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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - HELMUT

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1306
Mods / Re: BattleFleet Gothic
« on: April 27, 2013, 06:52:52 AM »
Just found a top view for the Necron Night Shroud and Death Scythe. I hope it will help Pelhamds for his sprites.

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1307
Mods / Re: BattleFleet Gothic
« on: April 26, 2013, 07:04:07 AM »
The problem with built in weapons is that it prevent the player from customizing his ships, which is perhaps the sole thing we can actually do in Starsector. Until Alex release new features, Starsector is pretty much a Sandbox game and therefore, i think it should be played a such, even with mods. I think it would be better to let the player choose if he want to stay within the 40K lore or to play it for the fun and mount Tyranids bio-weapons on an Eldar ship and stuffs.

Of course it can be limited to some extent. In Uomoz's Corvus mod, each faction only have access to their own stations, ships and weapons. The BFG mod could work the same way, preventing, or at least limiting the use of other races technology. Also, would be much easier to code, as you can use Uomoz's mod as a base for this one.

For the Orks ships. Yes they use shields (force fields) although they are pretty inefficient. They rely much more on armor and number to survive. Also for Ork gameplay, according to the lore, it should work more or less like this (Spoonie will correct me if i say something wrong):

Pros:
-Very low Fleet Point cost
-Quite good armor.
-Lot of weapons mounts (with 3/4 of them pointing forward)
-Very fast rate of fire, but inaccurate and short ranged weapons

Cons:
-Slow and unwieldy
-Low ordnance points (all of them would be used ot fit weapons)
-Low flux capacity and venting

Basically pretty terrible ships, but cheap enough to swarm the enemy, and enough weapons to deal a lot of damages for short periods of time (due to high flux). With ships system like Burn-drive and Accelerated ammo feeder. In some way, they would play a bit like Erick Doe's Antediluvians but with even more pronounced faction traits.

1308
Mods / Re: Tore Up Plenty - Alternate Starting Ships
« on: April 24, 2013, 07:34:22 AM »
A mule?





Woah you really gave it a diet. Now for a bit of criticism i think this one may be my least favorite ship of the mod. Compared to the other ships who clearly have bits and stuffs strapped on them, the Moth look too "clean". Maybe adding some more scavenged parts on it would make it more "Tore up plenty".

Also i always thought of the Mule as a very fat ship, so i expected the custom variant to be even fatter and scrappy. But that's only my own point of view for this one. I would still play it.

1309
Mods / Re: The Thule Legacy UPDATE DEV 0.1.5
« on: April 23, 2013, 10:16:38 AM »
Thule, i was wondering: will you, for your next update implement the Monarch in the campaign? I tried it as a starter ship and it is perhaps one of the craziest capital ship of the entire modding community. While i'm against putting it in the hands of the player due to it's overpowered-ness, it would be a superb boss event.

Throwing your entire fleet against a single monster that can destroy a capital ship in one volley, that would be pretty fun, and challenging.

1310
Mods / Re: Tore Up Plenty - Alternate Starting Ships
« on: April 21, 2013, 07:55:48 AM »
I like this mod, it really give the feeling of the old rusted kind of ship used by smugglers and pirates.

I hope you're gonna give the same treatment to the tankers. They would make cool converted carriers or weapons platform.

1311
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 21, 2013, 07:45:50 AM »
I really, really like your infested ships theSONY. I hope you'll release a playable version of the Abomination soon.

1312
Mods / Re: Neutrino Corp. (v. 1.6)
« on: April 21, 2013, 02:29:51 AM »
Just like the other, i like the old "dual-wing" NausicaƤ, even though the new one look pretty cool too. Perhaps you could convert one of them into a tanker rather than a freighter? As Neutrino don't have one yet.

The lil' cargo drone is cute too.

1313
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 19, 2013, 01:09:50 AM »
Looks good, might want to define the engines a bit more.

Putting out my own invention i made just now, the engines are crap, I'll have to fix them somehow.

Spoiler


Went with the thule trend of using the station sprite and woopwoop.
[close]



I like it. Yet the design seems to be a step aside from usual Valkyrians ships, does that mean you are concocting a new faction for your mod?

1314
Mods / Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« on: April 19, 2013, 01:05:15 AM »
I really like it. What kind of battleship will it be? Some powerhouse like the Onslaught or more of a trickster with drones or some other weird stuffs?

Also, it is surprisinigly spiky compared to the usual Shadowyards design. Remind a bit of that bio-ship i saw on Deviantart.

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Anyway, i can't wait to try this one. Also, +1 for a heavy CECP.

1315
Mods / Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« on: April 12, 2013, 04:09:03 AM »
It looks very cool, but as it is a "civilian" ship, will it be just some kind of big, slumbering target like the Atlas? Or will it get some cool ship system? The FP cost of that thing must be huge and as such, i hope it at least could reasonably support the rest of the fleet.  Maybe making him able to spawn some frigates or an area buff for the other ships.

1316
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 12, 2013, 04:00:42 AM »
Judging by the amount of thrusters on that thing, i expect it to be some kind of ram-ship with some crazy burn drive system.

Still, this is maybe my favorite flying saucer ship from your mod Thule. Love all those tubes thingies.

1317
Modding / Re: penetrate armor
« on: March 15, 2013, 06:34:40 AM »
That's how the gauss-canon should be. Very cool stuff. Also i wonder, is it possible to make a weapon who can shoot through the enemy shield?

1318
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 06, 2013, 06:22:58 AM »
I was worrying about the lack of news for your mod Pelhamds, but this ugly (in a good-orky way) Space Hulk reassure me. Maybe you could improve it by adding some Orky bit on the hull (antennas, banners, war paints...) as Orks vehicles are usually pretty colorful.

Spoiler


[close]

Also, a question a bit off topic. Will the Orks be the first faction released for your BFG mod?

1319
I really like that mod. The idea of zombie/demon ship remind me a bit of Event Horizon. And that Super Dreadnought is really fun to fight against, it's surprising that the modding community doesn't make more of that kind of oversized ships, that would make great boss fight.

However those shields are pretty damn though and getting through them seem a bit too difficult to me. No, actually what really burden me is that there are no soft spot as they use OMNI shields with a 360 radius. I think it could be a good idea to let a little opening behind them (like a 3/4 shield?), it would incite the player to rely more on positioning and tactic to defeat the biggest ships. I know they are supposed to be some kind of boss fleet but actually there a nothing much the player can do save for trying to outgun those monsters, and this doesn't work very well with factions who don't rely on big guns.

Also, you should try to make them interact with the faction from Uomoz Corvus Mod as it is (probably) the most played mod.

1320
Mods / Re: BattleFleet Gothic
« on: February 04, 2013, 02:49:27 AM »
Found new stuffs.

Chaos Fleet
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Ork Fleet
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Necron Fleet
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Eldar Fleet
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Tau Fleet
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Spaces Marine Fleet
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Space stations
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Rogue Traders
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Also found Tau Manta/Tigershark/AX-10/Barracuda top views:

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(and a size comparison)

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Barracuda

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Tigershark

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Tigershark AX-10

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