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Re: On the note of Space Battles

Posted: Sun Sep 12, 2010 2:44 pm
by mike77788
I dont see why you have to sacrifice the number of ships for a complex interior.

Re: On the note of Space Battles

Posted: Sun Sep 12, 2010 3:05 pm
by Scott
mike77788 wrote:I dont see why you have to sacrifice the number of ships for a complex interior.
That would just require a massive ship and could cause problems with gameplay or scale. It could be done but would be difficult.

Re: On the note of Space Battles

Posted: Thu Jan 20, 2011 12:00 am
by Slicer4427
I think there should be 3 Capital Ships, medium amount of fighters, complex ship interior where you can travel from a hanger on the left to a hanger on the right to the bridge, ect....oh and you have to land yourself in the hanger not let it do it for you in a loading screen.

Re: On the note of Space Battles

Posted: Thu Jan 20, 2011 12:30 am
by Scott
Yoda wrote:So much loading that would require.
Wise words...

Re: On the note of Space Battles

Posted: Wed Jan 26, 2011 7:03 am
by spartan64
star destroyer interior design.png
star destroyer interior design.png (42.06 KiB) Viewed 702 times
Hows this interior design?
Well its kind of... :-?:

Well anyway, an imperial star destroyer is 1,6km long. A detailed interior means a lot of walking and sprinting. If Venice on assassin's creed 2 is 414.57 km2 (160.1 sq mi) then whats so hard making a 1.6km long star destroyer?

My design isn't that detailed but I mentioned the important sections of the ship.

What is written below is totally made up:

The main hanger shouldn't spawn fighters but should spawn larger vehicles like drop ships or shuttles. The main hanger should be the only way to enter the star destroyer so there should be enough room for a fighter to land.

The fighter bay is like a secondary hanger but you cant enter it from outside the ship. Thats where fighters and bombers spawn.

The heavy turrets control room is were you can control the turbo laser batteries pretty much for destroying other ships and their hard points. Destroying the control room computers should disable the turbo lasers.

The orbital cannon in Elite squadron was a fail. All you could do is neutralize command posts and destroy the ion cannon. If the developers of bf3 were to add this feature to the game, they should make it so you could just see the troops running around the map like helpless little insects.

The engine room would be like the engine cooling room on bf2. But this time there should be a larger room like the one seen in tfu2.

The defense turrets control room is like the initial room of a capital ship from the previous battlefronts (except elite squadron).

The elevator takes you up the control tower. In the control tower you will find the bridge along with the communications room. There are also escape pods.

The core reactor is the vital object of the ship. Destroying it will disable everything including the lights in the ship. The ship will continue to be dark until its time to blow up.
This is just too easy so there should be a procedure to follow.
So the core is protected by a force field and the only way to dis-activate it is from the bridge.

Step 1. Using the ion cannon on the surface, disable the ship's shield.
Step 2. Take a fighter and enter the ship via the main hanger.
Step 3. Fight your way to the sensor array control room and find the computer terminal.
Step 4. Kidnap an astro droid and force it to disable the life support system of the bridge. This should make the commanders escape the bridge before they choke to death.
Step 5. Kill the astro droid and fight your way to the elevator and kill the the commanders.
Step 6. (suicide) . Run into the bridge with a det-pack and detonate.
Step 7. Respawn and the force field around the core reactor is disabled.
Step 8. Blow up the core.
Step 9. Get into an escape pod or fighter.
Step 10. Watch the fireworks.

Re: On the note of Space Battles

Posted: Wed Jan 26, 2011 1:11 pm
by Scott
Nice drawing. I would want the fighter bay to be bigger though. The technical difficulties probably wouldn't be too bad but then again LA isn't really known for quality or technical excellence.

Re: On the note of Space Battles

Posted: Thu Jan 27, 2011 5:54 pm
by Kelevra
If you had to follow those exact steps to win every time, It would be a bit odd. Especially the suicide part.

Re: On the note of Space Battles

Posted: Thu Jan 27, 2011 6:20 pm
by spartan64
This game could have many kinds of steps but that's just one of the random ideas I made up.

Re: On the note of Space Battles

Posted: Fri Jan 28, 2011 12:19 am
by Slicer4427
Kelevra wrote:If you had to follow those exact steps to win every time, It would be a bit odd. Especially the suicide part.
Maybe you could set a self destruct or smash the controls or something

Re: On the note of Space Battles

Posted: Fri Jan 28, 2011 12:23 am
by Slicer4427
"The core reactor is the vital object of the ship. Destroying it will disable everything including the lights in the ship. The ship will continue to be dark until its time to blow up".

Maybe there could be just emergency lights on rotating in a circle flashing red.

Re: On the note of Space Battles

Posted: Fri Jan 28, 2011 4:36 am
by spartan64
Slicer4427 wrote:"The core reactor is the vital object of the ship. Destroying it will disable everything including the lights in the ship. The ship will continue to be dark until its time to blow up".

Maybe there could be just emergency lights on rotating in a circle flashing red.
Good idea and also the alarm going on like hearing it on Elite squadron.

Re: On the note of Space Battles

Posted: Thu Feb 03, 2011 8:10 pm
by Kelevra
While we're on about space battles, the ability to actually blow out the hangar shields (much like in the beginning of Ep III) would be nice. What/who ever happens to be inside at the time gets sucked out, and the heavy door shuts itself, preventing any more fighters from launching (unless the ship has multiple launch bays) . An engineer has to repair an interior component to get the door back open.

Re: On the note of Space Battles

Posted: Mon Feb 07, 2011 4:04 pm
by spartan64
Kelevra wrote:While we're on about space battles, the ability to actually blow out the hangar shields (much like in the beginning of Ep III) would be nice. What/who ever happens to be inside at the time gets sucked out, and the heavy door shuts itself, preventing any more fighters from launching (unless the ship has multiple launch bays) . An engineer has to repair an interior component to get the door back open.
.

Maybe it can be repaired automatically in a few minutes just to balance the gameplay.

I'm just wondering, should there be a return of orbital space stations or asteroid bases as seen in Renegade Squadron?

Re: On the note of Space Battles

Posted: Wed Feb 09, 2011 6:30 pm
by Slicer4427
spartan_sixtyfour wrote:
Kelevra wrote:While we're on about space battles, the ability to actually blow out the hangar shields (much like in the beginning of Ep III) would be nice. What/who ever happens to be inside at the time gets sucked out, and the heavy door shuts itself, preventing any more fighters from launching (unless the ship has multiple launch bays) . An engineer has to repair an interior component to get the door back open.
.

Maybe it can be repaired automatically in a few minutes just to balance the gameplay.

I'm just wondering, should there be a return of orbital space stations or asteroid bases as seen in Renegade Squadron?
That is a fantastic idea! :u:

Re: On the note of Space Battles

Posted: Thu Feb 10, 2011 6:06 pm
by ploplyguy
I like the drawing but make the Hangar bigger.... and wouldn't it be cool if once you fought your way through everything you could go up to the bridge and take over the ship?

Like what if the ships had Control Points and once you captured every one it would unlock the bridge so then once you took that the ship becomes your teams ship.

That could be an alternative to blowing it up.