bilateralrope wrote:
Each turret hardpoint takes up two external turrets. Each pair of external turrets should be placed to give full coverage (only one of the pair will fire at a time, even if both have line of sight), though I have seen CCP designed ships with turrets firing through the ship.
So with the 8 visible turret points, you only have 4 turret hardpoints.
I'd suggest designing the ship so that it will look good no matter how many (or few) turrets CCP gives it.
That's what happens when someone sticks an XL (Dreadnought sized) weapon on a battleship.
Ahhh! Cool. Thanks
I'll double the number of turrets you see above.
[edit]
Questions, thoughts and clarifications:
My ship will be 980 meters long. It's function will be very similar to that of this ship:
http://wiki.eveonline.com/en/wiki/Absolution
But it's three times the size, and will have two additional turrets for a total of 16 visible, 8 hard point slots.
Is there any precedent for a command ship that big and powerful? Keep in mind, the only thing I'm putting on the submission is the length, I don't even think I'll add any other text. It occurs to me that the more I let the judges fill in the blanks for themselves, the more they may like it, but at the same time I'm trying to keep a purpose in mind while designing to achieve a sense of logic and cohesion.
I may mount rocket launchers below the nose and above the neck.
I'm considering adding giant airlock shapes in the big sockets. Is this cannon? Is there any point in the game where smaller ships might dock with me? Or move behind the shield of my wings? Say, for repair? Or is it done more as a tractor beam style "healing" effect?
I ask because I'm about to start modeling the detail along the wings and in the... armpit, and I'm wondering if I should add mooring clamps and umbilicals and such.
I'll be reducing the yellow-gold color to more of a beige-gold, and the darker under texture is meant to be quite dark as it is merely the cracks between detail that I've decided to model rather than texture. The lights will also come up a bit once I turn my fake GI rig back on. It's off now for quick rendering purposes, and I have a simple shadow-less ambient in it's place, which gives my nooks and crannies that low contrast ugliness.
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