Poll

Who's the best squadmember generic space soldier?

Alan
9 (30%)
Ereo
3 (10%)
Iso
15 (50%)
Ereo
3 (10%)

Total Members Voted: 30

Author Topic: SPACE ADVENTURE REDUX - beter than deadrooster!!  (Read 224337 times)

thought you were talking about 70x100 where frigates are enormous.




not stuffTY ASS GAY HOMEWORLD WHERE EVERYTHING IS GAY

also get on steam
« Last Edit: November 18, 2010, 10:41:47 PM by Qwepir »




since com is a cigarette and won't
get on steam
I'll just leave this here

(click for full size)

Concept art for Kalakarg and Iconian troop and vehicle dropships, as well as alliance ground units. The dropships and vehicle silhouettes are around the same scale as the fighters I posted earlier (the silhouettes are slightly larger than they would actually be in comparison). Each faction has a scout, a tank, and one or two unique units.

Kalakarg have an Assault Mech and ambulance as their unique units. The Mech can providing heavy support against all kinds of threats, be them infantry, vehicle, or air. The ambulance, when it is around, is capable of evacuating up to 3 critically wounded soldiers from the battlefield. Though the ambulance can be destroyed (seeing as the kresh have no concept of war crimes), if it manages to leave the battlefield, the soldiers will be combat capable by the next mission.

Iconians have an APC and Yor soldier as theirs. The APC, like all the other Iconian vehicles, is a hovercraft. It carries a heavy laser autocannon and firing ports for up to eight soldiers, not to mention some of the best armor in the galaxy. However, its' shields are lacking, so it's only really good for deflecting bullets, claws, and acids. For this campaign though, that should be more than enough. Kresh don't have lasers! The Yor are mechanical constructs that are made for cannon fodder. They carry a powerful weapon, but they only have one HP and do not gain experience.

Lastly, the humans have a flame tank that is good against biological enemies, but not much else.

This will be changed or not be implemented at all, but I just wanted to show you guys my work.



since com is a cigarette and won'tI'll just leave this here

(click for full size)

Concept art for Kalakarg and Iconian troop and vehicle dropships, as well as alliance ground units. The dropships and vehicle silhouettes are around the same scale as the fighters I posted earlier (the silhouettes are slightly larger than they would actually be in comparison). Each faction has a scout, a tank, and one or two unique units.

Kalakarg have an Assault Mech and ambulance as their unique units. The Mech can providing heavy support against all kinds of threats, be them infantry, vehicle, or air. The ambulance, when it is around, is capable of evacuating up to 3 critically wounded soldiers from the battlefield. Though the ambulance can be destroyed (seeing as the kresh have no concept of war crimes), if it manages to leave the battlefield, the soldiers will be combat capable by the next mission.

Iconians have an APC and Yor soldier as theirs. The APC, like all the other Iconian vehicles, is a hovercraft. It carries a heavy laser autocannon and firing ports for up to eight soldiers, not to mention some of the best armor in the galaxy. However, its' shields are lacking, so it's only really good for deflecting bullets, claws, and acids. For this campaign though, that should be more than enough. Kresh don't have lasers! The Yor are mechanical constructs that are made for cannon fodder. They carry a powerful weapon, but they only have one HP and do not gain experience.

Lastly, the humans have a flame tank that is good against biological enemies, but not much else.

This will be changed or not be implemented at all, but I just wanted to show you guys my work.

nice



You're both friends

BUT I CAN COUNTER.


Since we are not, unfortunately, engaging a conventional enemy, we will have to employ some less-than-conventional tactics. Order all ships to set a collision course for the lead ship in a V formation, and have the legionary charge its main cannon. Time their speed to put them at least 500 meters from the kresh ships when their cannons are fully charged. Order the fighters to engage the other ships, and since the kresh do not utilise fighters (or at least we have not observed them using small craft), we can arm them for anti-ship combat and have them engage the other ships at point-blank range, possibly destroying some. As soon as the fleet is in position order the legionary to fire its main cannon, and have the other ships fire their laser cannons at point blank range! Then break off the attack and select a new target. Have the fighters finish it off if it isn't already dead.


Rinse wash repeat, and alternate which ship is using the main cannon and have the ones which are drained from the cannon use to engage with torcreepes

OR
Quote
Charge the main cannon of the legionary, and have all other ships fire on the closest mammoth. Bombers engage other targets at point blank range, fighters escort them, yadayadayada


Then move the fleet in a V formation and move them past the mammoths and attack them from behind.
« Last Edit: November 20, 2010, 10:59:57 AM by comr4de »

Put up shields then fire all main cannons at one of the ships!!!

I comprehended that to the best of my abilities.

Bombers attack the closer one, do 6 damage, Legionary main cannons it in the face, 4 damage, commisar lasers it once, 2 damage.
Other legionary main cannons the background one, 5 damage, Ymir and commisar laser it, 4 damage
The first one now has 4/16 health, second one has 7/16.

move the ymir up closer to the bottom mammoth and launch a pair of torcreepes

Get the YMIR to fire a pair of torcreepes at the ship with 4/16 health
And make the other ships fire on the ship with 7/16 health