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Borderworlds Modular Gunboat v0.4 - 19 December

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Borderworlds Modular Gunboat v0.4 - 19 December
Offline Durandal
12-09-2018, 05:24 AM,
#41
Member
Posts: 5,106
Threads: 264
Joined: Apr 2009

Do we really need to give everything a forward gun? They've completely lost their charm at this point. It feels especially off and out of place on a general use ship, too.
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Offline Tenacity
12-09-2018, 06:39 AM,
#42
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

But the pews...

I suppose it isnt necessary, and honestly forward guns are kinda crap to actually use (other than the obviously overpowered bretonian one), I just think they add character to a ship.

[Image: Tenacity.gif]
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Offline Kazinsal
12-09-2018, 06:53 AM,
#43
Wizard
Posts: 4,541
Threads: 230
Joined: Sep 2009

Forward guns make ships feel beefy. That's why they're awesome, even if they're generally impractical.

But that's a topic for a different thread.

Retired, permanently.
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Offline Reddy
12-09-2018, 07:09 AM, (This post was last modified: 12-09-2018, 07:09 AM by Reddy.)
#44
Man-At-Arms
Posts: 1,127
Threads: 18
Joined: Sep 2016

Style A is brillant and interesting

[Image: yaMOial.png]
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Offline moebus
12-09-2018, 03:08 PM,
#45
Member
Posts: 1,086
Threads: 76
Joined: Feb 2010

I voted none because I would like a Gunship style A and a Gunboat style C. Both are great!


»»» The Seraphim Info Page »»» Recruitment »»» Missions and Reports »»»

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Offline Felsvar
12-12-2018, 12:55 PM,
#46
Member
Posts: 381
Threads: 30
Joined: Mar 2017

The "B", Super Light Interceptor, can be scaled down to a VHF as a more advanced design of the Sabre. Just a thought.
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Offline aerelm
12-20-2018, 03:58 AM, (This post was last modified: 12-20-2018, 04:55 AM by aerelm.)
#47
0110000101100101
Posts: 5,265
Threads: 522
Joined: Oct 2009

v0.4 of just the gunboat is up.

So, uhhh.... there's been just a slight change of plans.

Since the poll was pretty close, and I also had a random idea that I was waiting for an excuse to try out, I did a stupid: Instead of pickin one, I decided to make all 3.



Here's how it's (hopefully) gonna work ingame:
  • Hitbox and stats won't be affected, and all variants will have the exact same pvp performance.*
     
  • Gunner will be defined as a turret in gamefiles (won't be able to fire), so you can mount it in its specific slot and it'll track the crosshair like any ol' turret.

    There will be 3 gunners total, shared between GB and GS. Current preview only has 2 of the gunners, 3rd one needs some cleanin up so I left it on the GS for the time being.

  • The, uhh.... The extra bits and bobs, or lets call it "chassis" just cause it'd sound fancy, The "chassis" will function similar to cargo pods. They'll be defined as a special equipment in gamefiles which can be mounted on a special hardpoint.*

    You'll buy the "strut" from the ship dealer, then can buy and equip the chassis item from the equipment dealer, and the extra parts will show up on your ship. The chassis item itself wont be hitboxed, so unlike regular cargo pods, it won't be able to block damage or get shot off.

  • The three variants of both gunner and chassis are interchangeable and you can fly to a sellpoint and mix and match whenever and however you want, and they'll be equip-locked via flhook so they can't be used on other hardpoints/other ships.

  • Whether each set of chassis will be a single item or different parts will be split into different items entirely depends on the limitations of actually crowbaring this idea into the game. Ideally, each part would be a separate item to allow for the most mix-and-matching, but if that doesn't work, each set will get a single item.

* In case anyone's wondering, the chassis/gunner wont be hitboxed. Instead, the "strut" (model for the actual ship entry in gamefiles) will get a hitbox with the general shape of all 3 variants combined, so while you can mix and match different chassis and gunner on the base strut, the hitbox of the ship will remain the same (even if you decide to fly without a chassis, but please don't).


As usual, some parts are more WIP than others.

Also, expect the proportions to get changed in the later tweaks. There was a lot of rescaling going on to try and fit all the variants in the same general space due to the hitbox limitation, so it looks slightly off right now.

And as a side note, the ship interior is currently placeholder, and it'll be properly modeled with consoles and whatnot once the actual ship is done.



Gunship will also have the same modular style, and will get its own separate thread hopefully early next week.
 
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Offline Enkidu
12-20-2018, 04:38 AM,
#48
UN| Unioners
Posts: 4,082
Threads: 378
Joined: Apr 2013

Jesus christ. That's awesome.

[Image: XTF1d6x.png]
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)
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Online JorgeRyan
12-20-2018, 04:40 AM,
#49
The Brotherhood
Posts: 1,001
Threads: 64
Joined: Jul 2016

(12-20-2018, 04:38 AM)Riehl Wrote: Jesus christ. That's awesome.

[Image: EjUDu1h.png]
Feedback and comm bumping here
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Offline Tenacity
12-20-2018, 06:13 AM,
#50
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

Amazing work aerelm, I always wanted to see the 'build a ship' idea in-game using something akin to the cargo box system. Looks like you're doing it finally =)

[Image: Tenacity.gif]
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