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DarkAssullt Jul 30 2015, 12:15am says:

Very nice!

+2 votes   media: Main Menu - Final
DarkAssullt Jul 28 2015, 7:24pm says:

Hey, question for the community. Does anyone know a good forum or article with good well reasoned statement on the size of the UNSC fleet. I usually come up with my own numbers but I would love to see a actual number some where as I usually low-ball it I think.

My reasoning is usually based on the size of the UNSC being 800 colonies of varying size and most likely a good number of outpost's for research, exploration, sects of outcasts or groups.

Reach had 100 plus at the end after nearly decades of war. So Earth had to have at least equal to that or greater ( they may have been more willing to move ships around form Earth due to the presence of 300 Super MAC platforms.) So maybe 300 ships between those two worlds dedicated to their defense and on a rotation between the front lines. Each inner colony probably had 5 to 20 light capital ships ( frigates, destroyers) and maybe a cruiser or two assigned to them. The outer colonies I would think would have 5 to 10 for a group or sector of colonies. (Make it 10 to 20 colonies of varying size per sector)

In the Halo Legends extras Eric Nylund says that their are 200 inner colonies. So thats 1,000 to 4,000 frigates and destroyers and 200 to 1,000 cruisers. With the 600 outer colonies split into 60 sectors that would be another 300 to 600 ships. So in total that would be at least 1,800 and at most 4,900.

Now, going of the wiki for the frigates they have escape pods for 240 personal. This may be redundant pods in the instance that some are damaged. (Due to the Titanic sinking and its lack of sufficient life boats maritime rules changed in order to make sure that a antiquate number would be available in the future. This may have carried over to space based vessels) So low-ball at 80 per frigate and 240 at most. A destroyer is not supposed to be much bigger, just heavier. So 100 to 260 per destroyer.

I couldn't find any numbers for the cruisers so I am going to guess 400 to 600 per ship. (Obviously some variance is to be expected as I am not taking into account the super capitals such as the UNSC Trafalgar)

So that would put the total man power of the navy at a minimum 992,000 and upwards of 2,528,000. These are just ship based personal not accounting for the other ratings and posts withing the space borne navy.

At the time of Human Covenant War the total human population was 28 billion so my numbers are most likely extremely low. In the United States only about 3% of the population of 380 million people serve in the military. The numbers I have above do not even come close to 1%. To equal the same percentage at the modern USA the UNSC (across all branches) would need to be along the lines of 840 millions service members.

Please review my math and numbers and comment your own. This is all speculative and I would love to hear what you think.

+2 votes   mod: Sins of the Prophets
DarkAssullt Jul 27 2015, 5:53pm replied:

My ideal sequel would have been you starting on Earth after the events of ME3. You can choose any of the races that you brought with you to the final battle and you start out as a new recruit in a new unit of mixed crews pushing back out into the galaxy to reconnect with the council planets and such. New factions have formed in the power vacuum and you have to form alliances or destroy them to assert your control and get more resources for the new council. The old companions can now be advisers and give the player missions and if Shepard survived he would be the Anderson to the new character.

+3 votes   mod: Dawn of the Reapers
DarkAssullt Jul 27 2015, 7:32am says:

So pumped for the next update whenever that may be!!!

+1 vote   mod: Dawn of the Reapers
DarkAssullt Jul 26 2015, 1:01am says:

Hey, I'm no modder but the bottom design you have looks good. I personally though would put it in the bottom left corner. In the middle it looks cluttered and distracts from the view. Put it on the left and it would be like you are looking down at since most people seem to wear a omni-tool on their left arms. Just some feedback.

+6 votes   media: Cerberus UI Remake Final
DarkAssullt Jul 25 2015, 8:39am says:

sweet! Would love to see capital class space ships added for a new way to attack planets and launch invasions.

+1 vote   mod: Galactic Annihilation
DarkAssullt Jul 21 2015, 2:54am says:

Love this mod! I am currently undergoing the unification of the Breton lands as the Daggerfall faction. I am about to bring Northpoint into the domain. Wayrest has been on my radar for a while as they had quite a large army roaming around. They have been hard pressed by the Orc however and have had to retreat to their capital. The Orcs than decided to declare war on me. My senior forces were tied up in the siege of Northfall so I had to assemble a force of green recruits led by a few veterans. We were evenly matched so we maneuvered around for a few turns trying to get the upper hand. When we finally clashed I had the upper hand. The line was held by a elite group of Dragon knights as wave after wave of Orc infantry broke upon their shields. My four regiments of Daggerfall guard archers loosed arrow after arrow into their lines while my Battlemages shattered their formations. It was then that my reserves entered the fray, swooping down on my left flank to crush the Orcs. With their army destroyed their homeland lies open. Little did they know that Northpoint is on the verge of falling opening the northern lands of orc kingdom to invasion.

Keep up the great work with this mod!! Looking forward to what you have in store for us.

+1 vote   mod: The Elder Scrolls: Total War
DarkAssullt Jul 13 2015, 5:30am says:

I need my fix man! I can't afford counseling anymore for my SOTR withdrawals........

+1 vote   mod: Dawn of the Reapers
DarkAssullt Jul 12 2015, 5:34pm replied:

Ok cool. It just a pain in the *** when the Empire brings all the fighters and heavies. I try to cover my fleet with corvettes but they get killed by the heavies and than my fighters get killed by the overwhelming amount of Tie's. I'll try mixing up my tactics.

+1 vote   mod: Empire At War: Re
DarkAssullt Jul 12 2015, 7:59am says:

Any chance the Rebels could be allowed to build more than one Nebula? It is hard to fight the Empire with all their heavy capitals and just the one doesn't really seem to cut it. Other than feeling the Rebels lack a viable heavy hitter I love this mod. All of your ships look awesome and I really like how you added guns to actually shoot the lasers from. Keep up the great work.

+1 vote   mod: Empire At War: Re
DarkAssullt Jul 8 2015, 8:17am says:

Very nice. The ships look spot on man. Well done.

+2 votes   mod: Caldari State Faction Mod
DarkAssullt Jul 8 2015, 3:33am says:

Well there be a armored jedi equivalent to this?

+1 vote   media: New Eradicator Model
DarkAssullt Jul 7 2015, 4:48am says:

Can you not build the Nebula Class in Galactic War?

+1 vote   download: Empire at War: Remake Public Beta
DarkAssullt Jul 5 2015, 9:24pm replied:

Hey man, take your time to do it right. I will wait patiently. Super excited to try out your mod come the 7th.

+2 votes   news: The idiot proof way of installing this mod.
DarkAssullt May 26 2015, 2:20am replied:

The Dev's here are very active and responsive as is the mods fan base. Very friendly and helpful. Just don't ask about a certain ship. The H.M.S. Plot Device is off limits.

+1 vote   media: Covenant Invasion
DarkAssullt May 25 2015, 7:59pm says:

Do you think it would be possible that if you are landing (bombarding) a army on a planet and you zoom in close you hear radio chatter from the ground troops? UNSC calling for air support and calling out flanking covenant and some Wort Wort Wort for the Covenant? It'd could be a nice little touch I think. Regardless I eagerly await your next release and drool over the masterpiece that is this mod.

+22 votes   media: Covenant Invasion
DarkAssullt May 9 2015, 5:25am replied:

The UNSC is not known really for bombing a planet. Generally they are trying to reclaim their own worlds or protecting the civilians as they evacuate. They did use nuclear strikes on occasion against some targets like the insurrectionists "on the UEG colony of Far Isle. Unable to control the rebellion, the UNSC declares code: Bandersnatch and uses Nuclear Weapons to raze the colony." (Halo Nation) and the Nova bomb though that was indirectly. So the mod authors decided to simulate the UNSC dropping ground troops to boost the immersion. You can also see ODST drop pods that some capital use as a bombardment ability.

+9 votes   media: Escorts
DarkAssullt Apr 29 2015, 1:43am says:

Very nice man. I would like to say that you are doing a great job bringing "life" to the game and making the worlds feel populated. Keep up the great work and I wait with great impatience for the next release.

+3 votes   mod: Dawn of the Reapers
DarkAssullt Apr 28 2015, 7:58pm replied:

I was brutal. The blood bath that was the Trinity release was insane. The two fleets would approach one another and fire their first MAC volley and you would lose easily 70 ships from either side. It was then a desperate slug fest of missiles as the ships reloaded the MAC's. The second volley usually ended the battle. It was a lot like Redcoats fighting the Continentals with line tactics. I had a lot of battles that played out like the Battle of Sigma Octanus IV.

+1 vote   mod: Sins of the Prophets
DarkAssullt Apr 27 2015, 5:22pm replied:

Did you ever play the original sins release? Prior to their switch to rebellion and some balancing the UNSC used to be even more brutal when they fought each other. I had battles where it was 100 plus on either side and you would be left with a handful after the first volley because it was literally a one shot kills everywhere.

+1 vote   mod: Sins of the Prophets
DarkAssullt Apr 27 2015, 5:59am says:

I am quite literally dying while I wait for the Infinity. This mod just gets better and better guys! Keep up the great work!!

+1 vote   mod: Sins of the Prophets
DarkAssullt Apr 20 2015, 7:49pm replied:

Wow, talk about a cash grab on the Reaper invasion. Almost as bad as a Volus rigging prices on habitat buildings.

+1 vote   mod: Dawn of the Reapers
DarkAssullt Apr 20 2015, 7:47pm replied:

Tali meant a beta tester I believe. You know Quarians are still learning all of our human terms and phrases. You'll have to forgive her.

+3 votes   mod: Dawn of the Reapers
DarkAssullt Apr 20 2015, 7:45pm replied:

They have said that instead of a A.I. voice, you have different advisers from the member races that update you on events. Salarian for tech, Turian for military, and Asari for civilian/ diplomacy I believe.

+3 votes   mod: Dawn of the Reapers
DarkAssullt Apr 4 2015, 4:39am says:

Nice, actually has a good Volus look to it.

+3 votes   media: Volus Trade Station
DarkAssullt Apr 3 2015, 9:21pm replied:

My comment was facetious Kyle. I know what you know that the MOD authors know even though no one knows if you know what I mean. So since we all don't not know know, how is your day going?

0 votes   mod: Sins of the Prophets
DarkAssullt Apr 3 2015, 9:14am says:

So, that hypothetical CSO class is figuratively huge in size and firepower. IF you ever happen to run into one on some theoretical MOD of Halo I would possibly recommend a fleet of powerful ships, preferably ships with powerful MAC cannons. This is all hypothetical of course. There is no CSO class in any Halo mod.

0 votes   mod: Sins of the Prophets
DarkAssullt Apr 1 2015, 7:23am says:

The grammar mistake gave it away for me. 'You didn't asked' - not something I would think a lawyer would make. LOL. Nice job guys.

+3 votes   media: Every Journey comes to an end
DarkAssullt Mar 12 2015, 2:12am says:

I have an idea that I would like to run by you guys. For when you get to the Reapers would it be at all possible to give them a ability or affect so that when they are bombarding or "Harvesting" a planet they get a bit of extra resources to simulate like they have processing centers on the surface.

To balance this you could have it only be applicable in Reaper culture covered areas, in this case though instead of culture it could be renamed Indoctrination.

In a similar vain, Cerberus could have it's culture renamed to "Infiltration" and the Council could have "Influence."

I.E. = You cannot colonize this system due to high levels of (Cerberus Infiltration), (Reaper Indoctrination), (Council Influence)

Just a thought I had and wanted to share.

+5 votes   mod: Dawn of the Reapers
DarkAssullt Mar 11 2015, 2:32am says:

Just a bit of a nit pick, but it may look better to have the words flipped to face outward. Loving the effects otherwise.

+16 votes   media: Siege Warning Effect
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