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StickManTwit's 2026 Concept Ship Models

StickManTwit

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View attachment 55177

SC-SSX High Overseer

"Colonial grasp on the Antares system was weaker than they would have liked to believe, as pirates from Vega soon found out after they launched incursions into the system in search of more profitable smuggling hubs. However, due to the stronger guards posted there in defence of the Carl Sagan Laboratory, as well as the much tougher Mantis forces, the pirates realised they needed something more than just raw firepower. Reverse-engineering Antares Industries' refitting of the late Bill Darius' Overseer, the Vega pirates crafted a more than worthy successor to help support the fledgling smuggling operations"

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Damn, I forgot that pirate ships don't use AnIn naming scheme and instead use SC-___.

Just pretend it's SC-SSX High Overseer
 

sergi211

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I'd rather have new ancient ships or a new line of designs than keep adding new rdx
 

morfeo

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I'd rather have new ancient ships or a new line of designs than keep adding new rdx
Will be hard to add ships to existing lineouts without powercreep, keeping them balanced and making them fun for players that are in endgame already while not making it the go-to choice to somebody that just came to Sirius would be hard, unless you lock them behind the new skull system, but ppl would complain maybe, idk
 

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Will be hard to add ships to existing lineouts without powercreep, keeping them balanced and making them fun for players that are in endgame already while not making it the go-to choice to somebody that just came to Sirius would be hard, unless you lock them behind the new skull system, but ppl would complain maybe, idk
trust me , balance is dead since RDX new ships, so no worries !
 

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That's not true, but there are 2 class ships outdated (Storm and Sniper), not bad considering there are like 30 ship configurations available per system (not counting Gemini or below)
 

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Oh yes, let's switch the topic from a guy happy to share his fan-made spaceship ideas and models to a balance discussion that will lead to nothing again.

Good work by the way. I really like your idea for a Gemini tank model.
 

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GC-X Fusion Stalwart Tank
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"Gemini Corporation's desperate struggle against Mantis culminated in this: The Stalwart Tank. An ingenious rework of their well-rounded GC-2 Fusion Tank, this experimental design utilised new innovations on fusion shield technology developed at Mizar Steller Technologies by the famed Dr. Copernicus. A young Isaak Handal spearheaded this project at Gemini Corporation as chief designer and engineer, marking the first (but not the last) time the efforts of these two brilliant minds would result in something extraordinary."
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GC-X Fusion Stalwart Tank
View attachment 55195
"Gemini Corporation's desperate struggle against Mantis culminated in this: The Stalwart Tank. An ingenious rework of their well-rounded GC-2 Fusion Tank, this experimental design utilised new innovations on fusion shield technology developed at Mizar Steller Technologies by the famed Dr. Copernicus. A young Isaak Handal spearheaded this project at Gemini Corporation as chief designer and engineer, marking the first (but not the last) time the efforts of these two brilliant minds would result in something extraordinary."
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That green alloy looks amazing on it. Love the design! Keep it up!!!
 

Alewx

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Some info about the model itself is missing like what is the polycount, and if judging it correct it looks more like Max and not Blender, so that would be tri count.
 

StickManTwit

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Some info about the model itself is missing like what is the polycount, and if judging it correct it looks more like Max and not Blender, so that would be tri count.
HI Alewx,

First off, it's seriously cool that Splitscreen staff are taking a look at my models, thanks for your time!

Secondly, tris/polycount for the models I've made thus far are attached below. Obviously, in an actual production environment and following design review processes, I'd cull unnecessary loop cuts and other internal faces to significantly cut down on the polycount for performance reasons. However, even from a "just-for-fun" perspective, I tried to keep the polycount within reason.

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1774867864365.png(the gc-x tank model above had its faces triangulated to ensure that certain faces wouldn't clip into each other, but face triangulation does not affect triangle count calculations at all, it only ensures that the face count matches the triangles count)
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Alewx

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The Polycount seems decent, but absolute cap should be at 5k, that would be about comparable to existing ships.
 

StickManTwit

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The Polycount seems decent, but absolute cap should be at 5k, that would be about comparable to existing ships.
I've seen that the most is the Antares Tank at around 5.1k polys, and then the Vega tank at ~4k polys, so that makes total sense. However, most of the newer models sit around 2-3k polys, with some of the earlier system ones (i.e. Vega-Mizar) can be 1000-2000 polys. That's the general range I've been aiming at for my models without post-prod culling.
 

daniel48090

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StickManTwit

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Thanks for the rare Gemini tank - I don't know how long it took you, but what I am sure of is that you have more hands than @Highway @Alewx
I don't think that's altogether fair; the model didn't take me an egregious amount of time to complete, but it's a free-form creation without any restrictions or guidelines. It's just a 3d model for fun.

Alewx and Highway are multi-discipline developers working on things way more complicated than just a 3D model and texture mapping, sometimes concurrently. I used to work in a team of 100+ developers, and let me tell you, game development, any kind of product development, is very difficult, very long, and often very frustrating. PG Devs may not be perfect, but supporting and actively developing 2 games as a team of 6 is extremely admirable.

I don't want to talk about developmental or design issues PG has in this thread, since it's just for showing off some cool designs of mine. Don't get me wrong, I don't think PG is perfect and I am well aware about what issues it has, but this thread is not the right place to discuss that. Let's focus on the designs! What other concepts would you like to see?
 

daniel48090

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I don't think that's altogether fair; the model didn't take me an egregious amount of time to complete, but it's a free-form creation without any restrictions or guidelines. It's just a 3d model for fun.

Alewx and Highway are multi-discipline developers working on things way more complicated than just a 3D model and texture mapping, sometimes concurrently. I used to work in a team of 100+ developers, and let me tell you, game development, any kind of product development, is very difficult, very long, and often very frustrating. PG Devs may not be perfect, but supporting and actively developing 2 games as a team of 6 is extremely admirable.

I don't want to talk about developmental or design issues PG has in this thread, since it's just for showing off some cool designs of mine. Don't get me wrong, I don't think PG is perfect and I am well aware about what issues it has, but this thread is not the right place to discuss that. Let's focus on the designs! What other concepts would you like to see?
You could create a model based on the MST-Z Scorpion. When this ship was first released, the premise was that it was a combination of Mantis and Human designs. Since then, the developers have abandoned that creative opportunity for lower systems, focusing only on Raven-class ships or recycled models.

For example, a true hybrid Gemini ship (not like the Claw) composed of the following elements: Aggro Bomb, Stun Dome, Repair Field, ThermoBlast.

Its design could be a combination of the Marauder Mantis and the GC-3 Fusion Engineer. :mrgreen:

PD: You're right about the developers, but that doesn't change my opinion of them. They had the opportunity to grow and they didn't take it; their decision to manage Splitscreen Games this way doesn't mean I have to agree with it. I'll accept that this isn't the thread to discuss this, but I wanted to make that clear.
 
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