Punisher454
March 2nd, 2014, 03:45 PM
So Yesterday I got a couple hours modeling time and decided to work some on the hangers for the vipers on my Battlestar interior model. Eventually I'll have some crewmen moving around down there going about routine tasks when this runs in Cryengine. But I dont yet know how many AI characters I'll need down there.
So what I'm curious about is how many people would be working in the viper hangers? What I have right now is a lower viper hanger deck below the landing deck. this hanger deck is divided into 4 hangers with 20 bays each allocated for the vipers. Thats 80 vipers each side, which is 160 total.
Each viper has its own parking / maintenance place, which will include tool boxes, carts, diagnostic machines, ladder, workbench etc...
How many technicians should there be? Right now I'm thinking 1 tech assigned to each viper (maybe 2 techs) a few squad leaders and a chief for each of the 4 hangers, with 1 person in charge of the entire hanger deck.
This is only for lower hanger deck personnel, not the launching bay crews or the landing bay crew.
Would workers not be assigned a regular ship and just operate from a pool? I can see the ups and downs of each system.
Does this seem like too many, too few, or close?
I'm thinking I'd like to know whats the breakdown on an aircraft carrier, or possibly a ship that carries a lot of helicopters. Of course BSG isnt an earth Navy but input from anyone with experience in this area would be helpfull.
I can afford a couple dozen AI characters on-screen at any given time no problem, and in this newer version of the viper hangers I have it arranged so that no more than 4-6 vipers will be in the players field of view from any position at once. This will allow for a fairly detailed set without impacting frame rates too much.
For those who dont know or are just joining us, I have been working on a BSG game/simulation/interactive story using the Cryengine3 realtime game engine (used in Crysis2 and Crysis 3). So far I dont have a whole lot i can show the public yet other than models and a couple youtube videos of Landram driving tests. The game engine has undergone major changes in the last three years, and is reaching the point where it is fairly easy to use even by non-programmers. My own progress has been slow, but the puzzle pieces are all starting to come together nicely (when I have time to work on it).
So what I'm curious about is how many people would be working in the viper hangers? What I have right now is a lower viper hanger deck below the landing deck. this hanger deck is divided into 4 hangers with 20 bays each allocated for the vipers. Thats 80 vipers each side, which is 160 total.
Each viper has its own parking / maintenance place, which will include tool boxes, carts, diagnostic machines, ladder, workbench etc...
How many technicians should there be? Right now I'm thinking 1 tech assigned to each viper (maybe 2 techs) a few squad leaders and a chief for each of the 4 hangers, with 1 person in charge of the entire hanger deck.
This is only for lower hanger deck personnel, not the launching bay crews or the landing bay crew.
Would workers not be assigned a regular ship and just operate from a pool? I can see the ups and downs of each system.
Does this seem like too many, too few, or close?
I'm thinking I'd like to know whats the breakdown on an aircraft carrier, or possibly a ship that carries a lot of helicopters. Of course BSG isnt an earth Navy but input from anyone with experience in this area would be helpfull.
I can afford a couple dozen AI characters on-screen at any given time no problem, and in this newer version of the viper hangers I have it arranged so that no more than 4-6 vipers will be in the players field of view from any position at once. This will allow for a fairly detailed set without impacting frame rates too much.
For those who dont know or are just joining us, I have been working on a BSG game/simulation/interactive story using the Cryengine3 realtime game engine (used in Crysis2 and Crysis 3). So far I dont have a whole lot i can show the public yet other than models and a couple youtube videos of Landram driving tests. The game engine has undergone major changes in the last three years, and is reaching the point where it is fairly easy to use even by non-programmers. My own progress has been slow, but the puzzle pieces are all starting to come together nicely (when I have time to work on it).