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Artillery or Flak ships?
Posted: Tue Nov 30, 2004 3:13 pm
by WeatherOp
I was making a turret and wondered, Would it be cool to make some artillery or flak ships in freespace? I was thinking the artillery could be like a cruiser with something like battleship cannons, that could hit cap-ships from far off and you would mass e'm together like the Army uses it today, and maybe add a few cannons on the cap-ships as well. And flak ships would be for fighters, kinda of thinking of the way it was over Germany in WW2, where you would have to fly thru lots of flak.
Posted: Tue Nov 30, 2004 6:52 pm
by Hammer
ever play Sol: A History ? See Tereus
Posted: Tue Nov 30, 2004 9:12 pm
by Moonsword
For lots of flak, see the Aeolus... or better yet, put the Aeolus in gurading a Deimos.
Posted: Tue Nov 30, 2004 10:16 pm
by WeatherOp
Here is the turret I have been working on, whitch looks better.
Or
Posted: Tue Nov 30, 2004 10:56 pm
by Moonsword
Second one.
WeatherOp, need I remind you of the term 'play-balance'? Don't overarm a cruiser. They lack the powerplant and other equipment to support the largest of weapons. SGreens, may TerSlashs are about the limit of what they can handle, IMHO.
Posted: Tue Nov 30, 2004 11:06 pm
by MatthewPapa
In other words make sure the opposing side has some too or a way to counter them.
Posted: Tue Nov 30, 2004 11:20 pm
by WeatherOp
Ohh' I see, you guys thought I was putting it on a regular cruiser, and it would over arm it, But I was talking about making a new class of cruiser, maybe three or four big artillery guns. Kinda like the real artillery
units, that stay back in a group and lay the target area down with lead. They would have no beams, maybe one or two light laser cannons, but no other defence. Easy kills for fighters or bombers, and would make a good protect e'm mission.
Posted: Wed Dec 01, 2004 1:58 am
by Flipside
I must admit, one of the weaknesses of the GTVA is that every ship tries to be a 'Jack of all trades'.
If a Destroyer exists to take on Capships, then screw Flak cannons and missile launchers and those so so embarassing jellyfish guns, and dedicate your ship to two objectives, Hangers and Beams.
Let the fighters deal with smaller threats, and have a few cruisers as Escorts, kitted out with Anti-fighter weapons, they'll take the strain from enemy bombing runs, while you can return the favour to whatever is launching them

Posted: Wed Dec 01, 2004 6:20 am
by freespace2pilot
it sounds like a pretty good idea, and you could make them quite important in a campaign.
btw second one is betta:)
Posted: Wed Dec 01, 2004 6:22 am
by Grimloq
thats a good idea.
so, it would be a cruiser, with an artillery cannon and nothing else... thats balanced enough.
Posted: Wed Dec 01, 2004 7:58 am
by WeatherOp
It could also be good against shivan destroyers, since it would shot them from out of their beam cannon range.
Posted: Wed Dec 01, 2004 12:41 pm
by aldo
I have a very, very, very old flak cruiser somewhere and also a slightly newer artillery cruiser.
Posted: Wed Dec 01, 2004 10:17 pm
by Grimloq
be sure to make it fairly inaccurate. an accurate artillery ship IS unbalanced...
Posted: Thu Dec 02, 2004 12:34 am
by The Trivial Psychic
Here's an interesting thought for scattering flak, but I'm uncertain as to whether or not FSO can do this. If one could combine a flak cannon with a spawn ability, like the Psynaptic bomb. Basically, if would fire a large flak shell (which FS code renders with particles) which splits into about half a dozen standard flak shells, but uses PhReAk's directional spawning. Someone tell me if this is even feasable.
Posted: Thu Dec 02, 2004 12:58 am
by Flipside
It's funny, but my Ship-design technique stems a lot from creating custom Warhammer stuff.
[memory lane]
I used to make up my own units, so there were 'rules' you followed. You're weren't allowed to create 'immortal' characters that could slaughter entire armies single handedly. You could have powerful Heros, but they cost a hell of a lot of points.
However, the simple fact that it was a game meant that a Hero HAD to have a flaw, a weakness.
Elves, while fast and magical, were expensive, and thus, few in number on the battlefield. Goblins were cowardly and poor in combat, but so cheap that it didn't matter if a unit of 30 of them broke and ran (unless that started a trend, but that was down to luck). Humans were pretty weak, but numerous and technologically advanced. Dwarves were very advanced and had very powerful magic weapons, and were tough, but were the only army that could be swarmed under by elves.
[/memory lane]
As you say, it's all about keeping a game balanced
