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Re: Ship model concepts

Posted: Mon Aug 07, 2017 11:59 pm
by charnode
I would find a discussion interesting on how certain traits of a race are reflected on ship design. Since I am taking ship generation will be procedural aswell (except for the handful of ships created with the ship designer), it would be nice to be able to get a sense of a races main traits and priorities just by looking at their ship designs.

As for me, big bulky designs might suggest this is a race hauling tons of stuff around, thus probably mainly traders. Sleek designs might suggest a race appreciates beauty and leisure, open to receiving contraband or whatever. Spiky or heavily armored designs might suggest you either get your guns ready or run for your money ... just a thought.

Re: Ship model concepts

Posted: Tue Aug 08, 2017 12:34 am
by Victor Tombs
charnode wrote:
Mon Aug 07, 2017 11:59 pm
I would find a discussion interesting on how certain traits of a race are reflected on ship design. Since I am taking ship generation will be procedural aswell (except for the handful of ships created with the ship designer), it would be nice to be able to get a sense of a races main traits and priorities just by looking at their ship designs.

As for me, big bulky designs might suggest this is a race hauling tons of stuff around, thus probably mainly traders. Sleek designs might suggest a race appreciates beauty and leisure, open to receiving contraband or whatever. Spiky or heavily armored designs might suggest you either get your guns ready or run for your money ... just a thought.

That is the beauty of what I see in Babylon 5, charnode. The races all have their own identifiable ships which reflect the characteristics of that race. I'm hoping for something similar in Limit Theory. It would be good to know when you are approaching a typical LT box shaped ship bristling with weapons of various types that the race concerned has boxy features, sport inside the box personalities and because they feel somewhat inferior they decide to approach all other races with ships bedecked with a myriad of intimidating weapons. Just in case you fail to take them seriously. :angel:

Re: Ship model concepts

Posted: Tue Aug 08, 2017 9:10 am
by N810
... OMG
can you imagine LT with Babylon 5 style human ships, with the rotating crew section. :o

Re: Ship model concepts

Posted: Tue Aug 08, 2017 9:13 am
by Cornflakes_91
i'd like to see that be a feature of the research system :V

Self advertising linky

Re: Ship model concepts

Posted: Tue Aug 08, 2017 12:42 pm
by HowSerendipitous

Re: Ship model concepts

Posted: Tue Aug 08, 2017 1:18 pm
by Cody
N810 wrote:
Tue Aug 08, 2017 9:10 am
can you imagine LT with Babylon 5 style human ships, with the rotating crew section.
Omega-class? In-game? <chortles>

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Re: Ship model concepts

Posted: Tue Aug 08, 2017 6:02 pm
by Mistycica
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Nexus: TJI had ship designs I loved, they look bulky and functional to the bone :3 Would definitely enjoy something like this in LT.

Re: Ship model concepts

Posted: Tue Aug 08, 2017 6:10 pm
by Cornflakes_91
Mistycica wrote:
Tue Aug 08, 2017 6:02 pm
Image

Nexus: TJI had ship designs I loved, they look bulky and functional to the bone :3 Would definitely enjoy something like this in LT.
nexus is now older than i was when it came out.

and it still looks great :D

i prefer the noah battleships over the stiletto class, though :D

https://youtu.be/LBdT5yvHRy0?t=6m50s
(the player is an idiot by the way. i didnt act that stupid and actually gave my ships approach commands when attacking instead of them sitting around out of range...)

and the angelwing is pmuch #1 of my all time favourite ships

Re: Ship model concepts

Posted: Tue Aug 08, 2017 7:54 pm
by Victor Tombs
If anyone is unfamiliar with the game and is interested in purchasing a copy of "Nexus: The Jupiter Incident" you'll find it is currently on special offer at GOG.COM :angel:

It's very cheap!

Re: Ship model concepts

Posted: Wed Aug 09, 2017 9:26 am
by Mistycica
Cornflakes_91 wrote:
Tue Aug 08, 2017 6:10 pm

nexus is now older than i was when it came out.

and it still looks great :D

i prefer the noah battleships over the stiletto class, though :D

https://youtu.be/LBdT5yvHRy0?t=6m50s
(the player is an idiot by the way. i didnt act that stupid and actually gave my ships approach commands when attacking instead of them sitting around out of range...)

and the angelwing is pmuch #1 of my all time favourite ships
It aged decently :3 My fave is probably the Longsword, sleek and rotaty.

I'm still kinda bummed about neither Nexus nor its predecessor, Imperium Galactica getting a modern sequel.

Re: Ship model concepts

Posted: Wed Aug 09, 2017 9:29 am
by Cornflakes_91
Mistycica wrote:
Wed Aug 09, 2017 9:26 am
I'm still kinda bummed about neither Nexus nor its predecessor, Imperium Galactica getting a modern sequel.
well... the nexus 2 kickstarter failed a few years ago and then they kinda gave up

Re: Ship model concepts

Posted: Mon Aug 28, 2017 6:47 pm
by Hyperion
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Spoiler:      SHOW
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Re: Ship model concepts

Posted: Mon Aug 28, 2017 7:03 pm
by Victor Tombs
Hyperion wrote:
Mon Aug 28, 2017 6:47 pm
More!
Very nice, Hyperion! :thumbup: :angel:

Re: Ship model concepts

Posted: Mon Aug 28, 2017 8:15 pm
by Flatfingers
The idea that ships in Limit Theory could be anywhere near as wildly inventive as these...

...that really would be something.

Re: Ship model concepts

Posted: Mon Aug 28, 2017 9:22 pm
by Hyperion
Flatfingers wrote:
Mon Aug 28, 2017 8:15 pm
The idea that ships in Limit Theory could be anywhere near as wildly inventive as these...

...that really would be something.
Well, there's no reason they couldn't and definitely no reason they shouldn't. LT gains enormous aesthetic potential in the abstract, by turning the weakness (inability to satisfactorily represent humans, ship interiors, seamless landings) into strengths (Pareidolic icons, hyperspace, geometrically interesting ships & stations) LT is enriched in ways that it couldn't have been. A lot of the ships I've shown are actually somewhat simple geometrically. I can think of at least theoretical ways of making procedural algorithms that make all sorts of geometry. turning that vague thought into code though? quite beyond me :geek: :ghost: