Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod
Here's the update :)
I made some changes as you guys suggested, but I also tried a completely new design (hangar-wise), in both designs, there is an elevator that opens when an aircraft/s is/are launching.....
what do you guys think ?
Both are bad ***. Not sure which I prefer more. Could you possibly combined the length of top with the hanger and AAA placement of the bottom.
the length is the same :P
it looks kinda plan in my eyes needs more guns more guns WW2 kind guns i think
Both are nice, but I think the left one is better as it has clear flight deck while the right one has AA gun at the end that don't fit there (would make landing much more difficult in case of problems).
most of the aircraft in sc2 do not require a deck at all, since they are VTOL like the JSF-35....but anywayz...
Gr8 work as usual, i prefer the 1 on the right more but the AA gun is kinda out of place, anyhow gr8 work keep it up.
I love it, could the AA gun be a sort of popup cannon?
Also I do have to question the effectiveness of a gun over a AA missile......or the possible effectiveness of carrier AA drones?
But I suppose that that could change with the ship leveling up.
Definitely go with the first model. Aircraft carriers need a control tower, especially if they're going with an all-drone force like SC2 does.
the second one has the same control tower, it is placed in the left side around the middle, it is just without the hangar...
I have an idea for 3 race fleet diffrenciation:
T1:
Cybran speed boat - cheap, fast, fragile armed with swarm anti-ground/surface missiles
UEF corvette (your model) - most powerful of light ship, deck gun and light missle launchers (both anti surface).
Iluminate escort frigate - deck gun for anti surface and light AA guns.
T2
UEF light carrier (your model)
Cybran drone/escort carrier - more expensive but carrys free drones that can attack both ground and air target.
Iluminate assault ship - carry cruise missiles and can build & store ground units to deploy via short range teleporter
T3
UEF arsenal ship - carry a lot of long range cruise missiles for bombardment and some light AA guns, but otherwide powerless against hostile attack
Cybran strike cruiser - hunter-killer ship armed with hyper-velocity rockets, anti-tac missile defence, good AA and torpedoes. It lack range for bombardment and is a bit expensive for mass use.
Iluminate - submersible battleship based of SC1 Aeon experimental, but scaled down to cheaper T3 size.
Sea Exp:
(minor exp) UEF Leviathan - super submarine kinda like Seaquest, to provide escort for Atlantis. When surfaced it also provides good AA defence
(major exp) Cybran Volcano - mobile sea fortress, powerful, shielded, carry anti-nuke but very slow and cannot walk/jumpjet.
(major exp) Iluminate dreadnouth - big bertha on ship hull, otherwise vunerable to close range attack
the guidelines are more or less the same, except the experimentals you suggest...
the only issue is how they take off. in the animation, aircraft fly outta the hangars like swarms of bees. an elevator would look really stupid moving up and down that fast.
what about multiple elevators that let groups of aircraft out? five aircraft each time the elevators go up.
lastly, an elevator means physical take off. elevators would also look really stupid without actual planes appearing on the elevator. having multiple elevators would also solve the idea of having a runway like actual aircraft carriers but no planes use it. change the runway into multiple elevators, or deal with having to animate horizontal take off.
you could hide the elevators with the sides of the hangar.
will the elevator actually rise up past the deck? that would work, but it would really kill the idea of a runway.
one idea that could save it easy would be to make the hangar at the front end like the old cybran aircraft carrier in the original supcom.
I believe the elevator will work in a similar way to a normal air factory, or at least that's why they will be built and then launched.
IMAZOMBIE do not rush, think.... the elevator hatch opens, and stays open in order for all the fleet to come out....and yeah if 20-30 airplanes come out all at ones it will look kinda-absurd but that's how the game is coded...
it would be quite awesome if you take some inspiration from the Carrier Command carrier design, it has AAA´s and AG guns and 2x4 lifts for vehicles (four vtol ramps and four amphibean hangers)
just take it as a hint, i think this would be a good addition as UEF design (its bulky and heavy armored and armed)
i like your design, it resembles the CC carrier a slightly bit.
you mean this one ?:
Media.giantbomb.com
yes, exactly
I prefer the one on the left, but combining the carrier on the right's hangar/launcher system would definitely work and look the best. Like stated above me though, how will the aircraft swarm out of storage like they do with any other carrier? Or land for that matter?
Love the first one :D
One on the right has a cool looking turret!
Oops looked at it again and they both have turrets. But the one on the right is where the standard gun placement would be for earth battleships.
I really have to agree with durog25 , there should be more space between the hangar and the bridge with the bottom right design.
The bottom design has a hangar that looks like it would work like the air factory like a connection to its structure.
Also , i like that the AA gun has a more logical placement - i would go with the bottom one :)
bottom one looks better imo
I prefer the right one, it feels better.