Broadside! A theoretical approach to epic space battles

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

If I can get this to work would you want to see it in Landing at Point Rain?

Poll ended at Fri Feb 26, 2010 1:32 am

Yes but I realise it means at least another 3 weeks of R&D
8
73%
No I want LPR to come out sooner.
1
9%
No I don't want to mix space and land (please post reason)
2
18%
 
Total votes: 11
User avatar
Lagomorphia
Major
Major
Posts: 502
Joined: Sun Dec 13, 2009 10:02 am

Re: Broadside! A theoretical approach to epic space battles

Post by Lagomorphia »

3 rep covettes.
If they aren't Acclamators (Acclamators definately aren't corvettes) what are they? Not the medical corvettes and the Consular corvettes are too fast.
So how would you guys like to see these ships interact?
A collison would be good. Two ships hit each other then one plummets to the ground and crash lands. Maybe a command post could then spawn on the ruin? You could probably factor that into the campaign too, rescuing survivors.

Also, as vehicle spawns are objects, why don't you make them move with the ships. That way the Vulture droids would spawn on the CIS frigates and take off from them like they did from the Invisible Hand.
User avatar
wishihadaname
Captain
Captain
Posts: 493
Joined: Fri Dec 28, 2007 2:10 pm
Projects :: The Corellian Resistance
Games I'm Playing :: Halo Reach and LOTRO
Location: Look to your left.... no, your other left....

Re: Broadside! A theoretical approach to epic space battles

Post by wishihadaname »

The Rep corvette model is basically the imperial bayonet cruiser, aparently its a shipped asset, i'll include some pics in my next update. The crash is actually a very good idea, i'll probably include that as an objective. However I will not be able to have moving spawn points because fighters rely on splines and I can't move splines along with the frigates, So i'm going to have them spawn off the edges of the map. However to keep things from getting too boring, the fighters will be tied to cp's on the ground, so the more cp's you control in the land battle, the more ships you have in the space battle.
User avatar
Lagomorphia
Major
Major
Posts: 502
Joined: Sun Dec 13, 2009 10:02 am

Re: Broadside! A theoretical approach to epic space battles

Post by Lagomorphia »

The Rep corvette model is basically the imperial bayonet cruiser
I'd use Acclamators instead (or maybe use both), they're more recognizable and actually featured in the Second Battle of Geonosis.
imperial bayonet cruiser
I can't find it on Wookieepedia. Do you mean Broadside Cruiser?
The crash is actually a very good idea
Hmm, maybe I can sneak into the credits list somehow...
User avatar
wishihadaname
Captain
Captain
Posts: 493
Joined: Fri Dec 28, 2007 2:10 pm
Projects :: The Corellian Resistance
Games I'm Playing :: Halo Reach and LOTRO
Location: Look to your left.... no, your other left....

Re: Broadside! A theoretical approach to epic space battles

Post by wishihadaname »

alright i'll mention you, as for the cruisers like I said i'll post a picture, not sure what the name is. I can't use acclamators because they are too big, I may use consular class corvettes if I can find a model and if not i'm using what I have.
User avatar
Lagomorphia
Major
Major
Posts: 502
Joined: Sun Dec 13, 2009 10:02 am

Re: Broadside! A theoretical approach to epic space battles

Post by Lagomorphia »

They're about the same size as Munificents, and you're using them. You could scale one down if need be.
CressAlbane
Master Bounty Hunter
Master Bounty Hunter
Posts: 1519
Joined: Fri Dec 18, 2009 8:02 am
Projects :: CTF Arenas
Games I'm Playing :: Steam- cressalbane2
Location: ¿uoıʇɐɔoן ʎɯ sıɥʇ sı

Re: Broadside! A theoretical approach to epic space battles

Post by CressAlbane »

Sorry to intrude here, but... scale one down?
Is that possible without modeling?
EDIT: whoops, as soon as I hit post and thought about it I remebered how. Just edit the option file, right?
Darth_Spiderpig
Sith Master
Sith Master
Posts: 2631
Joined: Fri Mar 27, 2009 10:23 am
Projects :: Something cool...
Games I'm Playing :: BF2 CoDBO BFBC2
xbox live or psn: Has no xbox....Yup
Location: Does whatever a Spiderpig does
Contact:

Re: Broadside! A theoretical approach to epic space battles

Post by Darth_Spiderpig »

CressAlbane wrote:Just edit the option file, right?
Yebo. :yes:
CressAlbane
Master Bounty Hunter
Master Bounty Hunter
Posts: 1519
Joined: Fri Dec 18, 2009 8:02 am
Projects :: CTF Arenas
Games I'm Playing :: Steam- cressalbane2
Location: ¿uoıʇɐɔoן ʎɯ sıɥʇ sı

Re: Broadside! A theoretical approach to epic space battles

Post by CressAlbane »

Okay, thanks. I had always known that but never really remebered to use it when I needed to.
Ace_Azzameen_5
Jedi
Jedi
Posts: 1119
Joined: Sat Apr 23, 2005 8:52 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: Broadside! A theoretical approach to epic space battles

Post by Ace_Azzameen_5 »

That mid air crash is gonna look cheesy or take a lot of work.....maybe just spawn a bunch of explosion effects when it happens (the graphically cheap damage effect for space objectives, maybe?)

Also, you can enable and disable flyer splines as in the docs. You could make a few alternate spline paths maybe and cycle them with the animations using timers...
Post Reply