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Author Topic: Proof of concept: Multi-vector assault mode  (Read 13892 times)
DOCa Cola
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« on: October 29, 2007, 01:19:09 PM »

Have you ever seen the "Message in a bottle" episode from Voyager where the Doctor is sent across a communications relay to the border of the Federation? Even if not, you may have heard of the Prometheus class, most prominent for it's MVAM or Multi-vector assault mode.

For many Armada modders it represents the holy grail of Armada modding. In the past there have been different approaches to get a Prometheus with MVAM into Armada which all just weren't the "real deal", they all had their drawbacks.

To let the cat out of the bag - yes, we have real MVAM working in the current development version of Fleet Operations 3.0 . Click your Prometheus, activate the separation special weapon and you have the Prometheus ready to go in 3 independent commandable parts. So no manual required on how to use MVAM. Wink And yes, reintegration works the same - select the 3 parts and activate the reintegration option. Quite nice, isn't it? Wink

Now, if you have the hope that the Prometheus is going to be a buildable or available as warp-in vessel in v3.0 then i have to disappoint you. Currently the Prometheus doesn't fit in our concept we have established for v3.0. Still - she may be featured as placeable map object. To set the dot on the i, I have a few screenshots for you Smiley For our proof of concept we have used Deemons nice Prometheus model here. Enjoy Smiley









Some info for you modders: If you like to use this feature in your modification - no worries at all! The upcoming version of the Star Trek Armada II Patch Project will feature all necessary stuff to have this integrated. It does not break Galaxy class separation. Actually you can have an unlimited number of vessels capable of seperation. Like a separation cube, a separation Galaxy-X, a separation Warbird... whatever you like AND with as many parts as you like. You are not limited to two or three parts, you can use four, five, ten, twenty, a hundred... Wink No restrictions anymore there - and of course all is as easy to use as you are used to with Armada ODF scripting.



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dan1025
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« Reply #1 on: October 29, 2007, 01:47:52 PM »

WOOOOOOOOW!!!    All I can do is say well done and that I cannot wait for this to be released  Cheesy
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T-Man
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« Reply #2 on: October 29, 2007, 02:27:36 PM »

Congratulations! You have achieved something few other Armada II Mods have managed to acomplish, and put in a superb looking model to boot!

Concept future managed it in A1, now you've managed it in A2. Congratulations again!
« Last Edit: October 29, 2007, 02:34:45 PM by T-Man » Logged
serpicus
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« Reply #3 on: October 29, 2007, 02:32:32 PM »

Great Job. Looking forward to playing V3 - once it comes out.
Hope you guys finish it soon. 
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Silver Gryphon
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« Reply #4 on: October 29, 2007, 03:19:13 PM »

Incredible!! The holy grail is among us!!!
"Ive never seen this kind of technology before!"  LOL
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« Reply #5 on: October 29, 2007, 04:06:16 PM »

 Shocked

I think that is all that needs to be said on this matter.
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Dominus_Noctis
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« Reply #6 on: October 29, 2007, 04:33:43 PM »

Wait, wait wai.... This could also allow you to re-implement fighter vehicles in the game!!!!!!
Think about it, the current system with the avalon and other ships is that the fighters are kind of like construction vehicle drones... but with the seperation module system (with a large amount of seperations), you could click a button that would "deploy" these fighters from the mothership. Let me know if this makes sense, cuz I just had this epiphany and I am thrilled  Cheesy
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DOCa Cola
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« Reply #7 on: October 29, 2007, 04:44:36 PM »

Wait, wait wai.... This could also allow you to re-implement fighter vehicles in the game!!!!!!
sure, that would work. Wink
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ewm90
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« Reply #8 on: October 29, 2007, 05:22:42 PM »

Holly Shite thare is a god.
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Thrawn
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« Reply #9 on: October 29, 2007, 06:00:44 PM »

I love you!

And its OK that it wont be in V3.0, a conquerable Map Object or something like that would be enough.
Even if I have to place it on a map myself.

Great Thanks for this one.

PS: 2 updates in 3 days. Now I know again, why I check on the site every day.

PPS: I hope to see more separation Units in V4 
« Last Edit: October 29, 2007, 06:02:26 PM by Thrawn » Logged

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AdmarilRyan
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« Reply #10 on: October 29, 2007, 06:47:41 PM »

As much as I am usually critical of fleetops.....that is bloody awesome.
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Fullphaser
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« Reply #11 on: October 29, 2007, 07:37:47 PM »

Wait, wait wai.... This could also allow you to re-implement fighter vehicles in the game!!!!!!
Think about it, the current system with the avalon and other ships is that the fighters are kind of like construction vehicle drones... but with the seperation module system (with a large amount of seperations), you could click a button that would "deploy" these fighters from the mothership. Let me know if this makes sense, cuz I just had this epiphany and I am thrilled  Cheesy
The problem there is that doesn't that mean that all the fighters would have to survive for the re integration to take place?
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dan1025
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« Reply #12 on: October 29, 2007, 07:58:47 PM »

I suppose if you make the recovery process really fast and set it for a smaller amount of fighters than you deploy (you could even set it to 1 if need be) then you should be able to reover them.

Or you could set the ship to only deploy 1 fighter at a time, so that all the ones that survive could be recovered.
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Dominus_Noctis
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« Reply #13 on: October 29, 2007, 09:44:41 PM »

Hey people like my idea (maybe)!
Maybe the developers could get in a word edgewise....
This would hopefully be a lot more satisfying than the current system.
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Fullphaser
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« Reply #14 on: October 30, 2007, 12:34:47 AM »

I suppose if you make the recovery process really fast and set it for a smaller amount of fighters than you deploy (you could even set it to 1 if need be) then you should be able to reover them.

Or you could set the ship to only deploy 1 fighter at a time, so that all the ones that survive could be recovered.
Or make that one fighter SOD/Texture group look like 4 different fighters (not really that hard in theory, I don't model so watch it be more of a pain than I think)
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