Topic: Xeryx's Kitbashing  (Read 5445 times)

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Offline xeryx

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Xeryx's Kitbashing
« on: January 28, 2017, 10:07:27 pm »
So I am brand new at kit-bashing models, and am just learning the basics right now.  Of course, 3Ds Max is a real pain to learn, but I am stumbling through it.

Here is my first Kit-bash, Adam made the Excelsior with the Mega-phasors attached originally after I showed him some blueprints of it.  I really wanted an Excelsior BB that looked good, so I added some engines and redid the hardpoints.  I think it turned out pretty fair. She will be a real ball buster!

She isn't for release yet, in case you are wondering. I finished up the rest of the hardpoints and everything is now working as it should.

I also made some nifty UI's for it.


« Last Edit: February 01, 2017, 04:52:41 pm by xeryx »

Offline d4v1ks

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Re: Xeryx's Kitbashing
« Reply #1 on: January 30, 2017, 04:33:09 am »
Good work.
Looks great!  :)
"But he isn't wearing anything at all!" (The Emperor's New Clothes)

Offline TarMinyatur

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Re: Xeryx's Kitbashing
« Reply #2 on: January 31, 2017, 03:56:09 pm »
Well done.

Not sure if two Klink C7's (360 bpv total) could easily destroy it. Let's see...range-8 passes with a +2 shift against 8 forward-firing OL Photons? The Ph-4 are LS/RS or FAR/FAL? Ph-G's and AMD6 take care of 8 slow missiles each turn. The Klinks would hope the Fed would get impatient and fire all the Photons at 16% accuracy and then get in a knife fight with 20 Ph-1s vs 10 Ph-1s. The Ph4s would likely be hit&run if a shield were cracked. Now if the Fed BB has an atypically high HET success rate, then it has a chance of survival. If the breakdown is 50% then it can't afford to let the C7's attack its flanks.

Offline TAnimaL

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Re: Xeryx's Kitbashing
« Reply #3 on: February 01, 2017, 12:17:38 pm »
any tactical plan that hinges on your hopes that the opponent "will do x" is doomed to failure....

Offline xeryx

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Re: Xeryx's Kitbashing
« Reply #4 on: February 01, 2017, 04:44:58 pm »
You guys crack me up.. :laugh:

Currently, it is just for fun and hasn't been balanced yet.  The Photons will probably come down a bit.  Unfortunately, you will be doomed..when the X-Version is released. I plan to so some remappign later.

I have been toying with the idea of flipping the lower engine up, keeping them inside of the other nacelles.

I think this one makes more sense structurally.  However, I will have to do some firing arc limiting.

I have so much to learn, about 3dMax hopefully I can pick it up quickly.  I have been hard at work making UI's.  I think we ought to make a UI exchange thread.  Maybe then we can save each other some work.  I also made some improved shield graphics for the Feds to make it easier and give a more updated feel.

SO do you guys typically increase the number of photons per launcher as the era's progress, as it seems the only logical way.
« Last Edit: February 01, 2017, 04:55:00 pm by xeryx »

Offline Captain Adam

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Re: Xeryx's Kitbashing
« Reply #5 on: February 01, 2017, 05:27:37 pm »
Well done.

Not sure if two Klink C7's (360 bpv total) could easily destroy it. Let's see...range-8 passes with a +2 shift against 8 forward-firing OL Photons? The Ph-4 are LS/RS or FAR/FAL? Ph-G's and AMD6 take care of 8 slow missiles each turn. The Klinks would hope the Fed would get impatient and fire all the Photons at 16% accuracy and then get in a knife fight with 20 Ph-1s vs 10 Ph-1s. The Ph4s would likely be hit&run if a shield were cracked. Now if the Fed BB has an atypically high HET success rate, then it has a chance of survival. If the breakdown is 50% then it can't afford to let the C7's attack its flanks.

Personally I would have the following as it's armaments:

14xPh1 2xPh4 6xPhot

14xPh1:
2xFA
2xFRR
2xFLL
2xRRR
2xLLR
2xALL
2xRA

2xPh4:
1xMLR
1xMLR

6xPhot:
2xFA
2xFA
1xRA
1xRA

Maybe, an additional refit with 2 more photons added to the aft tubes.
If the Ph4 seems overkill than maybe substitute PhA's since the mega phasers are connected to the engines so it makes sense.

Offline Captain Adam

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Re: Xeryx's Kitbashing
« Reply #6 on: February 01, 2017, 05:30:22 pm »
Then again I'm a little anal and have OCD so don't listen to me lol

Offline TAnimaL

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Re: Xeryx's Kitbashing
« Reply #7 on: February 02, 2017, 02:10:44 pm »
Oh, i think your stats make sense Adam, but I don't know about your "other" issues...

Increasing the # of photons per launcher makes sense and comes across that way in canon ST, tho SFC has a limit of 4 wpns per mount. It's more or less the same way in SFB, except it's 1 photon per "tube," as it were.  A bit of design trivia - in the earliest days of SFB (40+ years ago) they played with making photons come in different sizes so that all ships would have 4 tubes. The DD photons would be half the power of a CA photon, which was half the  power of a DN's photons. They quickly settled on the "one size fits all photonts" and adjusted the # of tubes per ship. There's only 2 kinds of photons in OP, but you could tweak the several types of disruptors to try this outm if you were so inclined.

Offline Captain Adam

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Re: Xeryx's Kitbashing
« Reply #8 on: February 02, 2017, 05:15:36 pm »
 :coolsmiley:

It really depends on your mod. In the stock game Heavy Photons deal double damage as Standard Photons, so you can utilize that as an upgraded torpedo as time advances. I really wouldn't increase the number of torpedoes on the same ship bc one would assume that if the ship remains the same (no added torpedo launchers/or phaser emplacements) only the payload would advance or the rate of fire. One thing to note is torpedo count isn't really accounted for in our game so I would only increase the amount of torpedoes per tube based on size. I normally follow this rule when making ship lists:

Frigates/Destroyers: 1x per Tube
Heavy Destroyers/Light Cruisers/Medium Cruisers/Heavy Cruisers/Battle Cruisers: 2x per Tube
Heavy Battle Cruisers/Dreadnoughts/Battleships: 3x per Tube
Battle Stations/Starbases: 4x Per Tube

Some others such as Carriers depends on size, if it's a Carrier in the DN range then 3x if it's a Carrier in the Cruiser range then 2x
Asteroid Bases and Base Stations also depends on size. But like I said, thats my take on it, everyone has different views on what their ship lists should be like.

As the eras advance I would upgrade the torpedo yield. Just like you upgrade the Ph1 to PhX on X-ships.

Offline TAnimaL

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Re: Xeryx's Kitbashing
« Reply #9 on: February 03, 2017, 09:37:24 am »
I was playing with a photon mod that changed the yield slightly (to 9) but changed the power cost to 3 (1.5 per turn), so a Constitution could have 6 torpedoes, as it seemed to have in TOS. Food for thought

Offline Captain Adam

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Re: Xeryx's Kitbashing
« Reply #10 on: February 03, 2017, 10:12:16 am »
I also tried that too.
Many ideas.