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  #101  
Old September 17th, 2006, 07:04 PM
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MarkSheppard MarkSheppard is offline
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Default Re: SE5 Demo Bug Reports

The size of a vehicle is expressed with the ...size...the tonnage weight. The slots on three leveles are so that we are not limited in available spaces. We are limited in available tonnage.

You're making no sense.

Tonnage and Space have always vied with each other in warship design since time immemorial.

Take for example, modern US Navy Warships from the Spruance Class onwards; their boxy sides allow for a lot of internal volume to carry volume intensive equipment like computerized combat systems; which while weighing less than a gun; take up a lot more space; with cooling requirements, etc.

Even though they all have three decks a small ship still has less slots(as well as tonnage) then a larger ship.

I wouldn't mind the three decks on smaller combatants if each deck wasn't an identical copy of the deck above it and below it; making the ships look like they were pounded out of cookie cutter makers

Real ships have decks that are smaller/bigger than other decks due to the shape of the hull.

I like the decks. They add some creativity to design.

As it is now, they really don't because there are simply too many slots for things, even on the smallest combatant, so you're not forced to make tough decisions on what you want on your ship.

Also, who's to say how many weapons of future technologies will fit on future vehicles.

Do you have any idea how idiotic that sounds?

Ships since time immemorial all have been designed around the weapons they carry. The Yamato's huge size was simply the only way to move 9 x 18" guns at 20+ knots with sufficient armor across the ocean.

For a gun, whether it be projectile or a ray gun, you need a clear line of fire from where the gun is mounted to the target, which limits where you can put it. Secondly, there are other constraints, like recoil from the gun if it's a railgun or chemical propellant weapon, you have to place them in areas where the hull is strong enough to take the recoil. If it's an energy weapon, you've traded one problem (recoil) for another problem, that of getting sufficient power from the ships' power plant to the gun itself.

Missiles and torpedoes on the other hand, do not need a direct line of sight; since they can guide themselves to their target; but they do need a clear launching area; look at the decks of modern VLS surface combatants; they're free of obstructions that a missile could hit while climbing out of it's launcher.

To simply handwave away ship design problems by saying "it's the future!" annoys me highly.
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  #102  
Old September 17th, 2006, 07:10 PM

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Default Re: SE5 Demo Bug Reports

MarkSheppard: If SE5 is anything like Starfury, you'll be able to restrict weapon placement using custom slot types. Or simply require weapons to be in the Outer Hull region. Can't do anything about the decks all being the same size, though.
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  #103  
Old September 17th, 2006, 07:28 PM

StarShadow StarShadow is offline
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Default Re: SE5 Demo Bug Reports

Re: fanboy definition

Simplified, my definition of a fanboy, is someone who rabidly promotes/defends something as being the best regardless of any other factors. As an example, in my opinion someone would be an SE5 fanboy if they considered the demo to be perfect and (as often happens) attacked anyone who disagreed.

In all my time here, I don't think I've come across anyone I'd consider a fanboy, as everyone here seems to be pretty reasonable.
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  #104  
Old September 17th, 2006, 09:47 PM

Wade Wade is offline
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Default Re: SE5 Demo Bug Reports

MarkSheppard, I thank you for your "opinions" but not for your unsubtle rudeness. Have a nice day...

And by the way, to assume that hundreds of years from now the dynamics of ship design and combat will be very similiar to today is "idiotic". Like comparing the placement of weapons on a ancient Greek warship to an American Missile Cruiser! "It's the future!" (Also it's a game.)

Good day!
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  #105  
Old September 17th, 2006, 10:21 PM
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Default Re: SE5 Demo Bug Reports

I just think he's being a little too literal on the use of the term "decks". It's really just a way of providing the extra slots on a design.
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  #106  
Old September 17th, 2006, 10:27 PM

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Default Re: SE5 Demo Bug Reports

With the demo released more and more people are posting. New personalities will be introduced that we may not yet be used to.
Also, some will be just rude. Let's do like Mindi recomends and be civil.
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  #107  
Old September 17th, 2006, 10:53 PM

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Default Re: SE5 Demo Bug Reports

-----In some areas like Planet Report screen, Facilities tab, the mouse pointer lags/jumps, it's not smooth movement.

-----In the costruction queue screen of my home planet,the Available Items list shows "0" for facilities "In Existence". This is an error.
The "In Queues" is so far correct.
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  #108  
Old September 17th, 2006, 10:59 PM

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Default Re: SE5 Demo Bug Reports

When making a bug or crash report to MM, remember to include your system specs! I don't get the previously reported lag, for example, and knowing what hardware it occurs on might be important to fixing the bug.
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  #109  
Old September 17th, 2006, 11:02 PM

Renegade 13 Renegade 13 is offline
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Default Re: SE5 Demo Bug Reports

Quote:
MarkSheppard said:
Real ships have decks that are smaller/bigger than other decks due to the shape of the hull.
I completely disagree. We're talking about interstellar spacecraft here. These craft obviously don't have to contend with the restraints atmospheric craft have to put up with, due to aerodynamics, etc.

The point is, you don't have to have a ship with any particular shape. If you want a square ship, with decks that are identical to each other, it isn't inherently worse than a ship with a different structural shape. If you want true realism, every ship from every race would be spherical, since that's the shape that provides the most internal volume for the least expenditure of resources. In that case, every ship would have nearly identical decks, just slightly smaller or larger than the previous deck. Saying that decks being different in shape from each other is more realistic is, in my personal opinion, not at all true.
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Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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  #110  
Old September 17th, 2006, 11:03 PM

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Default Re: SE5 Demo Bug Reports

I have to agree with MarkSheppard on this one. If we get decks I'd rather they influence the design. I'd rather just have SEIV's slots (and hey even some nice top-down pictures if you really want. But that might be asking too much.
Although... now that I think about it making some unorthodox design widow views for a shipset might end up being pretty cool. Blueprints and alien script and such.

@Wade: I don't think so. If you have a 20mm gun or a ancient Roman ballista or a particle projection beam, they all work in kind of the same way.
Bang.
I don't like the fact that I can design a ship in SEV and put all of the engines on the right side and the ship DOESN'T spin endlessly in circles while my imperial engineers are sent to the labor camps. Yeah it's a game. Yeah it's the future. Half the fun comes from immersion, the feeling that you're an alien overlord designing the ship that will terrorize millions of your hated enemies... then sticking the forward-firing DUCs BEHIND the ion engines because - hey, why not? In the future we do things like this.
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