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Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1271268 times)

Harpuea

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #390 on: April 22, 2017, 05:18:24 PM »

Hello Tarti.

tl:dr Since you are updating DA right now I am guessing, I highly suggest you add Wanzers that the player can pilot into your mod. In any case, it's your project and your decisions alone. Thanks for the hard work.

I have been playing for DA for a long time and I noticed some gaps in DA ship roles. I have plugged the holes myself by creating custom ships in my own game. Some ships are not gaps per se, but I saw that DA was seriously lacking ace type wanzers. The WHOLE game changes when you're a wanzer in a massive ship battle. I feel like I was playing Front Mission Gun Hazard 2 or Assault Suit Valken 2 or something. I much prefer the Ace Wanzers over the Versant even though they are super fragile compared to a frigate. No offense, but the Versant still  sucks as a player ship. It has little versatility and too much problems/cost.

 Here are some examples:

Valiant ACE: A Valiant that the player can pilot with 10 OP for hullmods and a bit higher stats.
-Built in Weapon: Rapid Fire.
-It's a copy of Front Mission pilot skills. Fire the Cull in quick 10 burst shots with a 10 sec cool down.

Frost ACE: A Frost that the player can pilot with 10 OP for hullmods and a bit higher stats.
-Built in Weapon: Blast Strike.
-It's a powerful melee attack that can even push frigates off their stable course.

Recsys ACE: A AWAC Warlust that has a sniper rifle with 10 OP for hullmods and a bit higher stats.
-Built in weapon: Charge Shot.
-It's a charged shot. 3 second charging and extended range with high EMP damage on top.

Pictured here is the Recsys Ace. My favorite by far.



And I was using Extra System to upgrade them. The Mecha game feeling was great.

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cjuicy

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #391 on: April 22, 2017, 06:10:59 PM »

Hello Tarti.

tl:dr Since you are updating DA right now I am guessing, I highly suggest you add Wanzers that the player can pilot into your mod. In any case, it's your project and your decisions alone. Thanks for the hard work.

I have been playing for DA for a long time and I noticed some gaps in DA ship roles. I have plugged the holes myself by creating custom ships in my own game. Some ships are not gaps per se, but I saw that DA was seriously lacking ace type wanzers. The WHOLE game changes when you're a wanzer in a massive ship battle. I feel like I was playing Front Mission Gun Hazard 2 or Assault Suit Valken 2 or something. I much prefer the Ace Wanzers over the Versant even though they are super fragile compared to a frigate. No offense, but the Versant still  sucks as a player ship. It has little versatility and too much problems/cost.

 Here are some examples:

Valiant ACE: A Valiant that the player can pilot with 10 OP for hullmods and a bit higher stats.
-Built in Weapon: Rapid Fire.
-It's a copy of Front Mission pilot skills. Fire the Cull in quick 10 burst shots with a 10 sec cool down.

Frost ACE: A Frost that the player can pilot with 10 OP for hullmods and a bit higher stats.
-Built in Weapon: Blast Strike.
-It's a powerful melee attack that can even push frigates off their stable course.

Recsys ACE: A AWAC Warlust that has a sniper rifle with 10 OP for hullmods and a bit higher stats.
-Built in weapon: Charge Shot.
-It's a charged shot. 3 second charging and extended range with high EMP damage on top.

Pictured here is the Recsys Ace. My favorite by far.



And I was using Extra System to upgrade them. The Mecha game feeling was great.


I'm keeping this idea for a Macross mod in the future, if it is okay with you.
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Harpuea

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #392 on: April 22, 2017, 09:42:18 PM »

No problem. I love Macross too. Try turning an existing fighter into a ship to experiment. I find that if the engines are taken out, you are immediately toast as a fighter. Keeping mobility is a must, so insulated engine is a must have to players' fighter craft.
« Last Edit: April 22, 2017, 09:44:14 PM by Harpuea »
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #393 on: April 22, 2017, 11:41:28 PM »

The Versant is supposed to be the player Wanzer: A high tier frigate but not a true "super-frig". I don't think there will be pilot-able fighters, too much issues in and out of combat, plus balance: Limited ship slots, too fragile for the AI, open to exploits, not properly handled by the AI autoresolve... (Also, that weapon is overpowered, it's twice as good as a Pulse Laser! If that's your baseline, no wonder the Versant fall short)

As for regular Wanzers, with FlashFrozen we are now headed toward creating wings of only one or two wanzers with long refit time, but buffing those to compete with regular fighters. Be prepared to fear the Raven again.
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Orikson

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #394 on: April 23, 2017, 12:41:54 AM »

The Versant is supposed to be the player Wanzer: A high tier frigate but not a true "super-frig". I don't think there will be pilot-able fighters, too much issues in and out of combat, plus balance: Limited ship slots, too fragile for the AI, open to exploits, not properly handled by the AI autoresolve... (Also, that weapon is overpowered, it's twice as good as a Pulse Laser! If that's your baseline, no wonder the Versant fall short)

As for regular Wanzers, with FlashFrozen we are now headed toward creating wings of only one or two wanzers with long refit time, but buffing those to compete with regular fighters. Be prepared to fear the Raven again.

Oh my, I await the new revamped fighters and the other stuff too!
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Buttery

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #395 on: April 25, 2017, 02:35:34 AM »

Is it fine to use your wanzer models and weapon files as a base? I didn't use the exact sprites or anything, just used them to help build off of. I'll give proper credit as well.
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #396 on: April 25, 2017, 02:42:29 AM »

I saw your mechs on 4chan, it's fine with me and I don't think FlashFrozen will mind either. Plus it's not as if they are red... Keep up the good work, we need more mechs in the sector! :)
« Last Edit: April 25, 2017, 02:44:34 AM by Tartiflette »
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Buttery

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #397 on: April 25, 2017, 02:48:42 AM »

Ah alrightie, thanks! I dunno, one might show up reddish at some point considering what exists in the IBO universe..
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #398 on: April 25, 2017, 02:50:56 AM »

Well it's not like we are currently doing a general overhaul of the Wanzers for 0.8....
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whoopWHAT

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #399 on: April 26, 2017, 12:40:26 AM »

Speaking of the 0.8 update, how long do you think its going to be before the update drops? :)
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #400 on: April 26, 2017, 01:15:17 AM »

As I said, general overhaul. It might take some time so no ETA yet.
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asspie

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #401 on: April 26, 2017, 08:28:33 AM »

How do I download from that link? The website won't let me import it.
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #402 on: April 26, 2017, 08:50:49 AM »

It's not updated yet.
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MinusUdn

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #403 on: April 27, 2017, 05:02:10 AM »

Can I use your ships as a base for some kitbashing? Don't worry I won't make them red nor too obvious and I'll give credits
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SainnQ

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Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« Reply #404 on: April 28, 2017, 10:04:03 AM »

Ok, whoever posted the blade wanzer in the 4chan thread, needs to stop blueballing.

We're starved enough for .8 capable mods as it is.

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