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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 - Alphascrub

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136
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
« on: November 22, 2014, 07:13:23 PM »
Whoops.  Yeah, I'll get that fixed for 2.1 tomorrow.

Heads up, in the next version, enemy fleets will be a lot more active in trying to kill you!

So this is completely outlandish strange question that is probably better asked elsewhere but, do you think it would ever be possible for the player to have a bounty placed on their head? Maybe making independent bounty hunters and such actively hunt them? I realize it might get complicated with independents but I always thought it would be interesting.



That's actually what I did.  You don't see the bounty messages (you'd get spammed with them, at any rate), but merc fleets do come after you if you've made enemies.

Awesome. Can you tell us how it will impact standings with independents? Like if I *** off the Ludic church and they set a bounty on me will independent bounty hunters come for me? or will just "Ludic Church" bounty hunters come for me? If independents do come for me, how will it effect my standing when I wipe their fleets? Will it?

137
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
« on: November 22, 2014, 12:59:13 PM »
Whoops.  Yeah, I'll get that fixed for 2.1 tomorrow.

Heads up, in the next version, enemy fleets will be a lot more active in trying to kill you!

So this is completely outlandish strange question that is probably better asked elsewhere but, do you think it would ever be possible for the player to have a bounty placed on their head? Maybe making independent bounty hunters and such actively hunt them? I realize it might get complicated with independents but I always thought it would be interesting.

138
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« on: November 19, 2014, 09:47:15 PM »
What? No love for the increadible Asura? Lying in wait for those pesky shields to drop, and when they do, kill them all!

 They are blind to the truth. Unlike us.

Asura is fun but I don't like the cost of deploying one on a regular basis. Also I'm just not into phase ships as much as I used to be. I like fast ships. Fast is good. Like tempest with augmented engines fast. Imaginos is fast, but has pretty high deployment costs and is expensive. Locust swarm is fast, and evil and cheap and fast.

139
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« on: November 17, 2014, 07:16:20 PM »
man i miss my nevermore :\
I've never used the Nevermore. Or the Dessinova... *ducks behind Fort Shield*

Honestly... The Nevermore was great, the Dessinova was fun, and the Imagainos was freaken awesome. But I miss my space shrimp (Gonodactylus).

140
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« on: November 17, 2014, 11:32:33 AM »
man i miss my nevermore :\
So do I!
Although I've had some fun maknig a fleet without a piloted Nevermore, I still want to use one again :)

I miss my locust swarm more... 5-6 Locust rocking 2 volley guns/1 sunfire pde rest of everything put in cacitors a few other bonuses. Bye bye dominator. Of course I would probably have to do some changes here because missiles are a bit crazy right now but still.

141
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« on: November 15, 2014, 02:13:03 PM »
God I can't wait! I'm lost without my blackrock fleet!
Also I'm vary glad to hear about the second station for more conflict, I really wish all systems had several factions. Whats the point of war if you don't get profitses when invading a system? And the AI hardly ever raids systems (though I thnk II adresses that?).

I actually don't mind it as much as I did before. I've been exploring other ships lately. Especially a few from shadowyards and the mayorate. They both add a good flavor and I will enjoy have a multitask fleet in the future. For example, I really like mayorate basic frigates, they are cheap as hell and expendable while they maintain decent firepower with their built in weapon. I like to center them around a morning star from the shadowyards which posses pretty dam good range with its sensor drones and medium energy mount. Being able to mount blackrock weapons on them in the future will only make them better and throwing in a few BRD gunships into the mix will make a really strong early mixed fleet without to much of a massive cost.

142
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« on: November 08, 2014, 02:45:39 AM »
The intention is to keep PD competitive, apart from that I have no agenda.

In other words until missile systems of all sorts are toned down BRY might be one of the best place to get PD that is actually suitable to it cause/purpose. As it stands right now most of the base PD systems, are extremely lack luster. The basic energy pd (normal sized, Large, and burst) are definitely terrible when it comes to shooting down anything beyond a harpoon or two.

Edit: Clarity and question. Cycerin just of curiosity, do you plan letting BRY have a presence in multiple system? With some faction mods it can be a bit of a struggle to get reputation with them, especially if you use combat to reach those ends.

143
Mods / Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« on: October 29, 2014, 12:13:25 AM »
Windwalker missile health might be a tad low. The sim kinetic slasher pd system seems to be able to easily take down entire volleys without much of an issue. As it stands phoenix system seems to be better at effectively taking down shields because they hit much more successfully. That being said I understand the windwalker is meant to be a very cheap swarmy missile system so maybe its health is in a good place. Maybe they need to be tweaked elsewhere, unsure (tracking?). Will continue to throw them at everything.


Edit: They seem to work well against actual in game pirates. Weaker pd systems and d class hulls seem to be the cause. Could maybe add a more advanced version of the weapon with greater rep inside the mayorate? Would be interesting mechanic.

144
Mods / Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« on: October 28, 2014, 01:05:26 AM »
So after playing around with it for a few hours I feel like the Tiamat might be a bit under powered. Its built in weapon and weapon hardpoints are great. To me where it suffers three places. OP, Speed, lack of flexible shield generator. To me right the now the Slasher frigate seems to out perform the Tiamat in a lot of ways. More base Op, Faster, and its more maneuverable. Sure its weapon mounts aren't as flexible but overall it can do about anything the Tiamat but its is much cheaper to replace. Honestly I think a OP (ord points) buff would be great for this ship, as well as an increase on the range of the built in weapon, and possibly an increase in either dps or how my charges it can hold. Honestly the ship special also feels a bit strange, dont get me wrong I love the phase jumps but I just wish the ship had the base maneuverability to use it better, or at the very least a full shield or omni shield to protect it exposed engines from salamander missiles and their like.

Overall the ship for me seems to fit best when I escort it with some little frigates, not when it escorts something else. As it stands its a amazing platform for kinect damage when loaded up with windwalkers on the universal and missile hardpoints. Although its a bit slow to wolfpack with it still does a great job in supporting other smaller ships in dropping larger ship's shields and tanking some of their damage, albeit for a very short time. This ship would I think have made a really great addition to the mayorate or least a better one that it does now pre .65. All that being said I still think its a great concept and a good looking ship.

If I seem smug of standoffish its not my intention. Just trying to put my two cents in.

145
General Discussion / Re: 0.65a Missile Balance
« on: October 24, 2014, 11:42:00 AM »

Salamanders: Actually do their job! Frustratingly so for front shielded ships.

I actually use phase jumps to dodge these bastards on my wolf now. Makes battles take a while longer also dealing with ships that load these as well as pillums is bloody annoying on ships without omni shields or phase systems.

146
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« on: October 24, 2014, 10:14:08 AM »
Make sure to add opposing vanilla faction stations in BRDY systems so we can have an easier time raising the reputation. I'm playing the campaign right now and I wanted to raise the Tri-Tacyon's reputation by destroying Church fleets, but unfortunately since there isn't a single system where they are both present that turned out to be very hard to do, I had to settle by attacking the Hegemony instead since they share a system.

I concur with this. Considering the amount of ships that each factions spawn now per system I don't think it would be to big of a deal to have a multiple enemy factions for BRD to deal with. Especially considering that A) pirates like to pirate equally from everyone and B) Tri-tachyon and BRD seem to have a very violent past. Also obviously church *** no like space scientists , obvious enemies of BRD.

147
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« on: October 15, 2014, 10:21:28 AM »
Uh... So I feel like everyone would selected Space Monsters and Weapons, more than they would select one by itself. Because you obviously need new shiny weapons to kill new shiny or not shiny space monsters.

148
So Uomoz at the risk of sounding like an ass and putting you on the spot, do you plan on updating your mod before .65? I only ask because I read some of your comments on the announcement thread and I wasn't really sure if you were going to continue the mod or just roll with vanilla for a while. To state things clearly, are we ever going to see version 1.4?

Now I feel like an ass. I'm not trying to be, nor am I trying to be demanding of you. I'm just curious as to where your thoughts are on the matter(is there a matter).

*** it. Blarg. Foot in mouth.

149
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« on: October 12, 2014, 09:23:05 PM »
Does that lack of an Antimatter Lance mean a free Large Hardpoint?

Would love to shove that Arondight Accelerator on it.



 The frontal hardpoint allows for a large weapon to be built in


It would seem so. Unless I'm misunderstanding what he said before.

150
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« on: October 07, 2014, 10:22:27 PM »
The Silverfish gets a big thumbs-up from me; it's very pretty.

I think you can put 200 quill missiles on a Mantis? It's not what I'd normally associate with missiles, but those universal mounts may be just what you're looking for.

You have a good point. Maybe I should look into it a bit more. Could be right what I want right under my nose.

it's 180/314 (without/with Expanded Missile Racks, assuming you fill every universal slot). Here's what I tried:
Spoiler
[close]

Actually pretty decent in the simulator; you have to lead your target a lot, but even a single volley will put the hurting on anything it connects with.

I'm one of those dishonorable people who uses the mod gives me target leads when I target something.

Edit: Wow. This type of setup is pretty much exactly what I was looking for. I pretty much use this setup exclusively whenever I have to chase down retreating fleets.

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