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2004-03-10, 01:12 PM | [Ignore Me] #46 | |||
Lieutenant Colonel
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I have the painting itch now! I love the way those Hammerhead's (Yes, I just found out about those, Railguns! Ion cannon's? Sounds nasty) pop out from behind it....that thing must be massive! But the one thing that REALLY got my curious is what is that strange walker beside the Manta and the Hammerhead? In this Picture in the right top corner It looks like a Titan....but what is a Human Warmachine doing there? Plus it looks very Tau like.....is it a Tau Titan?
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I love you, You love me, Lets go kill those dammn NC's With their jackhammer shotguns, And their Phoenix Missiles too, and make them wish they were barney's too. |
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2004-03-10, 01:21 PM | [Ignore Me] #47 | ||
Sergeant Major
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Those are epic scale models.
The Railgun is sick...72" range, S10 AP1 (which is funny, as the lowest armor save is 2) OR S6 AP4 with a 5" diameter blast, one of the strongest guns in the game, and the tank has secondary weapon systems on top of it. The Ion Cannon isn't shabby, fires three shots at S7 and AP3 (enough to down a Space Marine). What you're see off to the side is an Imperial Warhound Titan...it's a scout titan and human. Forgeworld included it for scale purposes. If you want to see something SICK.... http://www.forgeworld.co.uk/wolfclass.htm That's a 40k scale Warhound...the thing is like 2 or 3 feet tall (which is big when the scale makes the normal guys like...an inch tall) |
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2004-03-10, 01:26 PM | [Ignore Me] #48 | ||
Since we've degenerated into Warhammer 40K instead of Planetside, I figure I'll join in.
I am looking for a large (at least two inches) Dark Angels icon or image. Or if there isn't a bigger one out there (I did image-google search), would someone be willing to draw one up? I discriminate- it has to be pretty. I don't want the armor stencil, which is two wings and a sword. I want the ceremonial one that looks like this: |
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2004-03-10, 01:29 PM | [Ignore Me] #49 | ||
Sergeant Major
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http://www.forgeworld.co.uk/dasymbols.htm
Not exactly what you're describing, but there are some that are close. http://www.forgeworld.co.uk/acatalog...SORIES_29.html You could also scroll down to the DA Rhino Doors, where that painted one comes from, and clear away the door from the icon. Not exactly what you're looking for, but the best I can do on short notice. EDIT: AND FOR THE RECORD....I did post a (very) lengthy post on space combat. |
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2004-03-10, 02:02 PM | [Ignore Me] #50 | ||
I posted on space combat too. I read yours, it was quiet excellent. I'd like to see concept art though, and not necessarily WH40K comparisons.
I am looking for a larger variant of the icon I displayed. It's got to be bigger (and yes, I doubled the size in MS paint and it looks like shit). About the size of an outfit icon, perhaps. |
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2004-03-10, 02:21 PM | [Ignore Me] #51 | ||
Sergeant Major
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Mmmmm...the second icon is a Rhino Door...I don't have exact measurements on the side of those, but I think that icon is about 2" maybe a little shorter...
If you were looking for a Ravenwing symbol (SO CLOSE...lol), there's a fairly good one in the Symbols section. Outside of that, I think you'd need to get someone to carve it for you. I lack any sort of artistic skill, so I can't help ya there. Having said that I have no art ability, concept art would be extremely sketchy, hence my reference to other similar artwork. I've been coming up with game systems since I was a little kid (actually had a fairly cool Star Wars fleet game drawn up...for the simplistic rules that it had), so I tend to overthink things and make them really intricate. I'm working on the 2nd part of that Space Combat post as we speak. |
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2004-03-10, 03:17 PM | [Ignore Me] #53 | ||
Sergeant Major
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All six areas must be functional for the ship benefits to apply to the surface. Spawn points are the Bridge, Security and Hangar Bay.
"Hulking" a ship is accomplished by destroying four of the six vital areas. When a ship is hulked, it decompresses killing all non-EVAs and non-MAXes, rendering the turrets unusable and the remaining equipment is destroyed. No spawning is possible and the ship reverts to a neutral state. Engineers cannot repair the areas once a ship has been hulked until they bring in repair ships. It takes three repair ships docking to bring the ship into an internally repairable state. After the third ship has docked, the terminals may be hacked and repaired via normal means. Until 4 critical systems are brought online, hulked ships are treated as entirely vaccuum and only accessible to EVA suits (making this a critcal cert for the Space Combat Expansion). The ships themselves are a mass of corridors and rooms, very maze-like. At random intervals there are sentry guns of roughly Spitfire class that will fire at all enemy soldiers. Destroyed sentry guns may be repaired as usual. The fighting is truly claustrophobic, with traps and ambushes being the order of the day. The boarding action will literally be a room by room and hallway by hallway battle to the critical areas. The size of the ship depends on the type. A science vessel is roughly the size of a base, but one level and stretched. The Transports are two levels, but about the same overall size as the Science ships with lots of big cargo bays. The Warships are montrous, with three different decks and each deck about the size of the science vessel. Zipline like technology and loading ramps provide access between the three levels. The ships are accessible via airlocks, which are of varying number depending on ship class. Science vessels have 2 airlocks, Transports 4 and Warships 6. These are represented by forcefields. Thunderbirds and Stilettos can directly enter the airlock, Maulers and Salvation ships can dock with them (for a Salvation to dock, the bridge must be under friendly control and not hacked), but Bandits and Typhoons cannot enter Science or Transport ships, but they can land inside of the Warships hangar bays provided no Mauler is blocking access. For the other two types of ships, the crews can bail out near an air lock and attempt to get in, but this will not be a sure thing. Again, a Mauler docked to an airlock completely blocks access to all other forces, friendly and enemy. Alarms will sound on the ship the moment an air-lock is breached by an enemy Thunderbird, EVA or docked with by a Mauler. Stilettos will not set off the alarms. Alarms function as red siren lights (similar to the surface generator down lights) and will continue for one minute past the last intrusion. If any part of the ship is under hack, the lights will stay on. The Stations are simple layouts with a single control point and a few hallways. The battles for these are mainly outside, once inside there's very little room to force an attacker back. The Stations have a 3 minute hack timer to allow response forces from the nearest base/ship to be mustered. Stations have 1 airlock, but Maulers cannot dock at them as a spawn point, only to disgorge their carried troops into the station (smaller airlocks than ships, which is what the Mauler is designed to attack). Orbital bases have 3 Airlocks, which are empire specific shielded like the old sanctuary warpgates. All aircraft are permitted to fly into the Orbital base's airlock (which is really more like a hangar bay on the bases and Warships). LATTICE (or DEFENSE GRID) For lack of a better term, there is a Lattice in space. The Orbital bases are linked to the Stations, which in turn are linked to each other and to ships. This forms a defense grid of sorts and no hacks can be placed on a ship until the defense net as been breached. Once the ship can be hacked, any of the five non-bridge structures are eligble targets, so a boarding action can begin anywhere. Crews stationed in an airlock will of course be in the best position to repulse an attempted assault. ORBITAL SHIFTS After a certain amount of time (8 hours or so) the positions of the ship's relative to the surface will change. This will put each ship over a new continent where their effects will be contributed. There will obviously be 4 continents per cycle that will not be affected by any ship. Slightly unrealistically, the Stations and ships will probably remain generally static since they will be part of the "map"...if possible though, I'd like the positions of everything on the map except orbital bases to shift position and alignment. NEW WEAPONS In addition to the previously mentioned Laser cannons which have similar performance to weapons on the surface, the following new weapons: Immoltator Missile Rack - Found on the Typhoon heavy bomber, it fires large seeking torpedoes. The target lock must be maintained or the missile will scatter widely and miss or strike non-vital areas. Useful only against Stations, Bases and Ship turrets and docked Maulers (i.e. - big, non-moving targets). Each missile is roughly equivalent to a 8 striker missiles. Against the lighter turrets, this will be almost destroyed, and a severe hit to the larger turrets. After tracking the target, the reticule must be on it for 3 seconds before lock is achieved. This means a Typhoon on a bombing run almost has to fly straight and level, opening it up to fire from both it's target and any supporting turrets. The trade-off for being able to inflict serious damage in one shot. Hoplite Anti-Fighter Turret - The most common turret found on ships, it consists of 2 Class 2 laser cannons. It has armor equivalent to a Phalanx on the surface. Legionaire Anti-Ship Cannon - Highly destructive beam (along lines of Vanguard's gun) but very slow rate of fire. Really only useful against bombers and Maulers, but going to swat any other craft foolish enough to fly in front of it. Very slow traverse speed as well. Gladius Point Defense Emplacement - Found inside of warships, they guard the corridors with a gun comparable to a stabilized MCG. They are like Ancient Sentry Turrets and mannable by whoever gets there. Creates a base of fire for a corridor battle. However, if you're not careful, you're decimator bait. As you can see by looking at the weaponry, taking down the turrets on a defended ship or station will be quite difficult, as there are few high caliber assault weapons. Maulers can own stations, but are among the easiest to kill aircraft in space and readily visible on radar at all times. TURRET LOADOUTS Science Vessel - 12 Hoplite turrets. Transport - 28 Hoplite Turrets, 4 Legionaire. Warship - 40(!!) Hoplite Turrets, 10 Legionaires (remember these ships are huge) Given the difference in theoretical sizes, there shouldn't be a situation where a spacecraft is targeted by more than 3 turrets (except the Dock Station). Remember, those Turrets cover above and below, so halve them before trying to figure out spacing. EDIT: Forgot to mention this. On the surface, the ground is (generally) 0 and the ceiling is 400. For the space combat expansion, things would start with 200 as the base, meaning there's 200m of movement room above and below stations, bases and ships. ------------------ Any glaring problems? Last edited by Krinsath; 2004-03-10 at 03:24 PM. Reason: Slightly Important Detail Left Out |
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2004-03-11, 10:02 AM | [Ignore Me] #54 | ||
Sergeant Major
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Ok...small addition that I thought of on further reflection. Yes, I realize this is technically a double post, but damnit, it's been several hours since my last one... Without much further ado:
NEW VEHICLE Minion Class Infantry Shuttle - Medium armor and speed, capable of carrying 1 pilot and 4 passengers. Unarmed, requires escort for long journeys. Available to anyone with a vehicle cert (similar to ANT). Can enter airlocks in same manner as Thunderbird, sets off Alarms. Realized that the grunts needed some sort of basic vehicle to get around since they can't just "hoof" it. As common as vehicle certs are, it should be possible for a full squad to be transported in two of these. Hopefully though, in a squad of 10 there would be at least one or two people with a cert that could do escort work. |
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