Captain
Join Date: Jun 2012
Posts: 11,100
# 1751
03-16-2014, 08:16 PM
Quote:
Originally Posted by caasicam View Post
Funny, I was just about to mention both of those. Having re-watched the AGT episode, and done some searching on the Dreadnought model itself, both the saucer torpedo launcher and the Lance are quite... tiny on the in-game model compared to the studio model. The length seems to be just about right, though when compared side by side, one is most definitely smaller than the other.


Yup.
http://i1151.photobucket.com/albums/o633/centersolace/189cux9khvl6ojpg_zpsca7ccff0.jpg

So inhumane superweapons, mass murder, and canon nonsense is okay, but speedos are too much for some people.
Lt. Commander
Join Date: Jan 2013
Posts: 162
# 1752
03-17-2014, 08:03 PM
I say that the Lance be increased in size while Cryptic's fixing the fact that it's disturbingly off-center. Can't be too hard, considering that it seems to be separate geometry from the Saucer itself (given that it is off-center), though I could be wrong.
Captain
Join Date: Jun 2012
Posts: 1,909
# 1753
03-18-2014, 03:35 PM
Quote:
Originally Posted by caasicam View Post
I say that the Lance be increased in size while Cryptic's fixing the fact that it's disturbingly off-center. Can't be too hard, considering that it seems to be separate geometry from the Saucer itself (given that it is off-center), though I could be wrong.
I'm also assuming it's separate geometry simply overlaid on the Galaxy model but who can tell. I'd be happy enough if they'd simply straighten out the parts, expecting them to faithfully reproduce the ships is far too much to expect at this late date. I really wish we knew one way or the other they were actually looking at this, but sadly I am beginning to feel like a mushroom from the quality of information we've been fed from developers of late.

Oh how I wish I could get my Dreadnought to look like this:
If something is not broken, don't fix it, if it is broken, don't leave it.
Oh Hell NO to ARC........One Ring to Rule Them all........

Last edited by maxvitor; 03-18-2014 at 03:45 PM.
Republic Veteran
Join Date: Jun 2012
Posts: 83
# 1754
03-18-2014, 04:14 PM
On the Blockade Runner Escort and Blockade Runner Escort Retrofit, dual beam phasers emanate from the square sensor arrays on the front of the ship (center of the saucer) instead of from the visual phaser strips at the top of the saucer. Would look better if they came from there.
www.9thfleet.com
Captain
Join Date: Jun 2012
Posts: 11,100
# 1755
03-19-2014, 06:19 PM
Quote:
Originally Posted by maxvitor View Post
I'm also assuming it's separate geometry simply overlaid on the Galaxy model but who can tell. I'd be happy enough if they'd simply straighten out the parts, expecting them to faithfully reproduce the ships is far too much to expect at this late date. I really wish we knew one way or the other they were actually looking at this, but sadly I am beginning to feel like a mushroom from the quality of information we've been fed from developers of late.

Oh how I wish I could get my Dreadnought to look like this:
Me too.
http://i1151.photobucket.com/albums/o633/centersolace/189cux9khvl6ojpg_zpsca7ccff0.jpg

So inhumane superweapons, mass murder, and canon nonsense is okay, but speedos are too much for some people.
Commander
Join Date: Nov 2013
Posts: 363
# 1756
03-22-2014, 02:07 PM
Getting away from the Gal-X issues for a moment, what's up with turret hardpoints? A lot of (if not all) ships seem to only have one or two points where turret shots can originate, which when you have a lot of turrets is a bit awkward; you have this massive stream of bolts coming out of this one spot. I realize "lots and lots of turrets" isn't a common use-case, but it seems like it should be a fairly simple upgrade to add a few more hardpoints.

Also, the topside saucer turret hardpoint for the Sovereign appears to be...the main bridge. Might be worth fixing that even if you don't add more.

TL;DR: make puny stream of pews into impressive cloud of pews.
I am NikkoJT, Foundry author and terrible player. Follow me!
Captain
Join Date: Jun 2012
Posts: 11,100
# 1757
03-22-2014, 02:19 PM
Quote:
Originally Posted by nikkojt View Post
Getting away from the Gal-X issues for a moment, what's up with turret hardpoints? A lot of (if not all) ships seem to only have one or two points where turret shots can originate, which when you have a lot of turrets is a bit awkward; you have this massive stream of bolts coming out of this one spot. I realize "lots and lots of turrets" isn't a common use-case, but it seems like it should be a fairly simple upgrade to add a few more hardpoints.

Also, the topside saucer turret hardpoint for the Sovereign appears to be...the main bridge. Might be worth fixing that even if you don't add more.

TL;DR: make puny stream of pews into impressive cloud of pews.
Going back to the Galaxy-(X) the turret hardpoint appears to be... the rear underside. Meaning that using turrets on either of those ships means firing through your ship 80% of the time.
http://i1151.photobucket.com/albums/o633/centersolace/189cux9khvl6ojpg_zpsca7ccff0.jpg

So inhumane superweapons, mass murder, and canon nonsense is okay, but speedos are too much for some people.
Captain
Join Date: Jun 2012
Posts: 1,909
# 1758
03-22-2014, 04:22 PM
I don't think there's a happy medium for the turret hardpoints simply because there is no easy way to coordinate how the effects should be distributed, they can take the easy way out and have the the weapon fire from some central point on the ship model, even if it means it's shooting through the ship to get at the target or the hard way making some weird complicated mathematical model that vectors the effect to emit from a specific part of the your specific ship model depending on where that weapons target is. If we were making a big budget production like a tv show or sci fi movie we'd probably go the later route, but for a video game, I don't think so, but with that lack of realism we enjoy the benefit of 360degree weapons without suffering from the blindspots and gimbal limitations that realistic mounts would come with.
If something is not broken, don't fix it, if it is broken, don't leave it.
Oh Hell NO to ARC........One Ring to Rule Them all........
Commander
Join Date: Nov 2013
Posts: 363
# 1759
03-22-2014, 05:24 PM
Quote:
Originally Posted by maxvitor View Post
I don't think there's a happy medium for the turret hardpoints simply because there is no easy way to coordinate how the effects should be distributed, they can take the easy way out and have the the weapon fire from some central point on the ship model, even if it means it's shooting through the ship to get at the target or the hard way making some weird complicated mathematical model that vectors the effect to emit from a specific part of the your specific ship model depending on where that weapons target is. If we were making a big budget production like a tv show or sci fi movie we'd probably go the later route, but for a video game, I don't think so, but with that lack of realism we enjoy the benefit of 360degree weapons without suffering from the blindspots and gimbal limitations that realistic mounts would come with.
Actually, existing beam array effects do fire from different points depending on where the target is, and turrets also do this to an extent (the Sovereign has at least one hardpoint on the saucer and one on the engineering hull). All I ask is that more possible turret hardpoints be added, so that aside from better lines of sight, you can have multiple effect "streams" if you have a bunch of turrets.

To use the example that prompted this request, a Sovereign with a full turret loadout, all firing at once, currently outputs that as one or two streams, which as you may imagine is slightly underwhelming. I want to have, like, four or five streams if I'm firing eight turrets.
I am NikkoJT, Foundry author and terrible player. Follow me!
Career Officer
Join Date: Jun 2012
Posts: 126
# 1760
03-27-2014, 04:06 AM
Close-up shots of the upper Galaxy saucer.
http://imgur.com/a/YgMoi
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