[Development] Cannon Effects

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[Development] Cannon Effects

Postby PerfectDeath » Mon Jul 23, 2012 8:14 pm

We've improved the level of awesomeness behind your cannon projectiles, you won't need any scanning components to find out your being shot by cannons with a muzzle flash like that!

Check out Facebook for the video!



This video showcases a dreadnaught with a single Cannon effect. While railguns are used in human fleets, using an explosive charge to propel a projectile is a long and unforgotten tradition. Looks awesome too. [=
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Re: [Development] Cannon Effects

Postby Pseudo » Sun Oct 07, 2012 1:26 pm

Think this might be a good place to post this.. Doesn't necessarily fit into one of the current race discussions...

Just an idea I had looking at the Verunas battleship.. however that design is already done so perhaps this might work for other ships:


I was thinking an interesting/cool design for something like that battleship (or another ship--but the battleship inspired it in me) would be opening/moving armor plates to reveal the weapon systems (Like the corvette rising headlights)..


The rationale: When I imagine ships re-entering the atmosphere i find it hard to think the design makes sense in a lot of sci-fi because small parts of the ship are subjected to direct heat and friction/air resistance.. I think such a design I believe (realistically) in the future would be:

1) The ship never re-enters atmo
2) The weapons hide away like landing gear, or a submarine's torpedo bay

I suspect a lot of ships fall under #1 for this game, but some ships/races might have a ship that ("In lore") would fall under #2... I thought this idea might spawn some inspiration for some of the developers for another ship design


Hope you guys at least like the thought, and hope this is an okay place to post this idea ;-)
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Re: [Development] Cannon Effects

Postby Sypheria » Sun Oct 07, 2012 1:46 pm

All ships re-enter (if they survive battle) and the models do not display weapons; all weapons are inside the hull.
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Re: [Development] Cannon Effects

Postby PerfectDeath » Sun Oct 07, 2012 3:56 pm

Its easier to protect your weapon systems when they are inside the armour. =P

That is why there are chances that hitting the hull will cause jams for your weapons. (the gun port gets jammed!) =P
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Re: [Development] Cannon Effects

Postby CompFreak-Eric » Mon Oct 08, 2012 12:13 pm

Basically along the lines of wooden warships where the guns were mostly below deck and stuck out of fixed positions in the hull. Or in Episode 3 during the Battle of Coruscant, how the Republic and Separatists cruisers are firing at each other. Just how I picture it.
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Re: [Development] Cannon Effects

Postby PerfectDeath » Mon Oct 08, 2012 2:00 pm

Only the cannons are often the size of sky scrapers with giant magazine and loading superstructure mechanisms.
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Re: [Development] Cannon Effects

Postby CompFreak-Eric » Mon Oct 08, 2012 3:32 pm

Oh well of course, that's a given.
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Re: [Development] Cannon Effects

Postby Pseudo » Mon Oct 15, 2012 9:05 pm

I guess my idea (to keep the analogies).. was thinking the "Hull" has a flap that opens to allow the "skyscraper" cannon to roll out to have access to fire... So that was similar to the inspiration/idea I proposed, but I'm not gonna be hurt if the idea doesn't work :-)

Just trying to fling ideas at the wall to see what sticks (and may be inspirational to the artists and developers)
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Re: [Development] Cannon Effects

Postby Querulous » Tue Jan 15, 2013 5:27 am

Weapon ports could be race specific - irises for some, flaps, opening spirals, blinds.....
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Re: [Development] Cannon Effects

Postby Ulflander » Fri Feb 15, 2013 4:18 pm

That would be cool, but it would come down to how detailed the damage assignment is. Are we just blowing of HP and Shields, or can we target components too?
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