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Author Topic: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4b  (Read 23502 times)
Soren
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« Reply #15 on: September 02, 2016, 02:56:16 PM »

Going to try to have the system location issue ironed out this weekend.

Faction relationships are in flux - I assume that with their low tariffs and easygoing mercantile bent, DME are not likely to get stuck into strong hatreds against more factions than pirates or Pathers, but they're exactly the kind of opportunists who kick over local system governments in favor of something more business-friendly.
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"The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread."
Cik
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« Reply #16 on: September 02, 2016, 03:27:18 PM »

>dassault in the name

>no delta winged fighters

HuhHuhHuhHuh not what i expected tbh
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Soren
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« Reply #17 on: September 02, 2016, 04:07:20 PM »

Yet. Always yet.
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"The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread."
Cik
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« Reply #18 on: September 02, 2016, 05:00:45 PM »

mirage III was like what, 70? what year is it even in SS?

i do like the name though, amusing to think of a company surviving that long. like GM inventing the fusion engine in battletech.
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Orikson
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« Reply #19 on: September 03, 2016, 12:54:21 AM »

So I've messed around with the star system location a bit.

This coordinates seems ok, [-5000,-12000]. The area is clear and free of hyperspace storms.

What do you think?
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Soren
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« Reply #20 on: September 03, 2016, 01:08:30 AM »

I'm fixing it right now - I chose a closer location than that, but one that works fine.

EDIT: And it's up, all fixed. Weapon availability got a minor pass as well; should be easier to get some of the low-end DME weapons in the civ markets now.
« Last Edit: September 03, 2016, 03:57:54 AM by Soren » Logged

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Orikson
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« Reply #21 on: September 03, 2016, 07:38:58 AM »

I'm fixing it right now - I chose a closer location than that, but one that works fine.

EDIT: And it's up, all fixed. Weapon availability got a minor pass as well; should be easier to get some of the low-end DME weapons in the civ markets now.

Ok, the new location's pretty good, close to high traffic lanes.

Thanks for the quick fix!

Also, is the faction's market music using the same one the Tri-Tachyon uses?

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Phearlock
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« Reply #22 on: September 06, 2016, 06:31:10 PM »

I like the look of these. Haven't had much of a chance to fly them outside the built-in missions though.

The "hard" mission was pretty easy even with the default loadout though, that fast-attack heavy-destroyer thing is crazy good. (I think having that many built-in PD's, great speed, ability and defenses makes it insane to catch. Will have to fly it in the campaign some time to see if feels too strong there as well, though I haven't seen the price tag yet)
Tunguska seems balanced enough. The small universals up front are a nice touch in terms of versatility.

Nexelerin integration next please <3
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Soren
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« Reply #23 on: September 06, 2016, 06:48:44 PM »

The Snow Goose is intentionally somewhat off the hook, yes. That's why it's going to be gated in campaign, ideally behind a series of missions. I have attempted to balance it in campaign play, although naturally with skills being OP right now, it does get a little nuts.

I should add a few Lashers to the Snow Goose mission, as well. Glad you enjoyed!
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NightfallGemini
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« Reply #24 on: September 07, 2016, 04:43:01 PM »

What's Elizalib's function? I'm intrigued because this is the only place I've ever seen it.
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Soren
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« Reply #25 on: September 07, 2016, 05:08:56 PM »

Some FX stuff, current and planned.
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mendonca
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« Reply #26 on: September 08, 2016, 06:01:04 AM »

Thought I would post some early stage feedback / experiences from a few hours vanilla + DME campaign play, if it's helpful.

I appreciate there's a long way to go, but then posting anyway whilst this set-up period is fresh in my mind:

First thing I did was build up a small lasher-based fleet; amassed 120k or so worth of credits - then made my way over to Nikolaev for an ice-cold start.

Immediately ditched my 3 lashers, bought a Buffalo from the black market and got together a small fleet with an additional Puddle-Jumper, Husky Picket and the Scout-courier. I started by flying the Husky and put some steady officers in the other 2 DME ships.

First stage was running missions from the Highpoint to Lavoisier, and as it happens there were quite a few missions straight off to service the needs of those shady types over at Lavoisier.

The system is nicely done, and good move on making the market conditions between the two bases work together, as without this it would be difficult and possibly slightly tedious to build up to a relation level of >25. I love the energy system in orbit around Lavoisier's planet.

Came across a few wandering pirates and picked them off with relative ease.

On early stage combat:

The ships which appear to be the most accessible; i.e. Husky and the Scout-Courier; punch quite lightly and in order to bring them to a certain level of use which isn't too frustrating to use require some decent light weapons - so I had to work on that with trips to Magec etc. as necessary. They are however very resilient, with lots of OP to go at, great mobility and good shields. This pairing copes well with pirate fleets of up to say 4; with a bit of care. Can be frustrating against Pathers, as it's hard to build an alpha strike (with just the two ships) that can make the most of when you do manage to close them down.

My husky was rocking a couple of tac lasers up front paired with annihilators. The scout-courier kept a tac laser in the open slot for safe support. She escorted me, generally, and I never really felt threatened. Pick off the Kites early; then neutralise any unarmored quick ships with your annihilators (or whatever missile package you go for), then pick away at the wolves and lashers once the major threat of flanking has gone away.

Once I got my commission; things progress on a slightly upward scale as I build my fleet and decide to start looking for 20k bounties - with 2xHusky and 2xScout-courier - second husky gets IR pulse and Ion Cannon as primary armament, with annihilators.

As a foursome with the Puddle-jumper stepping in as a distraction if needed - we cope easily with all-comers and build up a bit of spare cash reserve. Against this level of opposition, I am rarely threatened due to being very well protected against the low level pirate fleets. I know the Monobloc Construction has saved me from errors a few times after shrugging off a couple of errant Wolf-D ion cannon strikes which would otherwise have been problematic.

Ship availability hasn't been too great so far; I missed out on the couple of Tunguska-class that were available when I couldn't support them or didn't have the right rep with the DME, so I haven't tried that yet. I could get an escort carrier - but don't feel like it would sit well with my current fleet doctrine.

I am now rolling with a Wanderer to go with the awesome-foursome, and taking on some 30k-40k bounties with a bit less ease. My foursome are starting to take hull damage intermittently but I also feel very safe in just leaving them to it.

On the Wanderer specifically; I'm finding it hard to justify putting a build together that can take advantage of her system - in order to get in close enough I have to expose my shield to lots of fire which means I get at a significant flux-disadvantage rather quickly. I am having success with 2 linear autoguns and a phase beam as the front armaments (I control the phase beam for timed alpha-damage), and then a low-flux support package up top with 2xgrav beams and 3x tac lasers. Allows me to sit off and approach only when it is safe. I haven't unlocked anything beyond skill-level 5 in the tech tree, so don't have access to e.g. augmented engines. I feel a bit sluggish, but again I can operate very safely in this arrangement. I might prefer to add optics over engines and keep the wanderer in a safe mode - which will also probably stop being my flagship soon at that point.

I am very much enjoying the mod so far, everything is well balanced - so far to the low end on punching-power but on the high-end of resilience.

A few other points I'd like to mention:
- Because of my black market activity - the DME are regularly checking up on me. They never find anything contraband because - well - nothing is illegal. Not specifically an issue, but by making, say, a product illegal would add some kind of 'what-if' excitement to this particular activity.

- Are there plans to make the system more populated? I see why you wouldn't want to do this - and lore-wise the system is in a good place but gameplay-wise e.g. a pirate base could add some additional interest.

- Faction relations; Again it's Lore vs. Gameplay. I appreciate and don't disagree with the reasons for full neutrality all round; but it may be worthwhile adding some kind of enemy to the faction in order to add an extra dimension upon taking a commission.
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Soren
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« Reply #27 on: September 08, 2016, 07:15:49 AM »

Hey, thanks for taking the time, I really appreciate the feedback. Any is good, detailed is awesome.

- System is getting more populated eventually (pirate freeport in the L5 trojans), ditto faction relations (which are currently bugged, not fully neutral - and enemies are in the works). As far as illegal commodities go - I want to add 1-2 custom commodities that are controlled in the future; as it stands, I might set Harvested Organs as the one thing they really don't like to see in your holds.

- The ships you've mentioned are dedicated fleet-support ships, so, yeah - I should make the Kobra (more of a solo/small fleet combat design) more common and have been mulling over another, more Wolf-like frigate. Strongly recommend you try the escort carrier out; DME fighters are intentionally strong, and it's a tough little thing compared to a Condor.

- My favorite Wanderer builds are usually Pulse Lasers + small kinetics and a medium ballistic of choice in the nose slot. Treat it like a mini-Falcon with a little extra flexibility; it's nice when you can use the system for all weapons (the Standard build does this), but several very good builds ignore it.

Also, take a look through the asteroid belt, there's an abandoned station waiting for you to fill it with goodies.
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Ghoti
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« Reply #28 on: September 08, 2016, 10:02:56 AM »

Love this mods aesthetic. All the equipment looks good, all the ships look good.

I think there are a few weapons in this mod that are just vanilla guns with higher numbers. bigger damage, bigger flux, bigger op cost. Like the 24cm rail gun and the guass gun, and the quadlinear machine gun and the heavy machine gun.

I'm gonna do a proper play-through later today.
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ROFLtheWAFL
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« Reply #29 on: September 08, 2016, 10:30:45 AM »

Can someone confirm that Nexerelin is not supported? At the very least, I don't see DME showing up in the available factions list before starting a campaign.
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