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UNSC Starbase


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#21 SPECTRE

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Posted 21 April 2014 - 09:40 AM

I never understood why they didn't put the generators underwater. Would be a LOT harder to destroy aside from plasma bombardment, which was the reason they deployed troops in the first place, they couldn't get through orbit.

Maintanance? I know a guy who's job is to go out into the north sea and do underwater maintenance for oil companies, he spends days doing something that can be done in minutes on surface.


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#22 Unikraken

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Posted 21 April 2014 - 09:46 AM

Let's not let this thread dissolve into shit.


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#23 SPECTRE

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Posted 21 April 2014 - 09:47 AM

WIlco, what about buffs? like a fleet targeting coordination.


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#24 Crisiss

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Posted 21 April 2014 - 09:47 AM

Maintanance? I know a guy who's job is to go out into the north sea and do underwater maintenance for oil companies, he spends days doing something that can be done in minutes on surface.


...you know, if we're putting orbital stations that can puncture a fucking moon in space, you'd think we'd have mastered underwater development. But I guess. Anyways OT

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#25 con7con

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Posted 21 April 2014 - 11:01 AM

Perhaps starbases could be used to refit UNSC ships with shields?


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#26 Stephan-338

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Posted 21 April 2014 - 11:21 AM

I think a Starbase should also act as SMAC coordination, increasing their rate of fire or range


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#27 Aunt Gruntie

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Posted 21 April 2014 - 11:25 AM

I think a Starbase should also act as SMAC coordination, increasing their rate of fire or range

 

Allowing SMACS to draw extra power from the starbase, or somesuch nonsense? Or the starbase acting as a larger receiver for ground based power stations?

 

I like.


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#28 Stephan-338

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Posted 21 April 2014 - 11:29 AM

Allowing SMACS to draw extra power from the starbase, or somesuch nonsense? Or the starbase acting as a larger receiver for ground based power stations?

 

I like.

And coordinating the SMACs, since inside the station it can be one huge armed command station, coordination the fleet in orbit and the planet's defenses 


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#29 Cole Protocol

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Posted 21 April 2014 - 12:46 PM

I would personally like to see a bit of a homage on some of Halo Reach's memorable space scenes, A slipspace bomb comes to mind for...reasons... a few ONI/MIC specific ability's would also make a nice addition.

 

and great Ideas guys, keep it up!



#30 Abyssinian

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Posted 21 April 2014 - 01:03 PM

Figured I'd make this visual.

First up, the regular Anchor 9 model:

Regular_zpsa4cd710f.jpg

 

Then with a hangar upgrade

Nomaxweapons_zps02c66661.jpg

 

After that a maxed out weapons upgrade (Archer pods not yet showing)

Notrade_zpsf4564dbe.jpg

 

Then a trading upgrade:

Noshipyards_zps272dd115.jpg

 

And finally it's also able to produce ships with the shipyard upgrade:

Max_zpsbc434c07.jpg


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#31 SPECTRE

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Posted 21 April 2014 - 01:06 PM

Figured I'd make this visual.

First up, the regular Anchor 9 model:

Snip

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#32 Cole Protocol

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Posted 21 April 2014 - 01:09 PM

Figured I'd make this visual.

First up, the regular Anchor 9 model:

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There is being skilled, then there is being one of the most badass artists I have ever seen. You sir, have topped both  :lol:

 

I like.


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#33 Crisiss

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Posted 21 April 2014 - 01:53 PM

I would personally like to see a bit of a homage on some of Halo Reach's memorable space scenes, A slipspace bomb comes to mind for...reasons... a few ONI/MIC specific ability's would also make a nice addition.

and great Ideas guys, keep it up!


"...and the single most expensive piece of equipment made by man?" I don't think FLEETCOM or HIGHCOM are going to fund that expedenture. If we were going to go for destruction on that scale I'd assume we would just use NOVA bombs.

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#34 SPECTRE

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Posted 21 April 2014 - 02:10 PM

If you made slips pace bombs costly enough, then sure.

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#35 Cole Protocol

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Posted 21 April 2014 - 02:16 PM

"...and the single most expensive piece of equipment made by man?" I don't think FLEETCOM or HIGHCOM are going to fund that expedenture. If we were going to go for destruction on that scale I'd assume we would just use NOVA bombs.

As close as we stick to cannon, sometimes its fun to include little stuff like this. Not saying we will, im not even in the balancing department. Like SPECTRE said, if we make it costly enough It would make a fantastic addition IMO.



#36 Crisiss

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Posted 21 April 2014 - 03:13 PM

As close as we stick to cannon, sometimes its fun to include little stuff like this. Not saying we will, im not even in the balancing department. Like SPECTRE said, if we make it costly enough It would make a fantastic addition IMO.


Well what's going to deploy it? Unless we're still talking about the station.

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#37 rApt0rAWSMsawce

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Posted 21 April 2014 - 05:23 PM

I really like the sound of being able to get all upgrades. Module capacity is probably the most annoying part of starbases (although without it Argonevs would turn into über-forts of doom).

About shields, even if this is set in 2553, I doubt they would've been able to apply shielding to structures. This timeframe is at most a year after the end of halo 3, and humanity was in the pits then.

I think an upgrade to consider would be a resident AI that requires research under the Refit branch of OFCOM OPS as well as a little more resources to implement, that gives the refitted starbase improved damage output, construction capabilities (faster construction or more ships) and better damage control operations (so, for example, repair rates are improved for a time). Of course, it'd have to be balanced like hell, but it'd be a nice addition.

How would construction bays and fighter hangars work? I'm assuming fighter hangars will work like in SoaSE (upgrading gives more squadrons), but how many construction bays would you begin with? What would upgrading the module do, add more bays, improve construction speed, both, or other?

Definitely a great concept though.

#38 Crisiss

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Posted 21 April 2014 - 07:16 PM

Actually, the (for the moment) end of the mod is 2557, because Mantle's Approach. So if they could stretch shields over a three mile long warship, I'm sure they can do it on a space station that's maybe 600x600 meters. I like the one guy who drew it's interpretation (I would know your name if you posted more...) Station research NEEDS to be in the defensive tree, offensive upgrading already takes 40-ish minutes overall. Other than that your points are mostly fine. Hangars should be same as vanilla. Construction pods should start with 2 pods but at 0% speed, (they can be ship breaking yards) and gradually upgrade.

Just my opinion.

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#39 m468

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Posted 21 April 2014 - 08:53 PM

Actually, the (for the moment) end of the mod is 2557, because Mantle's Approach. So if they could stretch shields over a three mile long warship, I'm sure they can do it on a space station that's maybe 600x600 meters. I like the one guy who drew it's interpretation (I would know your name if you posted more...) Station research NEEDS to be in the defensive tree, offensive upgrading already takes 40-ish minutes overall. Other than that your points are mostly fine. Hangars should be same as vanilla. Construction pods should start with 2 pods but at 0% speed, (they can be ship breaking yards) and gradually upgrade.

Just my opinion.

Remember we are going to be rebuilding the research tree of each faction... once a few of us finish the semester ;-)


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#40 rovert881

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Posted 21 April 2014 - 10:15 PM

Figured I'd make this visual.
[Epic Images]

That is awesome.

Edit: Removed the images as per new rule.

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