The Covenant Fleet's "Theme"
#61
Posted 21 March 2013 - 10:14 AM
#62
Posted 21 March 2013 - 10:20 AM
Yes, I see where you're coming from, definitely and I do agree. I just think technically it's impossible to negate enemy culture while retaining friendly culture.
*shrugs*
Yeah... what can you do? Also, loving DIanno's post about gameplay mechanics. Can't wait to see the Covies released.
#63
Posted 21 March 2013 - 10:28 AM
[10:46:02 PM] VDNKh: Piercing Lance
[10:46:11 PM] VDNKh: fitting name for the ship that just fucked me
"Unikraken can soothe any nasties."
#64
Posted 21 March 2013 - 10:29 AM
- MasterOfShips likes this
#65
Posted 21 March 2013 - 10:31 AM
Culture is in important component of the game and removing it would break some parts of it. We have this discussion far too often for my tastes. Accept that culture is staying in, as a team lead decision. We're sacrificing .00001% of canon to ensure the mod is functional.
Already did. Can't wait to smash some Covenant uglies.
#66
Posted 21 March 2013 - 10:32 AM
Also, in terms of variety of ships, has anyone got an idea of what we're looking at? Obviously with UNSC the guys have managed to keep fairly true to Sins balance but from what I understand Covenant ships are all fairly multi-purpose.
Look on our ModDB page for renders of ships done so far. As for roles, each ship will have a defined role that their unique ability will help flesh them out. There are really only a handful of canon ships, so we have room to dick around, so to speak. Roles are pretty cut and dry, because the AI need them to function and we have a stated promise to not only keep the AI function, but improve it's use of our ships where we can.
[10:46:02 PM] VDNKh: Piercing Lance
[10:46:11 PM] VDNKh: fitting name for the ship that just fucked me
"Unikraken can soothe any nasties."
#67
Posted 21 March 2013 - 10:36 AM
Look on our ModDB page for renders of ships done so far. As for roles, each ship will have a defined role that their unique ability will help flesh them out. There are really only a handful of canon ships, so we have room to dick around, so to speak. Roles are pretty cut and dry, because the AI need them to function and we have a stated promise to not only keep the AI function, but improve it's use of our ships where we can.
i believe there is only one exception to this in the covenant, which is the resolve class. Dianno combined the light bombardment frigate with the engineer cruiser, since the covenant did not have a ship specifically designated as a bombardment ship. However, with the capital ships, it is basically what Uni is saying, as each covenant capital ship corresponds to a vanilla capital ship role (colony, battleship, carrier, etc.)
#68
Posted 21 March 2013 - 10:40 AM
Looking back through this thread, I also saw a post about how Covenant ships would repair themselves faster due to the presence of engineers. Personally, I like this, is this an option? Perhaps for research? It could tie in with planetary effects as well, such as catastrophe recovery or even cheaper infrastructure upgrades. Engineers do seen to open up a fair variety of possibilities.
- JasonAHawkins likes this
#69
Posted 21 March 2013 - 10:44 AM
Covenant ships would repair themselves faster due to the presence of engineers.
im not sure about hull repair, but i have noticed that, on the bigger covenant ships (especially capital ships), the shield regen is incredibly small (around 200 points every time passive regen kicks in) for a ship such as the assault carrier, which has 30K shielding, so maybe we should increase the shield regen for covenant capitals. Or, maybe we could have a research option that enables the covenants shields to regen faster?
- JasonAHawkins likes this
#70
Posted 21 March 2013 - 10:46 AM
#71
Posted 21 March 2013 - 10:48 AM
Like finding undamaged forerunner shield generators or Huragoks are made out of better organic materials.
i was thinking something along the lines of something similar to the research option "shield of the forerunners" from halo wars. it essentially doubled shield regen of covenant units in the game. I was suggesting we do something similar to that for the covenant, or we give the covenant a higher base shield regen rate.
- JasonAHawkins likes this
#72
Posted 21 March 2013 - 10:49 AM
- MasterOfShips likes this
#73
Posted 21 March 2013 - 10:50 AM
How would the research structures work exactly? Since the Covenant are not very innovative i am guessing that the labs would hold common forerunner artifacts examined and taken apart by San 'shyuum engineers.
Im just suggesting an initial idea, im not going to even go near the specifics of how it would be done yet. I just want to know what people think of this and whether or not it is a good idea
#74
Posted 21 March 2013 - 11:17 AM
[10:46:02 PM] VDNKh: Piercing Lance
[10:46:11 PM] VDNKh: fitting name for the ship that just fucked me
"Unikraken can soothe any nasties."
#75
Posted 21 March 2013 - 11:33 AM
We'll address hull/shield repair mainly through research. We can't have you start out with everything you want at the start of the game.
Suddenly feel the urge to do the JFK voice from Black Ops Zombies:
"BUT I WANT IT!"
#76
Posted 21 March 2013 - 11:35 AM
#77
Posted 21 March 2013 - 11:54 AM
[10:46:02 PM] VDNKh: Piercing Lance
[10:46:11 PM] VDNKh: fitting name for the ship that just fucked me
"Unikraken can soothe any nasties."
#78
Posted 21 March 2013 - 12:08 PM
Even if they retake it they'll be hurt for some time.
Yup. The very presence of the glassing ability as a Covenant player will make you stop and consider if you're going to expand in that direction.
Its a good option if all seems lost on that front and you know you're not going to hold the planet. Or perhaps you just want to screw over the other player, either one.
- Unikraken likes this
#79
Posted 21 March 2013 - 02:05 PM
#80
Posted 21 March 2013 - 02:08 PM
- JasonAHawkins likes this
[10:46:02 PM] VDNKh: Piercing Lance
[10:46:11 PM] VDNKh: fitting name for the ship that just fucked me
"Unikraken can soothe any nasties."
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