Origin is officially dead...

Bob McDob said:
Working with a cap of 1500 forces you to reduce a ship to its most basic, recognizable elements, and it worked out very well here.
Yeah, except the Hakaga has over 2500 faces. :p

The limit is 1200 *per component*, so with some creative mesh splitting I managed to add some more detail to the model. It's still the most detailed ship in Standoff, even though most others also cross the 1200 limit by having some of the detailed areas be attached to different components.
 
Very very nice. Cooler than the cover of Fleet Action.

Also, the explosions just didn't cut it for me on that novel's cover.

Any chance for 'cat fighters and escorts to be added?

But anyway, you rock.
 
Very nice, I like it a lot. Your planet needs a lot of work unfortunately. Still not bad. Definitely a better model then I could do, I think I could touch up your planet though...
 
That's not a planet, that's a space marble! :D

Seriously, though, I do need to work on my planets.
 
This really is a nice picture. I like the earth a lot - I model a lot of planets in Bryce and I can say this one was rather well made :)

Thanks for the picture guys!
 
Well, in a sad day like this (Just found out!), well...

I can't find a better thing for an Origin...

It is soo cool by the way that its crowning achievement, WC will leave after Origin is gone...
 
t.c.cgi said:
Wow, so pretty... can't wait to blow them up!

Or more correctly aid Gecko's marines in detontating the mines. Unless the standoff team is going to allow for the destruction of the hakagas with torpedos...although I would imagine we would be talking near double digit numbers to even impede the approach the ships (would have to be damn near perfect escort duty for fighters and have every broadsword/saber launch full loads)
 
Dundradal said:
Unless the standoff team is going to allow for the destruction of the hakagas with torpedos...
Well, we can't forbid the player to destroy them - just remember to pack 300 torpedoes or something. :p

Dundradal said:
...although I would imagine we would be talking near double digit numbers to even impede the approach the ships (would have to be damn near perfect escort duty for fighters and have every broadsword/saber launch full loads)
Yep, apart from the number of torpedoes necessary to damage each component, there's the issue of each Hakaga having a shitload of turrets plus the best fighters as escorts. The mission where the player will escort the marines to the Hakagas will certainly be *extremely* difficult - it'd certainly be ten times worse if the player had to sit around and lock a dozen torpedoes... and just to destroy *one* of the bridges if he's lucky enough that flak doesn't shoot any of the torps down. :)
 
Hopefully we are flying escort instead of being in on the torpedo runs...the broadswords and sabers were death traps that day...
 
Broadswords weren't deathtraps (not in the wc2 engine, anyway). You just had to know what you were doing. If you were good, you'd be able to survive a lone charge into a cluster of just about anything short of maybe Grikaths or Gothris (simply because they had some killer guns).

The trick was to use the extra power of the mass driver (in the wc2 engine) to your advantage on the approach (knock out at least one, maybe two as you charge the cluster), then judicious use of both your front guns and all three of your neutron turrets. In the hands of a skilled and creative flyer, even the slow-moving Broadsword had a razor-sharp edge, adept at dividing asunder the bodies and heads of Kilrathi!
 
I was only talking about during BOT not during the games. In FA the bombers were getting lit up like roman candles on their attack runs...
 
True . . . and, whatever happened to capship missiles, huh? That would have helped the bombers quite a bit. Except for the hideously annoying trend of taking friendly fire up the poop chute in WC2. I'll never forget the time in SO1 that Jason Bondarevsky shoved a torpedo up my pipes while I was trying to get my own torp lock on a Fralthra.
 
The Broadsword was fine on WC2, unless you had to escort it. That early mission can get quite hard if you are not used to the game.
 
I think capship missile kills are the exception rather than the rule. Novel capships easily shoot down torpedoes launched a few thousand meters away, imagine what the PDT's could do to a much larger capship missile launched from a few dozen kilometers away (Why would the Kilrathi bother mounting cloaking devices on the Skippers if capmiss capship kills were that easy?).

C-ya
 
overmortal said:
True . . . and, whatever happened to capship missiles, huh? That would have helped the bombers quite a bit. Except for the hideously annoying trend of taking friendly fire up the poop chute in WC2. I'll never forget the time in SO1 that Jason Bondarevsky shoved a torpedo up my pipes while I was trying to get my own torp lock on a Fralthra.

IIRC didn't the kilrathi use nuclear weapons to destroy fighters during BOT? Just launch them out and explode them in the middle of fighter formations.

Torpedos and CSMs are as has been said, fairly easy to shoot down. In the novels you read about how a torpedo launch might start with 12 torps but only say 3 or 4 actually make it close if not hit the target.
 
overmortal said:
I'll never forget the time in SO1 that Jason Bondarevsky shoved a torpedo up my pipes while I was trying to get my own torp lock on a Fralthra.
Yeah, Bondarevsky always shoots me in the back... but we never see him carrying torpedoes :p.

BTW everyone, website update.
 
Dundradal said:
Hopefully we are flying escort instead of being in on the torpedo runs...the broadswords and sabers were death traps that day...
For most of Standoff's strike missions, the player (being the wing commander and all :p) will be able to choose wheter to lead the Sabres/Crossbows or the Rapiers.

Think WCP, in that mission where you choose between the Vampire and the Devastator, and either way you get sent out to the same battle... just leading a different wing and with slightly different mission objectives.
 
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