For Halos, you could do what I did for a Halo map I made for WC3. Put seven Halo's in the official mod map (I'm sure you'll make one.) and then it can be a win condition. If the covenant colonize all seven Halo's, and hold them for say 15 minutes? Then they activate them and the Halo's wipe out all enemies (Not entirely true to canon but eh). Thus allowing the Covenant player to win. But if the humans colonize them, they have an option to destroy them. It'd take say.... 10 minutes? (Or maybe 15)
Colt556
The Pelicans were like assault transports, they packed some serious weaponry. Chainguns, missile pods..... but since this game only focuses on space, you really shouldn't add pelicans, their weaponry was good for ground combat, and dealing with other ground vehicles, but in space they'da been too slow and weak to do any real good. Just stick with Longsword fighters and Shortsword bombers -Nod nod.-
I'm more curious as to how you fell out of a car o.O
There are allready Halo mods and Stargate mods in the works for SOASE at the moment. And as for Halo first offensive, they need to be carefull. Halo mods in general don't get shut down, but Halo mods with ground combat do (Cuz of halo wars). And First Offensive is an EAW mod, which means ground combat. You keep advertising so much and you'll get a cease and decease order.
Using fanon ships doesn't detract from canon. Half of the ships in the Halo universe have no pictures, so you'll have to make them up as you see fit anyways. Just stick to the overall canon, Covies are strong, humans are weak, shit like that. What the ships look like or how many there are doesn't really affect the overall feel, as long as they look like they fit in.
As far as I know, the only fanon in the mod will be ships (As there aren't enough canon ships) and some gameplay tweaks.
Fraekk, as I said earlier you can't port EAW models to SOASE, they're too differant and it would take too much work. Not to mention the models would have to be re-textured and in some cases re-modeled. It's a good sentiment but it's just not gonna happen, you'd be better off trying to get that homeworld mod to port it's models, since HW2 models port easily to SOASE.
Nice job, many mods have talked about phase lanes limiting them, namely the SW mod comes to mind. With this it would really allow for a SW atmosphere, aswell with other mods.
Freakk, it'd be stupid to use low poly models from EAW, plus it'd take a lot of work to port them, would be easier just to make new models. Plus, if you were going to share with another mod, do it with the Homeworld 2 mod, since Homeworld 2 models are easily ported to SOASE.
Um, Freakk, that's for Empire at War, a completely differant game. This mod is for Sins of a Solar Empire. The two games are not even remotely alike, it'd be impossible to merge with that mod.
All right, if you want to degrade our arguement into that. You made a mistake, just accept that. The arguement was pretty civil, albeit heated, up until now. But oh well, we've both made our points so I suppose it's for the best.
[quote]Also, it says on Halopedia that Covenant shields are probably plasma, as all of their other energy-based items are plasma based, which makes sense. It certainly isn't a laser field. Furthermore, the covenant ships need to lower their shields to fire their weapon, so the magnetic guiding system used on the torpedo's CAN'T go through the shield, that would mean, by your standards, an EMP couldn't pass through the shield either.[quote=]Currently, no practical methods for creating shields suc
You did not cite any source regarding using longswords to distract a covenant ship from the nukes in your battle scenerio, your mistake not mine. And also, cruiser is a term for a large ship, aswell as a ship class.
Bah, no edit button. Maico, sending out fighters doesn't constitute the tactic you proposed. That could simply mean they were sent to engage enemy Seraphs, or to try and shoot down plasma torpedos or any number of things. You didn't specify that they were out there to help distract the covenant ships so the nukes could get through (Not like it'd work anyways, 20 cruisers against 5 nukes? They'd just target the nukes and THEN shoot down the fighters.) so you really should have specified what purp
Nero, a good quality mod stays true to the story while maintaining balance. If we gave the UNSC shields just to keep it balanced, it's not a good quality mod. It's a shit mod made by an imbecile who didn't know how to balance things without mirroring them. But that's not the route this mod is going. This mod is taking the right route, where the sides stay true to their canon selves, yet remain balanced. Sure covenant ships have god like shields and weapons, and even fairly decent armor. But thei
Well, regarding the longsword bombers for your frigates. That is a viable tactic, but not the one you used. The whole, using longswords as decoys is similiar to my launching archer missiles thing. Both help to hide the nukes, however that'd only work a couple times. Then the covenant would learn and keep an eye out on the nukes.
[quote]Ok lets see here. Covenant shields as plasma is an assumption since you seem so keen on pointing out all my assumptions. Also yes they open to release the plasma because if they didnt then the plasma would burst on the inside damaging the ship and lowering shields, it still guides the projectile itself long after closing the shield back up. This is fact based off of the books because the spartans use this small window of time to enter the ship, while on the other hand durring batt
I have been using Halopedia for my source, since I'm not inclined to re-read the books for the facts. I'm taking my facts off of what has been put on halopedia, and what's been put on halopedia has been taken from all canon Halo sources, such as the games and books. You haven't noted sources either, and you hadn't asked for them either. Also, it says on Halopedia that Covenant shields are probably plasma, as all of their other energy-based items are plasma based, which makes sense. It
Maico, as usual, all of your arguement is about assumptions. "It could have spacial anomalies" "It could be near asteroids with iron cores" "The area in space might have magnetic forces". None of that affects gameplay, there are no "mights" or "maybes" when it comes to weapon strengths. On it's own a nukes EMP blast damaging Covie ships is not only illogical, but unfounded. Nowhere has it once stated that the EMP blast by a Shiva damaged a covenant ship. So in gameplay, all the nuke would do, is
Maico, your arguement is full of assumptions and guesses. First of all, that quote I gave was talking about MAC's, NOT SMAC's. If it was talking about a SMAC, it would have said SMAC. So a MAC round fired by a frigate, could reach the moon in 3.2 seconds? And how long would it take for a nuke to reach the moon? As for your nuke thing, the blast radius is excedingly small in space when compared to an in-atmosphere detonation. Furthermore, you assume the shields wouldn't block out the rad
[quote]The fact that MAC's are a direct hit weapon make them actually easy to avoid as they have a linear unchangeable trajectory. Also why does the Nuke range have to be short? its a missile meaning it can change course and such. Also we're talking about weapons stronger then todays, the best thermo nuclear weapon we have today has an actual blast radius of about 2-5 miles, havok and shiva warheads probably have around a 200-400 mile blast radius at the lower end. For reference look up the Tung
I highly doubt nukes would have that large of a blast radius. Don't forget that this is space, not in atmosphere. Most of a nukes destructive capability comes from the shockwave it produces. But it wouldn't produce a shockwave in space. So in space a nukes strength is soley dependent on how big of a boom it makes. So a nuke would, in your scenerio take out like 5 ships, and that's not even killing them, just removing/weakening their shields. It also takes a while because it has to travel, and as
Carbon, Valaska, get out of the thread. If you don't like the idea of a Halo mod, don't comment on it, and don't play it when it's done. And Carbon, it IS being worked on. It has a modeler and coder as far as I know, that's more then some mods can say. And I think a Halcyon would make MUCH more sense, thanks for clearing that up.
The way I thought of it, was that Mako's would be like the scouts, cheap starter unit that you can use to scout and whatnot, only they'd be combat oriented. So combat scouts. Then I figured Frigates would be like the Cobalts n whatnot, the spammable starter unit that you use to take over nearby planets. The destroyer would be like the LRM frigate, a mid-level cruiser. Then, since the UNSC seems to lack very many ship ideas, I was thinking some fan-made ship would take
I'd rather we just speculate on how many rounds a ship has, as I do believe MAC's are a superior weapon then nukes, and thus should be the more limited of the two. Also, I find your reasoning for the starter ships to be extremely odd. I've only ever heard of the Marathon being the UNSC's answer for the aging Halcyon class, they were designed and built for the sole purpose of being their new capital ship. I'd imagine Mako's, and frigates, and destroyers would be the starter ships. While