Bellum Stellarum (Working Title)

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Re: Bellum Stellarum (Working Title)

Post by Error » Tue Dec 16, 2014 9:07 pm

Aight. Expect GSI-Novan frigate, carrier, and Destroyer tomorrow and/or day after.
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Re: Bellum Stellarum (Working Title)

Post by Error » Tue Dec 16, 2014 9:25 pm

Thought for future: faction ships. So we don't end up with copypasta stat-changed clones, give each faction 2 or 3 unique ships or stations.

I.e. SDI Shield Ship (Strig super-shield), GSI battlecarrier (battleship-carrier, with strengths of both), HGE Troop Transport (can capture stations or supercapitals).

Just ideas; this needs fleshing out.
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Re: Bellum Stellarum (Working Title)

Post by ACH0225 » Tue Dec 16, 2014 9:36 pm

All get specialty units.
SDI has shield ships, which deploy a cover for some 20 seconds around an area. This cannot be destroyed except by some insanely high damage.
They also have Missile Carriers, which fire missile barrages. The missiles do little damage individually, but if a unit gets hit with the whole swarm....
Finally, they have Strigiforme super ship Aiigaiion; a massive ship with its own 40 second super shield, and powerful armament. When stationary, it gets a buff(defensive ship)

Other factions should get their super ship too, each doing something special.
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Re: Bellum Stellarum (Working Title)

Post by Tell » Tue Dec 16, 2014 9:41 pm

After looking at Spring a bit more in dept I really do think its a cool engine. The only thing I'm worried about is can we even make space maps, although I'm sure its possible with tweaking then engine a little bit that would require a lot of programming in C++
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Re: Bellum Stellarum (Working Title)

Post by  ҉  » Tue Dec 16, 2014 10:01 pm

So I happened to remember that somebody did almost exactly this over on the Better Than Wolves forums a while back. Ended up with a functional space RTS. I don't know the guy or any details of the project, really, but this might be something to check out.
http://www.sargunster.com/btwforum/view ... f=8&t=8349
http://theasteroidfield.com/index.php
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Re: Bellum Stellarum (Working Title)

Post by Ivan2006 » Wed Dec 17, 2014 10:19 am

Whatever Macai is in should get a psionic warfare ship: only lightly armed, but can either buff friendly crewed ships or debuff enemy crewed ships. Any psi-warfare ship can only affect so many enemy ships at once to avoid OP-ness. I should be able to draw up a few Macaian ships. Can I have access to the drive? (IvanKintobor-at-gmail pls)
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Re: Bellum Stellarum (Working Title)

Post by ACH0225 » Wed Dec 17, 2014 11:03 am

It would be interesting to have passive faction abilities based on the fundamental basis of each faction.

For example, the Strigiforme were originally planned to be master turtles. As such, they would a "defence in depth" buff for their ships, and debuff for enemies based on proximity to Strigiforme base. Other factions could have increased production, or a special support ability.
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Re: Bellum Stellarum (Working Title)

Post by Error » Wed Dec 17, 2014 11:44 am

The idea so far:

Strigiforme/SDI - Turtle, and Jack of All Stats. Excellent defensive bonuses and firepower, but don't really specialize in one particular area.

GSI - Offensive/Defensive mix, and High-Tech. More expensive and takes longer to build, but their ships (individually) outperform most others.

HGE - Offensive, and Zerg. Cheapest ships, fastest to build, limited defense, but capable of huge fleets and (if we can manage it) the only group with a boarding ship.

That work okay?
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Re: Bellum Stellarum (Working Title)

Post by Vinyl » Wed Dec 17, 2014 3:06 pm

Hexaguth seems good, really reflects the principles of Hexalani space warfare.

An idea, Hexaguthian capital ships have a damage buff ability, wormhole targeting.
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Re: Bellum Stellarum (Working Title)

Post by cats » Wed Dec 17, 2014 9:39 pm

Ha, I'm with Iv on this one. Already tried this once and it got virtually nowhere. I'll say that a few of you have a fair amount of skill but... Well let's just say that I don't think that'll be enough. (not enough to balance out the massive lack of creativity and/or logic, that is.)

Also the vast majority of what passes as lore around these parts is 'meh' at best and an RTS probably won't help that too much.

But if you think you can actually pull something off, don't let that stop you. This, at least, is an opportunity to stretch our legs a little and, if it doesn't work out, get used to working a bit for when we actually can pull together something that isn't nothing.

If I'm not too busy over the holidays, I'd be happy to provide a few concepts, images, maybe some sound. Minimal begging necessary. I can even throw a portfolio together.
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Re: Bellum Stellarum (Working Title)

Post by Error » Thu Dec 18, 2014 8:56 am

Danke, herr Mercury.

@concepts My comp decided it just couldn't run much of anything last night. Correction, expect concept/s later today :/
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Re: Bellum Stellarum (Working Title)

Post by Error » Thu Dec 18, 2014 1:48 pm

Right, because I suck the big one when it comes to drawing ( by hand or via mouse), I improvised. These might be okay?

GSI / Novan Carrier:
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Launch/Docking starboard. Bridge on the left thing sticking out. Antenna = PD battery. Glowy window thing = VLS (HLS?) tubes.
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Sorry, but my drawing = shit.

GSI / Novan / NeoRoman (?) Multi-Gun Frigate:
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GSI Destroyer
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Re: Bellum Stellarum (Working Title)

Post by Professor Fenway » Thu Dec 18, 2014 3:31 pm

I must join, I can throw together concepts and music/sound and such, as well as work out things like tech trees/and such. Is what I did last time, I can do it this time.

I'd say that each alliance has a different weapons focus as well. SDI is possibly missile spam, primarily unguided rockets and such. Saturate the area with fire.

GSI is probably going to be primarily high-power, high accuracy energy weapons. Take out ships accurately with well-placed lasers and beams.

HGE is likely kinetics, mass drivers, kinetic spheres, auto-cannons. Ballistics. Fire everything as fast as you can as accurately as you can.

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Re: Bellum Stellarum (Working Title)

Post by Vinyl » Thu Dec 18, 2014 4:40 pm

HGE, get as much firepower down range as possible, if you manage to hit something, hope it's the enemy.
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Re: Bellum Stellarum (Working Title)

Post by Tell » Thu Dec 18, 2014 4:44 pm

I'll start modeling(Probably won't be good) this weekend as its the start of Christmas break.
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