It's time for glorious Starship thread /v/
Who is your shipfu?
I cant choose between this one and...
How am I doing?
Sleek as fuck. And that Trinity cannon
Add to that the objectively best ST uniforms ever and you have something to lust over.
Is that a rocket launcher design for the new Unreal Tournament?
not the same guy but yeah its not a scam so much as early on pay2win
>buying high tier ships right off the bat
>even if you manage to destroy those ships they have free insurance
I was looking forward to the game as much as anyone but after seeing what its become, not so much.
ATLEAST ELITE DANGEROUS MIGHT STILL BE OKAY.
Nyx supercarrier. My favourite hull of all in EVE Online.
Welp, looks like we are dying.
Gonna post this and let it all sink to nothingness.
Going to post some EVE ships.
Naga battlecruiser, Caldari origin
Rifter frigate, Minmatar origin
I think it looks even better than Nyx
Manufactured in Sansha Nation
From the last thread, also, does someone have pick with different styles of ships, like high-tech, , modern, traditional, etc?
Speaking about penis shapes, Avatar titan, Amarr origin.
Crow interceptor, Caldari origin
Last month CCP developed new model for Condor hull, but I like the previous one more.
I too, prefer the original scorp design. Especially this one... pink scorp ftw.
Stop posting that shitty new scorp.
Here's the real one...
Oh here's a better one.
>Is Sins of a Solar Empire any good?
It's not Homeworld good but it's decent enough. Make sure you get Rebellion.
You're goddamned right.
How big is the sulaco, anyway? It had a crew of, what was it, 10 people? No engineers, most of the crew were marines, there was one pilot (and she flew a dropship) and a synthetic. I assume the synthetic handled everything on the ship.
Montross' ship was always bad-ass, to me. Dat amphibious design.
385 metres long. Current day Nimitz class carrior of similar lenght has 3500 personell and 2400 serving the air wing, so for the Sulaco not being a carrier I'd say a good estimate is ~4000 if you count the atomation and the cold sleep realistically for a quarter mile ship I'd say 2000 at most. Makes you think really how much crew the 1.7 kilometer ships of Star Wars need...
To reduce crew workload, and increase efficiency and safety, operation of the ship is fully automated. The Conestoga is equipped with a 28 Terabyte, carbon-60 based core mainframe. In effect, the ship could pilot itself and fight a space battle even if the crew were all dead or in hypersleep. However, at any time, combat or navigational decisions made by the ship can be overridden by the Commanding Officer. Backup is provided by an 8 terabyte mainframe and local terminals dispersed throughout the ship. Most damage control is automated by the Conestoga's mainframe. If the reactor suffers severe damage, the entire assembly can be jettisoned before an explosion occurs. If the vehicle is damaged to the point it becomes untenable, emergency evac is prompted by the CO or automated systems. The Conestoga carries eight BD-409 EEV (Emergency Escape Vehicles). If the crew is in hypersleep, their capsules will be loaded by the automatic systems. The ship may also be scuttled by the CO. Self-destruct protocols are initiated manually, causing the reactor to go supercritical fifteen minutes after initiation.
I love block-ships.
Actually I've spend some time talking to the devs on the forums. And I think they are doing a good job. Let me elaborate: first of all they are also packing the first two games, so if bad comes to worst and the remakes totally suck, you'd still have the original games as Relic made them made compatible with 64-bit systems like windows 7 and 8. Secondly they are in tight cooperation with Black Bird (preeeety much off the Homeworld team from Relic) and they are working with the source code of the original games, so it's not like making them from scratch, more like refining the existing ones. And lastly they are actually listening to fans who played the games 145109234810412 times about the bugs and imbalances in the gameplay.
Muh nigga. Dem 15 pulse-fire torpedo tubes.
Star Wars uses non-Newtonian physics. But they actually explained it as the ship having a constant repulsor field working opposite of the engines and being powered by them to neglate the g-forces on the crew. When the engines idle the repulsor field stops the ship. A more reasonable explanation would be what today spacecraft do though, they simply turn in retrograde and burn the main engines. Fun fact before Mass Effect went gay space travel was explained exactly that way, the ship accelerating for half of the journey and then turning backwards and decelerating the other half.
This was from a PS1 Star Trek game. It's apparently a fighter shuttle carrier.
>Star Trek: Invasion
That game pissed me off so much trying to retreive the fucking shuttle with endless waves coming at me.. fucking hell i still have flashbacks.
It was actually only used in one episode of TNG to represent Lore's 'liberated' Borg. Ever since then it's been used to represent them in much media. Otherwise, I don't think they have a need for one.
This doesn't have supercarriers (about two times size of dreadnoughts, biggest visible ships on image) and titans (ten times larger than dreadnoughts).
I've always had a soft spot for Halo ship designs, especially for the UNSC ones.
That ship looks rad. But it doesn't look like a spaceship. I wish people who are good at designing airplanes would just do that instead of drawing a plane and calling it a spaceship.
>Alien Chronicles mission
Holy fuck worst part of an overall good game.
>reach the shuttle
>start hauling back to typhon which is a good 10 minutes away
>have to disengage tractor each time an enemy wave arrives and deal with them or risk them swarming and killing me
You better fucking believe it's the BC-304 Daedalus.
The progression was the best in SG-1, starting out as children, eventually building armour against energy weapons, light space fighters, all the way up to intergalactic FTL cruisers equipped with some of the most beefy shit among any race.
Well I'm not disagreeing, maces in space can be useful.
Halo gets a whole lot of points for the MAC attached to everything, the big ships and stations are really just 1km+ cannons with an engine.
If you have a shitload of energy generation it's probably the best sort of firepower available, just throw a few tonnes of depleted uranium at 10% of the speed of light and you won't have many survivors.
I forgot what this game is about but I love the art.
Humanity will eventually advance, though. The Goa'uld had their shit for thousands of years and went nowhere because cultural and technological stagnation suited them just fine
Always loved their design philosophy.
However I had to pretend that the command bridge is actually in the center of the ship, protected by layers of hull.
Anyways, do you guys accept original ship constructs donut steel?
Hardly any of it was stolen, most of the important stuff was traded or gifted to humanity (hyperdrive, efficient sublight engines, trinium).
Even the stuff that was directly stolen (gliders) couldn't be used since Apophis wasn't a complete idiot.
What does Shatner say at the end?
Eh, maybe, but at least all of their stuff is distinctly human, and pretty damn attractive too.
Stargate is great for sexy ships, who the fuck created these things?
objectively the best ship in the game.
except the flak version of course
>First of all you'll get the old games which you probably like anyway
That's not convincing me of shit bro
I try not to think about Universe too much, I swear since it aired there has been no large-scale sci-fi series, like it just killed the whole genre stone dead.
Please someone correct me if I'm wrong, I would kill for another BSG or Stargate.
And here's the additional chart with the REALLY big ships. To compare scales note that the Dune Heighliner and Independence Day ship are on both charts.
I always thought them smaller.
>You will never make cool looking ships in GalCiv II
Well one was self-destructed by the original captain, and the other was lying in a crater for ten thousand years and was barely worth the metal in its hull by the time anyone dug it up again.
Given how powerful the Orion was it would have been pretty bad storytelling to have it conveniently appear and beat the shit out of every Hive that dares touch a human ever again, I think it was just written in so they could show off what Ancient fleets would have looked like without actually having super powerful weaponry lying around.
THE Y-WING IS THE WORKHORSE OF THE REBEL FLEET: IT'S NOT QUICK OR FLASHY, BUT IT GETS THE JOB DONE. THE ARMOR ON THIS SHIP IS EXTENSIVE AND ITS SHIELDS WILL PROTECT YOU FROM JUST ABOUT ANYTHING, WHICH IS GOOD, BECAUSE YOU WON'T BE GOING ANYWHERE FAST.
Currently addicted to Space Engineers. I think I'm in love.
I started to get into Universe, I persevered with being a fan of the first two series so I was a bit pissed off when they killed it.
The impression I've got is that the producers don't think Sci-Fi tv shows are worth it anymore.
I agree with you though, if they put another BSG or Stargate, especially then my life would be complete
Any games with some good B5 mods? I want to fight with some Narn cruisers and Shadow vessels.
>No English version of the Legend of The Galactic Heroes game
>There aren't even any seeded torrents for the un-translated version
That reminds me, Tim Russ (I think?) is trying to make his own dark, gritty Star Trek show
How are you meant to out dark or grit DS9 is what I want to know. The central conflict of the show is ended by attempted genocide.
>no Star Trek
>no Battlestar Galactica
Every thread guys.
Every thread you remind me that there are no big space shows on.
Why is it all zombies and apocalypse and medieval drama?
Superior Ragnarök, and the best part to a flawed game.
>tfw no friends with computers that can handle it
>tfw mine can't either
>tfw what is multithreading
If I remember corectly
>you have a career to build up a fleet
>micro version of HW planning fleet positions
>1st person fighter flying once combat starts
>art style is a lot like HW
80s and 90s shmups tend to have the best ship designs.
It's sexy as hell. I like the scale. I like the setting. I like the combat.
Colony Wars: Vengeance had great ships, yet no one here ever talks about that game.
BY THE ORDER OF THE CARDASSIAN CENTRAL COMMAND, THIS THREAD NOW BELONGS TO THE CARDASSIAN UNION.
POWER DOWN YOUR WEAPONS, LOWER YOUR SHIELDS AND PREPARE TO BE BOARDED.
The first game is much more polished, but the second has some good stuff in it. If they'd ever fucking finish it, it'd probably be better.
>sundered compartments outgassing
>Gearbox' record with other IP is abysmal
>even Borderlands was put together using stolen money and stolen design
>they've never made an RTS, let alone a 3D RTS most other RTS companies haven't attempted
>they admit they bought it because one of their guys was a fan of the series, but nobody else is
>If they'd ever fucking finish it, it'd probably be better.
Nope, it's flawed at the foundations.
The mission system, the prototyping system, the new research system and the new fleet system are all completely flawed.
They what we all thought was a good game covered in shit, but when they cleared all that shit away, it revealed a core of more shit.
Did they fix the AI? I haven't had the patience to check whether the AI can play Hivers or Loa without imploding.
Mostly I haven't had the patience. Turns take too long to cycle, and my computer tries to cook itself to death while playing.
>>they admit they bought it because one of their guys was a fan of the series, but nobody else is
If he could force them to pay loads of dosh he can force them to make a decent HD version.
>The mission system, the prototyping system, the new research system and the new fleet system are all completely flawed.
How? Provide evidence. Show your work.
I don't know, I haven't observed how well the AI plays different faggots. The game still has plenty of flaws, and they ain't patching it anymore so it's dead in the water. But they were getting close to making a good game out of it.
Alright, I need some good games with spaceship customization/upgrade paths and some good action and preferably with some level of exploration. I want to have some good space-fairing fun.
Halo mods or mods in general appreciated
Well, they're patching it as they can afford it, but they're indies who like being poor, AKA, very very rarely.
I think it'd be decent enough multiplayer. That way you wouldn't have to worry about the AI. Haven't been able to test empirically though.
You are filth.
The mission system is overly bloated and completely unnecessary.
So in the first SotS, to move a ship, you clicked on it, and click on the planet you want it to go to. Simple, and it does what you want.
In SotS 2, you need to go through unnecessary menus to do this. You need to open the mission menu, select what mission you want, assign a fleet to the mission and let it carry out that mission outside of your control. I'm not sure if they fixed it, but by release of the expansion, you still couldn't order a ship to stay at a system you hadn't conquered. It would always come back.
The prototyping system is similar. So for every new ship you create, you need to make a prototype. That prototype costs substantially more. Fine in theory, but it's the type of game where you are constantly modifying your designs, resulting in you buying new prototypes with every technology you research.
The research system is dumb because you need to spend time figuring out if you can even research a tech. In 1, it was all generated when you started the game. You would either be able to research the tech or not. Now you need to waste time on a tech figuring out if you can or not.
The fleet system sort of ties into the other systems. Before you would build a ship, put it in a fleet, click the fleet, click where you want it to go.
Now you build the ships, build a command ship, assign them all to a fleet, assign an admiral to the fleet, open the mission system, select a mission, assign that fleet to the mission.
It's all unnecessary bloat. The first achieved the exact same depth, but with a simple control system.
The opening of all the menus slows the game down when it doesn't need to, not to mention how ugly the UI is.
This isn't even getting on the point of how dumb the new combat system, how useless the starbases are, how stupid the AI is, how long turn times take, etc.
It's a very very poorly made game.
You don't need to make new prototype for retrofits. Retrofits are limited to using same types of weapons, but it's adequate for minor upgrades.
Generally when I played SotS2 I just used obsolete or retrofitted ships until I absolutely need a new type of ship. They were cheaper anyway. The new technology gets expensive.
You can make fleets stay in unconquered systems on a patrol mission until they run out of endurance.
Elite: Dangerous isn't out yet, but it's promising basically everything you're looking for save the Halo stuff and mod support.
You start in a basic, somewhat crappy ship with a small amount of cash and a borrowed pulse laser. The idea is you then do whatever takes your fancy to make money to do whatever you want to; be it mining, trading, pirating, bounty hunting, taking missions or exploring.
I say it looks promising because the current beta build has the main framework for everything else they want to add in; the money-making opportunities boil down to grinding combat bounties or trading until you can afford a ship geared towards what you actually want to do. It looks like we'll get a better idea of what the final game will play like with the next build coming at the end of the month where, if I'd read everything right, they're adding in more ship upgrades (examples used were more powerful engines or shields at the cost of cargo space), the first pass of the mission system and fuel mechanics as well as opening up a lot more star systems for people to play around in.
>I just used obsolete or retrofitted ships until I absolutely need a new type of ship.
See, this is the problem. You are working around poor game mechanics. That's essentially what playing SotS 2 is.
It's a fight against the game until you meet the enemy and realise the AI has no fucking idea what's going on.
There is no reason to play it over the first. In fact, if you enjoyed the first, it's practically impossible to enjoy the second. I'm curious to know how much you actually played the first.
>you will never fly your house around the galaxy
>The mission system is overly bloated and completely unnecessary.
First part's correct, second part isn't. Yes, it can use streamlining, yes it could be easier. It's a good system though and it serves to prevent you from building a billion tankers and sending them on one-way trips to map the galaxy. Your people do get to come home.
>The prototyping system is similar. So for every new ship you create, you need to make a prototype. That prototype costs substantially more. Fine in theory, but it's the type of game where you are constantly modifying your designs, resulting in you buying new prototypes with every technology you research.
It's the type of game where you would be modifying your designs constantly, if you could afford it. As it is you have to weigh how much you value that incremental improvement. And maybe your current model got a good trait, like bonus accuracy? How quickly to you want to shift that model out of production? Is the improvement of that one tech you got really worth it?
>The research system is dumb because you need to spend time figuring out if you can even research a tech. In 1, it was all generated when you started the game. You would either be able to research the tech or not. Now you need to waste time on a tech figuring out if you can or not.
Eh. It's another step. It's supposed to be a slower game than the first. It's also probably an attempt to keep players from referencing a complete online techtree during game to see what they got/didn't get. Probably not a great idea, but not a make/break issue.
>The fleet system sort of ties into the other systems.
Again, needs some streamlining, but the system works. Could use some kind of smart-select, or better UI design. They did trim a lot of the planned function of admirals.
>and it serves to prevent you from building a billion tankers and sending them on one-way trips to map the galaxy.
The only person that had a problem with this is the lead designer. Funnily enough, the only person that would defend this game is the lead designer.
Seriously though, if he didn't like tanker spam, which made exploration ships redundant, improve exploration ships, not make a completely unnecessary system.
Your second point works in theory, like the system, but not in practice. Why let someone research a technology, and then not let them use it? It makes for poor game design and once again, adds bloat.
Your third point makes no sense. You can't reference a complete techtree to see what you got in the first, because it was random. You could see what percentage of chance you had at getting a tech, but not if you actually got it or not. The tree was random, like in 2, but without the bloat.
The fleet system works, sure, but it worked better before. It feels completely pointless and annoying. Just let the player create their own fleet groups instead of throwing in all these pointless limitations and menus.
All they had to do was improve on the first, yet they chose to make a god awful sequel, lie to the customers and then have a tantrum when people pointed out their mistakes.
It's easily the biggest blunder in video games for me.
You can do that without pointlessly restricting the player.
Prototyping is a cool idea, but when I have to do it for every little edit I want to make to a ship's design, it becomes stupid.
The whole game reeks interesting theories that were never tested in practice.
Considering the state of release, I'm assuming this was the case.
I wish someone would make a StarBlazers mod for vidya.
you trying to start somethinf faget?
BRDY is the most aesthetic mod on the forum.
But you don't really have to do it when you make small changes. You can change weapons and modules without any prototyping. You cannot change ship sections or turrets. This makes sense.
The only thing I think is "gone too far" is that you can't change small turrets. Those shouldn't be a problem to change, but it's in my opinion a minor thing. I think the prototyping system is great for making various ship types and sane design actually matter.
>Seriously though, if he didn't like tanker spam, which made exploration ships redundant, improve exploration ships, not make a completely unnecessary system.
>missing the point
It's not that you're using tankers, it's that you're building ships and sending them out, out, out until they're either out of fuel and scuttled or destroyed. (Did anyone ever look into the cost/benefit of keeping them as shitty little sensor stations? I never broke down maintenance that deep.)
Now, you can scout with whatever you want (tankers are as effective as warcruisers for surveying, though drone carriers/battlerider carriers/deepscan are most effective,) but they end up returning periodically to swap personnel, refuel, and rearm.
>Your second point works in theory, like the system, but not in practice. Why let someone research a technology, and then not let them use it? It makes for poor game design and once again, adds bloat.
So perhaps they should give you free ships with every technology? Research phasers, get a dozen ships equipped with phasers? After all, you might not have been able to afford to make them, and that would have been poor design.
It's a cost-benefit thing. Are you accounting for the fact that it'll take you time to turn your whizzbang superscience into actual ship-shredding beamguns? Maybe you should be.
>Your third point makes no sense. ... You could see what percentage of chance you had at getting a tech, but not if you actually got it or not.
Yes, you can. When you get Phasers and antimatter, in #1 you can look up a techtree and determine exactly whether you got point defense phasers or pulsed phasers. Are they visibly unlocked for research? There you go.
In #2 you actually have to give it a shot first. It isn't a particular improvement. Just pushes it back a few turns. Come to your own conclusion, presumably after trying it. I think it's kind of dumb, and you can probably find a mod to remove it. I don't think it's the antichrist of gamesystems.
Aurora. These are just drawn designs of a ship someone designed in it.
The most cost effective method was to just leave them there as scouts. I always imagined I was setting up little distant waystations, and got mad if an enemy killed them.
You can't scout with whatever you want, anon, that's deceptive. You can't move single ships, you need a fleet. In a fleet, you need a command ship and an admiral. All these restrictive missions you could do yourself in the first. If I wanted my scouts to come back, I wouldn't send them beyond the halfway mark, or I would send them more fuel, simple as that.
Your second argument here makes no sense, I'm not sure what you are trying to do. It does take time and money, because you need to buy the ship. Adding in prototyping just adds this pointless layer and further restricts the player. It's not so much the price that restricts the player though, as the tediousness of it all. All I want to do is stick this little pod on a ship, nope fuck you, you need to prototype it. I'm sure it's a lot better with the retrofitting that it took them over a year to add in, but the system still remains flawed.
I'm still not sure what you are saying here. First you said people could look at techtrees online to see if they got it or not. Now you are saying that they just need to look at the techtree in the game.
I'll explain how the techtree in 1 works to clear up any problems.
The tree is generated when you start. It's mostly random and you can't see what techs will be available to you until you research the ones before it (I think this is what you are saying). So this stops the player from wasting time on a dead end that can fatal in a 4x game.
>no Stilleto from Jupiter Incident
Seriously this game have amazing ship design. Dem Gyros
>Warning. Ship is being evacuated
The guy that made them had some more, but they're not in the same style as the Antares and the Nebula.
They're from his Aurora AAR on an Italian forum.
BEST SPACE SHIPS COMING THROUGH
I think we are getting ready for the return of the space flight sim...
Different. It's a story based RTS with focus on atmosphere. Everything is smaller scale - a loss hurts, you're not shitting ships and ressources are scarce.
Just watch the first few minutes of a random mission and you get the idea:
>Space ship tower defense
took long enough
It's downright hurtful.
>So, how good are the Homeworld games?
The first, despite how date it is, is one of the best sci-fi and space-opera themed games ever made. Even today, it's mindboggling how amazing the art direction, storytelling, soundtrack, writing, voiceacting and atmosphere in general is on that title, while still managing to be very challenging and fun RTS with some great clutch gameplay moments.
It's dated, obviously - visually, but also mechanically it has it's flaws - the camera system requires a lot of getting used to - though it also adds a fuckton to immersion and the experience once you'll get used to it - the limited ability to set up groups and lack of option to issue orders when poused makes managing multiple battles at the same time somewhat frustrating at times, and the fairly basic management aspects are not quite as impressive as you might find in other RTS games of the same time, but man - it's a beautiful game oozing atmosphere, fantastic fiction building, great craft, and great story.
The datadisk, Cataclysm, has polished out a lot of the gameplay issues, and continued the great tone and atmosphere of the original for a while, but it goes really all downhill in the second half of the campain.
The official sequel - Homeworld 2 has to be one of my greatest dissapointments in gaming, at least in regards to the sinleplayer. About everything that was good about the first game was fucked up in the second, aside from pure graphical fidelity. The story is pants-on-head retarded, the art direction and soundtrack weaker, the introduction of panning into camera controls, while making things more accessible, has some really unfortunate implications for the actual gameplay style and the atmosphere, and the game was insanely buggy, unballanced and generally felt rushed as hell on release.
At least the multiplayer for the second game was really good.
I'd say Homeworld 1 is a fucking MUST for any sci-fi fan though, Cataclysm is good, HW2 is meh.
God fucking damn
These are exactly the kind of spaceships I love