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X-Fighter Design

Posted: Sat Jun 27, 2015 10:51 am
by Crash

The time is drawing near to implement what I always had in mind for X-Bomber multiplayer.

The multiplayer is going to revolve around the X-Fighters that feature in Andy's and Shane's stories.

My plan is to have four colour-coded variants for a maximum of 4 local co-operative players.

The only problem is; I don't know what they look like.

So, if anyone has any ideas about how they'd like to have the ship represented in the game, please send them my way.
Upload them on the forum if you want or email them.
I'll upload those designs to the site and also feed them into the game.

I think this is going to be a fun project.

Re: X-Fighter Design

Posted: Fri Jul 31, 2015 10:42 am
by Crash
Well, you boys and girls had your chance.

I am now about to use the forum as a notepad. I love American companies. They literally pay you a decent salary to sit on your ass all day.

Player 1 - Red - High-Agility, Ground-Attack - XFX-A
Design: Red vector guards, endo-atmospheric control vanes
Performance: 60
Primary A: Laser torpedoes, x4, red
Primary B: Turret; heavy pulse gatling
Primary C: Rockets
Secondary: Thermonuclear Fusion Mortars

Player 2 - Blue - Multi-Role, Interceptor - XFX-G
Performance: 65
Primary A: Railguns x4
Primary B: Wild weasel twin laser turret and dual forward pulse guns
Primary C: Guided Missiles (Hydra)
Secondary: Phalanx Missiles - (Guided Missile with 8 guided submunitions)

Player 3 - Green - Heavy-Weapons, Multi-Role - XFX-R
Design: External missiles
Performance: 60
Primary A: Plasma Cannons x4
Primary B: Rapid-fire pulse guns
Primary C: Mercury high-velocity missiles
Secondary: Plasma Missiles - (Guided Missile with 8 plasma submunitions)

Player 4 - Yellow - Squadron-Leader, Strategic - XFX-S
Design: Minelayer-container unit on rear, stealth engine covers, dual rear-firing guns, high-gain sensor array
Performance: 55
Primary A: Heavy pulse guns, x4, yellow
Primary B: Spreadfire cannon
Primary C: Vulcan cannon
Secondary: Smart Mine - (IFF-sensitive proximity mine with 8 plasma submunitions)

Re: X-Fighter Design

Posted: Tue Aug 04, 2015 8:36 pm
by AndyThomas
I saw this first time and I thought Star Fury - Thunderbolt upgrade. Shiny! Perhaps it should have a mini death blossom a la Last Starfighter?!

Re: X-Fighter Design

Posted: Wed Aug 05, 2015 11:42 am
by Crash
Good thinking,

Some of the views of this ship that I found online show that it has nearly enough missiles already to bring about the end of the world.

I always take the Macross view, which is that you never fire 1 missile when 50 will do just as well.

I look forward to setting these 4 local-player ships up in the game. There are a few things about how it'll work that I'm not too clear on yet but this'll have to wait until the version-after-next anyway.

Re: X-Fighter Design

Posted: Mon May 23, 2016 10:43 pm
by Crash
I got around to spriting this now.
I'm starting off with a general, grey base model - like a grunt version.
I want to make the four multiplayer models look different and not just by their colouration.
I want to give them visible features that match with their various roles.

My idea is that I can take that basic type and modify it in different ways and save it off as the four multiplayer variants.

I remember in Andy's story that the X-Fighters were based on Alliance hardware and were therefore very unpredictable.
I read in one of Shane's stories, I think, about a 2nd-generation X-Fighter that was more dependable.
I see that Star Fleet Genesis is set in 3000.
That gives some time for them to develop the second wave of X-Fighters for the game.

I can never decide if X-Bomber the Game should be set in 3002; 1,000 years from when the first game was started, or 3004; 1,000 years from when I started the second version of the game, which is effectively what I'm still working on now.

This X-Fighter looks quite mean. It could just about be an enemy ship or a serious friendly one.