Raptor.

10
Artwork / New Heracles
« on: December 23, 2015, 07:45:46 pm »
 I think that currently of all craft, Heracles is the one that is the least pretty, aerodynamic etc....

 I sujjest a new model. Below is a rought 3D sketch of what it will look like. I would like to see opninion. To make or not to make.

11
Discussion / Re: Interceptions
« on: January 16, 2014, 11:25:22 pm »
  I like the speed changes, i always thought that the aircraft were too slow in 2.5. Faster craft will make combat more dynamic.

Logicaly, those should have shields becouse they are made for combat, unlike the Scout, Supply and Corrupter(which i believe is research ship).
 Howether, I can not remember ever seeing anything like shields it the game.

12
Discussion / Re: Some UI2 Base design issue.
« on: January 07, 2014, 01:10:32 pm »
 Certanly the way to go.

13
Discussion / Re: Map sizes?
« on: November 01, 2013, 08:04:15 am »
 What makes you think so? This is view from UFOradiant form 2.6. (I had some problems compiling the map)

14
Discussion / Re: Base Design Idea
« on: October 31, 2013, 07:47:04 am »
 IN Xcom:Apocalypse, bases were built in basements of buildings, which already had corridors.

 They also had security station, that, if placed correctly, could protect the whole base with minimal defenders.

15
Discussion / Re: Map sizes?
« on: October 30, 2013, 11:26:36 pm »
 I think that the gas nade being the only option is not very good, there should be more cover on the maps. I could make it.

Pages: [1] 2 3