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bretonian heavy transport

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bretonian heavy transport
Offline Shadow2336
06-23-2008, 10:41 PM,
#21
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Posts: 60
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Joined: May 2008

I'd go for the Bretonian flag.

Easy, neutral emblem for bretonia's ships.

And which BMM or Bowex wouldn't want to proudly wear the Queen's flag?

Sir Michael Brown (BMM-Bristol(T)) - Bretonia Mining and Metals, Trader, Captain of the Bristol
Ensign John Thomas ([QCR]John.Thomas/[QCR]John_Thomas) - Queen Carina's Royal Fleet, Regular
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Offline Colonel Z.e.r.o.
06-23-2008, 10:46 PM,
#22
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Could someone tell me the tools I need to make things like this plz?

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Offline Jinx
06-23-2008, 10:48 PM, (This post was last modified: 06-23-2008, 10:49 PM by Jinx.)
#23
skipasmiður
Posts: 7,685
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[Image: moredetailed.jpg]

i think i ll make the pipes smaller / thinner.. they are too massive - they were not meant to be pipes - but rather powerlines .... hehe. - proportional mistake there...

a more detailed version now -

@Tenacity:
the vertically downwards cargopods are sort of a brand of that concept. - the trains arrangement of cargo containers is in a flexible line ( in theory - not in game ) one behind another - just like a train. - so the train can be ( again in theory ) made allmost indefinitely long. - or as long as the engine can pull.

the "transports" concept is that of hanging cargopods - but its limited, cause it offers no flexible joints like the train. - so we only have the transport and the large transport.

the container transport arranges the containers in a rather complex and compact "Y" pattern, - which, while it actually does safe a lot of room - is a more complex matter to arrange when loading and unloading.

what i tried to make was a transport that could logicly be loaded / unloaded quickly - while at the same time offer allmost the same flexibility as the train. - so this transports containers are arranged like bullets in a magazine.

the vertical arrangement of the containers also have a gameplay reason. - in order to make "big" transports, - we can only really either grow transports horizontally, vertically or make them longer. - a vertical transport goes well into a tradelane and is easier to fly than a horizontal ship. ( one has a better control over a hammerhead than over an eagle - but maybe its just me )

the other reason is that every ship needs a weak-spot. this ships weakspot should be its size from the sides. while being able to escape a chase easier ( small from the front and the back ) - it should be very easy to hit form the sides. - to make up for it.. it will have engine hardpoints in the front aswell as in the back - and more turrets than most other ships of that class ( so its a counterpart to the kusari container transport )

the mission of such a ship is meant to be the "civilized" areas. - that means - it should be utterly impossible to get through an asteroid field for example ( or as painful as in a battleship ). - such a ship is meant to rely on lanes. - of course, base thoughts while making a concept sometimes hit a dead end and don t evolve more - but thats why i present the ships - if i didn t care, i d simply submit them =)

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Offline Turkish
06-23-2008, 10:49 PM,
#24
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Posts: 2,617
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I think its looking really good Jinx, your design for vertical loading and unloading makes sense to me as a space saver.

Also, its looking like a lobster to me, that's good, right?

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Offline LancerZero
06-24-2008, 04:17 AM,
#25
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Posts: 852
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Joined: Oct 2007

Looks very nice - I'd much rather fly this thing than the Percheron! (no offense intended to the Perch's creator, because it IS true to Bret design style, but I just can't stand the thing:P) Though I gather that the idea is that this thing will be roughly the capacity of an adv. train, maybe a little less?

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Offline Tarkis
06-24-2008, 05:32 AM,
#26
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It's great, i like the style and reasoning behind the vertical cargo pods.
This one needs to be put in...though i am a little biased since i'm in Gateway Interstellar...

But still - Great work Jinx.

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Akumabito
06-24-2008, 06:41 AM,
#27
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The problem with stacking and the reduced length is that if a regular (npc primarily) cruise disruptor blast radius might be enough to stop it. If it is no one will fly it.
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Offline Turkish
06-24-2008, 07:02 AM,
#28
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I'm sorry, are you actually complaining that it might work within the predetermined game dynamic?

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Offline Gamazson
06-24-2008, 09:36 AM,
#29
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Posts: 962
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Joined: May 2007

The blast radius of cruise disruptor must come in contact with the engine hard point. So like a train this would need skill to stop.

AKA Nexus
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Offline El Nino
06-24-2008, 02:21 PM,
#30
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Posts: 1,248
Threads: 25
Joined: Dec 2007

' Wrote:The problem with stacking and the reduced length is that if a regular (npc primarily) cruise disruptor blast radius might be enough to stop it. If it is no one will fly it.

I would... says the BMM fellow... that's why we have escorts...

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