Ive always wanted to try to mod something (or see someone else mod this :p ) where the planets, while connected by phase lanes are still able to be traversed through non-phase travel. In smaller maps on slower games, phasing could be a technology you have to aquire (similar to blackhole jumps and star phase jumps). Meaning all planets are open regardless of their phase lanes. for instance: &n
Maico
Hey guys, its been forever since ive checked up on this and i hate to do this but 50 pages is a lot to check. Can i get some updates on how the modding has been going as well as any problems your currently facing? I think the last i heard was that frigates were done for the most part and you were working on cruisers/destroyer models.
Like i said, IF the nova must really be in this game it should be deployed from a structure that can only be built once and can only fire once. It should be researched at level 8 of both trees costing 60k credits, 30k metal 30k crytsal (remember thats for one of the two that you need) The structure itself should cost 250k credits, 125k metal 125k crystal, take up 52 tactical slots (the most you can ever have on a single planet) and take 30 minutes to build. With all of
Ok how about this, Nova is cannon but its also a wee bit over powered. How about limiting its use to only once per game from a building that can only be built once? After all there was only one nova bomb that we know of anyways.
To be honest once you encompass everything this game really isnt that hard to balance, your all just thinking too hard :p Though if you wanted to make it really easy to balance you would have to have a set of custom maps to go with it that would keep man kind and the covenant far from each other. On other notes, phase lanes will still play an important part regardless of slipspace capability (in which only covenant will have the ability to ignore in system phase lanes) <br/
If this is going up for beta soon ill gladly test and check for continuity errors as well as other things to make sure while close to cannon as possible its still fun to play :p On another subject, seraphs and longswords fight on even ground in space, in atmosphere longswords have the advantage. just so ya all know Oh also for all those hoping for a quick design sorta thing like sketch ups, look up battleships forever in google and use their ship builder program. Its 2d but th
[quote]When were pelicans ever in an SMAC though?In the Halo 2 level Cairo Station, yes.Also from Chapter 35, pages 312 & 313 of the novel The Fall of Reach The docking bay had a dozen ship berths on two levels. The Master Chief spotted a few battered Pelicans; a station service bot; and in berth eleven, a sleek private craft held in place by massive service clamps. . . .[/quote] well ill give you halo 2 there were a few pelicans, but as for the other, Reach station gamma which your quo
When were pelicans ever in an SMAC though?
I dont know colt if they should double as hangers, after all the only places we've ever seen SMACs are at earth and reach where there were always ships around to act as point defences (as SMAC have none) it would make more sense that they are only repair/refit stations because they can dock ships. A squadron should be 5 ships for both covenant and UNSC as they are nearly equals in combat (ive seen nothing to the contrary about longswords not being able to hold their own against seraphs
we know there are no point defence weapons on the SMAC but as for hangers thats a good question. Even if they dont have hangers of their own we know that even frigates have fighters and pelicans. seeing as you will need to have ships around your SMACs to keep them alive from enemy fighters anyways i dont think it would be much of a loss.
Halo Conflict 2569 RP Wiki Welcome to the Halo Conflict: 2569 Wiki! [B]This wiki is for our RP, or Role Playing, site.[/B] Thats why the hood class isnt real :p Also we DID get pulse laser technology, just in smaller form. While you cant simply upscale a soldiers shield system you can upscale their weaponry which unlike shields which will remain at the same power as infantry level only over a wider area, weapons will get far stronger if they are far larger. <br/
The closest idea we have to a shielded object is using cold plasma trapped in an electro magnetic system that could go into use for satellites, at least thats the idea. But as with pulse lasers (which we have to assume is over the current kill limit for lasers in our current military which is meant to kill infantry and damage vehicles certainly not for use against space ships) something like 100 megawatts i think was the cap they had for it. Hood class does not exist. Reasons for wh
[quote]While the UNSC didnt have true AI, they did have smart and dumb AI's. Smart AI's could think and do as they please with out much limitation, but they werent sentient and only had enough capacity for around 7 years of use at which point they would go rampant because they literally thunk themselves to death. Dumb AI's could make free choices and the same rapid fire calculations but they we're narrow with usually only one or two main functions.Not true at all. All AI are sentient as in "I t
[quote]Yeah i see no point in having a shield ability i think it can only hurt. Im confused didnt all UNSC ships have AIs. Not all of them and a brand new AI or maybe not even a "smart" AI like cortana but they all at least had some AI wasnt that the point of the cole protocol that all computers and records of earth were destroyed before capture. Thats why the Cheif took cortona in the first place.[/quote] Not true. AI's grew very rare near the end of the war. In the book Fall of Reach
This skill would have the smallest of tactical usage. A single hit from a plasma torpedo and the shields go down with damage transfered to the ship and the ship is still dead in space for 8 seconds. Sure it might withstand 1 shot of pulse lasers but any ship larger then a frigate has as least two. In addition this skill will have a tough time being added next to MAC gun weaponry and Nukes. Even if this skill had 0 AM cost and 5-10 minute recharge it would still be relatively useless
I feel i need to grace this thread with my presence once again due to this shield issue. From the books we have a few known facts: 1. UNSC DID manage to replicate covenant shield technologies. This is odd and a bit hazy because at the time (FoR) they said they had been analyzing only jackal shields to do it which we know is probably untrue due to Halo Wars and Contact Harvest proving that power armour was available to UNSC forces well before supposed first contact and of course othe
It seems like a lot of these newer ideas are hurting rather then helping. Stick with old and true designs and damage output while putting a toll for those damages. SMAC = insta-kill on most covie ships, that WONT change. The cost of this however should match its killing power. Thats just one example. Canadaman knows what im talking about, keep to the earlier bits of the thread if you want a more accurate and fun halo mod plz.
[quote]Hallo, I would just like to see the Super MAC guns for the TEC, 3000 ton metal sulg moving near the speed of light, it would destroy any ship in one shot, It would also make it so that blasted AI is not over running my planets ever time my fleet is away, just need to limit how many you can have at a planet, to something like four, it just seem's to me that the defense structures are just to easy to mowe over, make so the Super MAC's can fire ever twenty five seconds, that would help to ke
If we had high charity it would be a space station size ship rather then a planet (mostly for the game to work ya know). It would have no weapons but would provide a huge standing bonus to any fleets around it. If we added it this way there would have to be a few things. 1. extreamly expensive (but useful of course) and also long building. 2. bonus would have to amount to cost. 3. very low speed, 5-10 minutes to cross a gravity well making it more of a choke point type ship.
[quote]hey anyone know where you can change how much damage an ability does? I just made the Shiva and i want to boost the damage a bit, it's currently at 150 >[/quote] Range, cost and cooldown are in the ability part and the damage is dictated in the buff part.
If you really want to implement the flood then have them start on the halo as their own faction. (JUST THE HALOS never the ark) Use it as a planetary skill that is used every 10 or 20 minutes. every time the skill is activated an additional 3-5 flood ships will appear around the rings. The earlier you capture one the less flood will be there. This skill would also create a flood version of a media hub which would spread their "culture" (aka spores). idk if this last bit is possible but
[quote]For neutralizing SMAC cannons, the Covanant should have long range fighters and bombers that have scaled down slipspace drives or what every you want to call them. that would force UNSC players to buy fighters and flak frigates just so they don't spend all their cash on an unbeatable fortress world.[/quote] Actually seeing as the magnetic coils on teh SMAC are so large is exactly why they dont have point defence. So it would make sense that this is how the covenant kill them.<br/
[quote]Flux, instead of a SPC a SPLC - super pulse laser cannon. It fills the same roles the SMAC does(hanger/point defense/repair) and has same properties in terms of resourses.All_Under_Heaven, Maico, if the 500-750 planet map is not lagtastic, I will make it. The Covenant ship boost is kinda unrealistic and unfair considering the Covenant ships were already faster and they could go faster just the Covenant never pushed their ships to full ponential.[/quote] Its entirely r
I believe that because of the nature of their homeworld (high charity) the covenant wouldnt have any defence platforms. The closest known object to such was the docking station the unyielding herophant (spelling) which served as not just a docking/repair/construction platform but a supply and perhaps mobile fortress. In addition the covenant wouldnt need one really. Their ships are faster, more accurate, have shields and far better weaponry. A stationing of 12 cruisers would be more the
Considering its weak firepower the fact that it is indeed a cruiser and it has godly amounts of damage it can take, id make it a command cruiser. What better a ship for it then something that can take an amazing beating in battle?