Transports...

Wedge009

Rogue Leader
Just played a bit of WC3, and I always found it amusing that the cargo containers which were attached to the frame of the transports could be destroyed so easily. ie one shot from a laser.

Another thing: with the lack of capship explosion in WCP, I didn't mind it so much, but if some people hated it so much...

Instead of having it completely go to pieces like in WC3/4 (which is just as unrealistic as WCP/SO) perhaps the 'arms' and other long extensions of the capships could break off and disintegrate upon a capship's death, while the 'body' remains solid, just as in WCP. I think that should look better and more 'realistic.'

Anyway, playing WC3 also reminded me of another thing - despite being paranoid, we need another talky comm officer like Rollins! :)
 
Total destruction of capships was based upon the fact that the core ruptures. The ship is captured in a huge Matter Anti-Matter explosion and completely vaporized.

TC
 
Originally posted by Wedge009

...playing WC3 also reminded me of another thing - despite being paranoid, we need another talky comm-officer like Rollins! :)

Yeah, and another pessimist like Doomsday... boy that guy was freaky!!
 
Originally posted by TC
Total destruction of capships was based upon the fact that the core ruptures. The ship is captured in a huge Matter Anti-Matter explosion and completely vaporized.

TC

In reference to WCP, this would tend to mean one of two things about the bug ships: 1, they have very, very strong hulls, which tends to raise the question of why we could often punch through armor with a single torp, or 2, they use a very wimpy power core. One is fairly scary, or would be if the bugs were a little bit stronger opponents, the other just makes them laughable.
 
No, the logic is that if you kill the bridge, fine... it'll survive, people in the engine room can keep it going. If you destroy the engines too then it travels from the engines to the core, shorting it out.

If you kill engines, the bridge can switch to aux batteries or something to that effect and keep things running.

The WCP ships seem to have something to halt a destructive reaction in the even of core damage.

TC
 
Emergency venting of the core (assuming it's a gaseous core), in case of a containment breach, in order to prevent a runaway reaction, perhaps?
 
Perhaps the Nephilim ships aren't constructed the same way as the Confed and Kilrathi ships.

I still think it would have been better if we had to struggle to destroy the Nephilim in WCP at first. That would give backing to how easily the Brack's task force was destroyed, and would give the Nephilim's threat more credit.
 
Anyone remember that whenever a CapShip went up in WC/WC2, there were always the same 3 or 4 pieces of debris...even that funky round pipe thing?

In P, why is the explosive shockwave a ring? shouldn't it be a sphere?
 
Because it looks cool. Possibly there's a weak spot in the hull that runs in the ring. More explosive energy is released that way, making what appears to be a ring.

TC
 
Personally, it seems reasonable to me.

Take out the engines and the ship is crippled. Take out the bridge and it is paralyzed. Once you've got 'em both, the ship is effectively 'dead'. It can't run, and it can't fight.

When you want to kill someone, the easiest way is to shoot 'em in the head, at least that's what I've found. You don't vaporise them. Unless of course you want to make a point to your 'friends'. In which case you put most of the body through a meat grinder and leave it in the bathtub.
Ummm... anyway I digress.

Of course, it would be nice to see the occasional bug-ship go critical, but I wouldn't expect every one. Presumeably you would be designing your reactors to NOT go boom when hit, in the interests of the safety of the rest of the crew. Additionally, who knows WHAT powers a bug capship?
 
What I found most problematic with the bug capships not blowing up,was that it means that Confed now has dozens of hulls to examinate, and perhaps hundreds of living Bugs (I do not believe everyone was killed when a capship loses its bridge and its engine). What I also found a bit silly: In WCP the bug destroyer was slower than the Midway and in SOPS
it had its top speed quadrupled.
I think Starlancer has the coolest Capsship explosions.

[Edited by Mekt-Hakkikt on 02-23-2001 at 09:34]
 
Indeed, lots of bug hulls to examine. Perhaps Confed will get some ideas on new ship hull elements. Maybe even find a few intact bug fighters, especially the Devil Ray's.

RFBurns
 
I just realized that I did not wrote in my last post, what I found problematic about Confed having so many intact hulls , doh! I think the problem is: Confed will gain too much knowledge about the bugs and they will have too few secrets.
Remember what a big deal it was, when you captured a Ralari
or the Dralthi (and later on Ralgha's Fralthi) in WC1? And that war has been going on for dozens of years. And in WCP:
After a few weeks you have at least one example of every cap ship design you encountered in WCP.
 
Originally posted by RFBurns
Indeed, lots of bug hulls to examine. Perhaps Confed will get some ideas on new ship hull elements. Maybe even find a few intact bug fighters, especially the Devil Ray's.

RFBurns

Devil Rays are good, but as with every bug fighter the tail section is the weakest.
 
Well the Devil Ray is the only Bug ship that is not completly inferior compared to Terran ships, perhaps even slightly superior. The Manta is also not too bad but the rest is not worth examining.
And to reveal what the Lamprey is for (I mean besides being easy targets :), ah okay it was a weak one).
 
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