BSG Mini Mod Project Update Thread

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posted on October 6th, 2009, 9:10 pm
ok, well there will be no stargate ships in the mod, so there is no reason to argue any furthure.

There will be mkVIIs in there, as well as raptors and such.  It is still a mini mod, so there will not be a large varaity of battlestars.  The main reasons for this is 1, I have no time, ande 2, I am makeing this as cannon as possible, so the variaty will be very small to accomidate that.

There will be a cylon basestar, and raiders, but I could not fine bombers, nor a good cylon war era basestar, so the Cylons will be a very simple race, and probably won't have more than that.

BTW, the physics will be cannon, however, because the vipers alwayse have their boosters on, they will have a high acceleration rate, the battlestars, and some other ships, will have FTL drives, but a very long cool down, and will be very slow at sublight...slower than the borg.  



Now I have a question for you guys:  For the Vipers, I wan't to know if there should just be a ship cap, where when one is destroyed, it can be relaunched, or if there should be a max build (battlestar launches several squadds and then can not launch any more, until they have landed ) of irreplaceable ships, where you have to BUILD more to replace them.

There is another option, but I don't think it is possible, so I won't mentine it(it would involve makeing a fuel reasourse)

Any other Ideas would be welcome.
posted on October 6th, 2009, 9:26 pm
The Old Man wrote:As far as I can tell from the good old "Beyond The Red Line" days they go frakkin' fast. But since ST and BSG use different propulsion systems I'd assume that everything in a BSG mod would have to move slower. To cross large distances the battlestars are able to use their FTL drive to travel instantaniously from A to B.
The Colonials and the Cylons would be quite op considering that  :D
Just another point for not having a mixed universes mod btw.


Well, based on just the types of engines that have been described, and then the actual figures for ST ships in episodes... BSG vessels are extremely slow. Fighters are run on basic liquid fuel (or fusion depending on what you look at) and based on how they entered atmospheres on occasion at full speed... they ain't going all that fast. The fact that they can't outrun even the small missiles on the newest show by a fair margin should show how slow their top speed is.

I don't think FTL would really make either BSG faction overpowered... they use nuclear weapons (NOT EVEN FUSION!) discarded ages ago for being weak and inefficient by ST factions... which are far inferior to any sort of antimatter based weaponry. Plus, no shields, bad sensors, and crappy armor.
posted on October 6th, 2009, 10:43 pm
Exactally.  The only way, these ships will be able to stand up to their enemy, is 1, their continuous weapon fire, from their KEW's gives then a step up if you give them a chance, and 2, their armor (I gave the battlestar, that of the tacticle cube)  However they still have no shields, which poses a proble.

at the moment, they may be overpowered, but I am no were near testing them out in a fulll fledged battle.

The physics, as I said will be be different than that of the ones currently in the game, but I don't want them to have no way to reach their enemy, so the fighters will be around the speed of scouts.
posted on October 7th, 2009, 1:56 am
Actually Cylons were marginaly more advanced than their creators the colonials (ha imagine that lol!) cylon vessels, at least the base ships used gravimetric drives which alowed the baseships to acheive high speeds and manuberabilty over their counterpart colonials.

What I would suggest in regards to fighters is having a fleetcap that could not be exceeded however u can replace lost fighters....

Also I would base it upon the slot system somehow.....for example....

Maxcap of say 5 battlestars...and a Maxcap of say 3 wings of fighters per battleship.
I would have raptors use more slots than vipers...and give raptors a shorter range ftl somehow if posible.
Mercury class would consume more slots than a columbia class.

Thats just a very rough sugestion.

I would also not even dream of even attempting to balance bsg vessels against ST at all.....I just tried for the heck of it....and bout only thing I was happy with was balncing my basestar to just a lil below a Tactical cube.....well actually my basestar outgunned the tac cube but had far less armor and crew. so......



Keep going..Im looking forward to this mini-mod coming out later this year :woot: :thumbsup:
posted on October 7th, 2009, 6:59 pm
Hmm, I think I will use something like that.  Thanks for the sugestion. :thumbsup:

RYDERSTORM wrote:Mercury class would consume more slots than a columbia class.


The colinal Side will be based with a mercury class, but will not have many more captial ships than that.



Here is a little Update as to what is going to be in the mod.  The Main and only station of both races is at the moment the Polaris Starbase over at FF.  Because of its many docking points, it is a great model, but If you all can find a better one, I'm all ears.  You will be able to build several difrent things onto it, such as ship building docking ports, turret ports, and a secret port that will be made available when your battlestar reaches its max rank.  Thats all for now.  I continue my search for a Generic station with many things that look like docking ports.

Lastly, If someone has the ability to turn, and move hardpoints, I could really use your help editing the station.(with permission ofcourse)
posted on October 22nd, 2009, 10:14 pm
Lots of more update pics.

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posted on October 22nd, 2009, 10:18 pm
And more for the Cylons :D

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posted on October 23rd, 2009, 12:21 am
Wow.. looks very good. Can't wait to try it out.
posted on October 23rd, 2009, 7:57 pm
Does BSG have something against rommies? lol....looks cool :thumbsup:
posted on October 23rd, 2009, 8:01 pm
Probably caught the Tal Shiar spying on their kids birthday party...
posted on October 23rd, 2009, 8:48 pm
Last edited by Anonymous on October 23rd, 2009, 8:51 pm, edited 1 time in total.
RYDERSTORM wrote:Does BSG have something against rommies? lol....looks cool :thumbsup:


Lol, I knew someone was gonna ask that.  For some reason, the game crashed less when I was against the Rommies.

And... Drum Roll Please...The Pictures you all have been waiting for!!!!

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posted on October 25th, 2009, 11:48 pm
I hate to be critacal of ur work but.....the more and more I see that smoke trail the more....ehhhh....ugly it gets....perhaps maybe try a different texture..and or animation for it...but hey whatever... seems like things are coming together...... very cool to see some battleshots between the Merc and Bs......
posted on October 26th, 2009, 12:22 am
Well, I intend on makeing it smaller, but the texture will stay the same, because it is as cannon as I can get.
posted on October 26th, 2009, 11:44 pm
I just had an "oh duh" moment here so bear with....I was looking at the battleshots again between the merc and Bs saying to myself something is missing...no explosions?.....wip....Anyways Im looking forward to this mod a lot. There is never enough BSG content out there.....or B5 content for that matter....but just saying WOOT!!!! Im also curious to find out which wins in the battle? or perhaps they firing dummy weapons? Ha the toasters and humans having wargames!! :thumbsup: :thumbsup:
posted on October 27th, 2009, 12:17 am
Actually, I took the pic before any of the missiles hit.  And from what I could tell, the mercury class would have won, but that is without use of fighters, soo...
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