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Messages - Jonlissla

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181
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 14, 2013, 02:45:05 AM »
Since the combat in the campaign is getting reworked, is it possible to make AI battles last a few days instead of getting immediately resolved? Like Mount&Blade, you can then come and assist in battles and so on. You could have a small window above showing how the battle is going. Would make the world feel more alive, right now all we see are small coloured circles going *poof* when they fly into eachother.

182
Mods / Re: Blackrock Drive Yards - v0.30
« on: March 04, 2013, 05:06:52 AM »
Been pondering adding two more turrets to the Nevermore - one small ballistic turret on each flank, pointing sideways with a 120-160 degree arc. Thoughts?

Not necessary if you ask me. It feels like it's in a solid place now. Wouldn't mind if it had the High Energy Focus subsystem though, it would be a perfect match.

183
Mods / Re: Blackrock Drive Yards - v0.30
« on: March 02, 2013, 10:54:57 AM »
Just seems like Kurmaraja just seems a little underwhelming I guess maybe because its ability isn't working?

It works, and it's very powerful.

What's planned right now is a corvette - basically a 3fp frigate that functions more or less like a Hound.


Will it count as a fighter, hence the word 'corvette'? I wouldn't mind another light frigate but we already have the Mantis fulfilling that role quite nicely.

Quote
I also wanted to keep it separate simply to give the ship some flair.

Personally it felt as if all the ships I used had manuevering jets. Granted, while I used all the ships, I mostly piloted the Scarab, Desdinova and Nevermore, so I guess it's more of a personal experience of mine. Does the Scarab need it though? What about a pair of drones which have a large shield radius to act as support instead of giving it more mobility?

184
Mods / Re: Blackrock Drive Yards - v0.30
« on: March 02, 2013, 12:17:06 AM »
As always, excellent ship sprites and design. The balance is alot better this time around, and no surfing around at a speed of 600 with a cruiser. The faction is in a good place now, but it feels as if it's missing a few things. Is it possible for you to add a lighter fightercraft similar to the Talon, and perhaps a larger, heavier capital ship?

Also, it feels as if every ship has different versions of Manuevering Jets. For the Nevermore, I can understand the design, and I guess the Desdinova is about close-combat mobility, but what about the Scarab?

185
Suggestions / Re: space dungeons
« on: February 28, 2013, 04:56:09 AM »
I might be nice, but I'd like to have some control over what my boarding party does or else it'll just be a re skinned random event.

Could be a text adventure like they used in King Arthur. Instead of heroes and generals we have officers instead that lead men into old derelict spacecraft. Would really spice things up.

186
Mods / Re: Machine's Creations: Tyrador System Coalition
« on: January 25, 2013, 04:29:25 PM »
The ships looks good, although I think it would be better with a slightly darker tone of green. Will try the mod out later so I can give a proper opinion.

187
Mods / Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« on: January 13, 2013, 10:46:44 AM »
How could Blackrock possibly not have an Apogee equivalent?

As always, really stellar artwork. This one is a bit whiter than the others, is it to signify that it is a exploration vessel perhaps?

188
General Discussion / Re: What do you name your ships?
« on: January 13, 2013, 10:44:17 AM »
In tears, "Sarah the Onslaught" "Bella the Hound"

Heh, Jenny the Brawler, Eva the Buffalo.

Seems like a nice theme to go after. Personally I'm fond of more regal names or titles, like duchess, lion, cardinal and so on.

189
General Discussion / Re: concept art
« on: January 09, 2013, 11:27:32 PM »
.
I basically draw things for Starsector, Alex says "cool, I'll put it in" and we're done.

How often do you submit work to him? Do you get an email from him saying that he wants half a dozen fighter designs by the next week or something silly like that, or do you just send him concept art every now and then and see what he has to say about it?

Speaking of which.... any new top secret ships being developed that you can tease with?  ;)

190
Mods / Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« on: January 09, 2013, 01:56:04 PM »
but depending on real-life workload I may also have the time to squeeze in a few new features, like the new Hammerclaw.

I wouldn't mind the addition of some lighter fightercraft similar to the Talon. Would really improve the overall fleet composition.

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And gameplay-wise, picture hulking, slow vessels accented by huge swarms of little drones, with very few ships approaching frigate-size.

Could be tricky if you're outmanuevered and end up with very little FP available in a battle, but a interesting concept nontheless. To make the faction less one-sided in terms of ship systems I presume you will add different drones for these ships? Speaking of which, is it possible to have several different ships as drones? I recall that the Mothership in the Ironclad mod has both these beam platforms as well as smaller drones. Would make for some very interesting gameplay.

191
General Discussion / Re: A Few Starfarer Dev Questions...
« on: January 08, 2013, 11:22:54 AM »
Awh... EV nova  :-[ how I miss thee.

There's a unofficial sequel called Naev being developed.

To Alex;

Accidents are right now something that only concerns me a little bit in the starting phase of the game. As the game progresses on I tend to forget about it, like it's a mechanic that's not even there. The punishment for having too much cargo, too large fleet, too many crew member and so on only increase your daily Supply consumption. Do you have a plan on how to balance this mechanic to be relevant throughout the entire game? For example, will having too many ships in your fleet reduce your speed due to inefficiency? Will exceeding the cargo limit reduce your fleet's acceleration and decceleration, and so on and on?

192
Mods / Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« on: January 08, 2013, 11:02:54 AM »
Great mod, really excellent art. If you put your ships in line next to the vanilla fleets I wouldn't know which vessels were official and which were fanmade, it's that good. Really looking forward to future updates. Too bad you had to remove the Lucifer Generator, it looked great in concept.

Some feedback on the ships;

Scarab
As Meatsteak wrote, those two hardpoints at the front of the ship are rather awkward. As suggested, make them into turrets instead, or let the hardpoints have a much more narrow field of fire. Other than that the ship is reasonably balanced.

Mantis
Expensive, although it lives up to its description. Surprisingly effective with a pair of Quill launchers up front. They feel balanced enough.

Gonodactylus
Only ship I sold after a few battles. Stats were nice, but pretty much all of its weapons are located at the side of the ship which made it a tad tricky to engage enemies. The inbuilt missile launcher was a cool feature but it didn't really carry the ship for me. Ship system felt out of place, why put a accelerated ammo feeder on a mining ship? Would prefer a group of drones instead, or maybe the equivalent to a terminator drone.

Serket
One seriously expensive fightercraft. Its armament reflects its cost however so I feel it is at a right place. Phase Cloak makes them tricky to destroy.

Krait
They live up to the name of heavy fighter. A quality > quantity version of the Warthog, but I'm not sure who would win in a duel. Could use a small nerf by boosting its FP from 7 to 8, their firepower is quite outstanding.

Squilla
Best bomber I've seen, and most likely the best in the game now. Could use a nerf to its speed, since combined with its shields it becomes ridiculously effective at killing pretty much everything.

Locust
Never used it, but judging from its stats I'd rather pick a Lasher. Haven't tried it out yet so take that comment with a grain of salt.

Desdinova
Jesus Christ how horrifying, with the correct loadout you can take out pretty much everything aside from capital ships. Costs as much as a Falcon but is instead twice as good. Keep the price and FP but lower the speed.

Nevermore
Can spit forth a blue laser of death. Feels like it's in a good place now. No other comments.

Revenant
Really impressed with this carrier. I like it, alot. It has a good ship system and is well-rounded to suit most tasks as its description implies. Have no complaints about it.

Kurmaraja
Has a real cocktease for description I can tell you that. Once I finally got the chance to pilot it I noticed it was quite... underwhelming to be honest. It's brutally expensive and has odd weapon placements and sizes. One thing I really got annoyed by was the very back of the ship. It feels very inconsistent, you have a ship with a fair amount of ballistic weapons and all of a sudden, two small tiny energy mounts at its rear? Same thing goes with the universal, you have a set of six small mounts running along the top/middle of the ship, and two of them are universal weapon mounts. Once again, it feel inconsistent.

And finally...

Manuevering Jets
Just like Meatsteak wrote, I found myself using this system just to "surf" along the map. I politely disagree that the Nevermore needs it to use the Anti-Matter Lance properly, I did just fine without it. You fight one small battle on the map, press F and W with the correct timing, and slowly glide across the battlefield for the next fight. It looks very out of place when you see a cruiser outrun a Hound. I don't see the point of this ability to be honest. My suggestion is that you give the Nevermore the vanilla M. Jets and give the Scarab and Desdinova something else.

Anyway, those are my thoughts. Might come back with some more.

193
Mods / Re: Ascendency (Beta 2.2 Released)
« on: January 06, 2013, 12:09:50 PM »
Never got around to try this mod before but now I finally did. Have to admit I'm really impressed, it does feel as a proper total conversion. Was a bit confused when I first saw the prices for all the different ships but considering how brutal combat is now I can understand that you have to replace ships a little bit more often.

Really nice mod, keep up the good work.

194
General Discussion / Re: Conquest Loadouts
« on: December 01, 2012, 12:58:32 AM »
It has no real weak spot. The Onslaught might have more frontal firepower but its slow turning speed makes it vulnerable at its rear, something the Conquest doesn't have to deal with. It can cover a large area and fire at multiple ships at once while still retaining good mobility thanks to Manuevering Jets.

195
Mods / Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« on: September 05, 2012, 08:34:20 AM »
is that a STAIRCASE?
IN SPACE?

Thanks, now I will never be able to unsee that.

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