So I've gotten most of the small ships converted and ready. Next on the agenda is the capital ships. I've finished converting a modified corvette. At this point that is the only one I have done.
RED is rebel,
GREEN is empire
So far I think the plan is to use the:
recon fighter aka scout
awing
tie fighter
small fighter
ewing
tie phantom
medium fighter
xwing
tie interceptor
tie avenger
tie defender (luxury ship)
heavy fighter
bwing
gunboat
utility repair craft
tugboat
torpedo bomber
ywing
tie bomber
bomber
assault transport
troop transport
stormtrooper transport
heavy troop transport
stormtrooper transport
constructors
medium transport
modified action transport or mobquet tranport "suprosa"
freighters
heavy lifter or modular conveyor
cargo ferry
corvette class
corvette
modified corvette
carrier class
escort carrier
destroyer class
corellian gunship
lancer frigate
frigate class
nebulon b frigate
modified frigate
light cruiser class
assault frigate
dreadnaught
medium cruiser class
heavy cruiser class
battleship class
I 've got the victory star destroyer, imperial star destroyer, a number of mon calamari cruisers, home one, mon remonda, among others, the light calamari cruiser, interdictor. Do not have a death star or super star destroyer. I'm thinking about how to arrange these ships into the medium heavy and battleship classes. I don't have any bases converted either. Most of the sound effects are taken care of, even so, if you guys know of any sfx that are cool, can you let me know perhaps? I would like to get the sun crusher and death star as super game ending ships, but they would be really expensive to research to keep the cheesy factor down.
Don't have a falcon converted yet, but hopefully I will in a while.
http://img103.imageshack.us/img103/4598/25fo.jpg
http://img51.imageshack.us/img51/29/16fo5.jpg
I don't have too many screenshots. At this point I've been trying to concentrate on setting up the development tree for the factions rather than playtest and capture action shots. Don't get me wrong I have playtested quite a bit, and discovered some really important things about the allegiance engine, but I think I have most of the model specific problems worked out. Now I need to worry about the technology branches and trying to keep it balanced so that one particular branch cannot totally dominate the others. There will still be mismatches, there have to be to keep the games from being all the same all the time.
In the end though, any path should be able to defeat any other path given it is used properly.
I think I could release something in 2 months, maybe less, that would be on the autoupdate for allegiance, then all is needed is that you have the game, which is free to download, and you create a login name, and it would update your client when you connect. That is the best part about the allegiance update system, there is no manual install to update your game.
http://www.freeallegiance.org
If you have never tried this game I would highly recommend it. It is a space combat/ strategy game. The games are based upon online multiplayer. There are generally two teams, and you pit one team against the other. All of the ships are piloted by players, aside from the constructor and miner drones, so space battles over a particular sector can be very intense at times. It's a pretty deep game. I will warn you that it is confusing when you first begin. But after time, and once you understand the different tech paths, it can be alot of fun.