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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115343 times)

robokill

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #75 on: August 17, 2012, 08:21:22 AM »

I like the old one better also I would like to see a multi role battle cruiser and another destroyer aimed at small ship killing
« Last Edit: August 17, 2012, 12:23:11 PM by robokill »
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Darloth

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #76 on: August 17, 2012, 02:22:07 PM »

As for the weapons being overpowered thing, I think a lot of testing will probably be needed to know for sure.

Since they're charge-based, it's quite all or nothing - either you overpower the opponent's shields and smash them, or you don't and can't actually kill it even over the long-term.

I think that before using expanded magazines they're pretty much spot on - one on one, they aren't overpowering, but several of them in one place kills stuff really fast.

However, you might want to consider reducing the base amount of charges slightly (but possibly increasing the recharge speed just a tiny bit to compensate) to make expanded magazines less effective - I found that on any ship using mostly Shadowyards weapons, adding this hullmod was enough to tip it from "fight where I need to get it just right to ensure victory" to "fly up and unload all guns at short range = win".

That said I've done most of my testing at the frigate and destroyer level...  I've not got much experience in how well they hold up vs capships.  I suspect they'll actually not do too well on anything with a truly huge flux pool, simply because it's always going to be able to just absorb the upfront burst damage and then survive the recharges - certainly attempting to fight mrdavidoffs Oroborous ships with these weapons did NOT go well (though I will say I think that's more that his ships are intentionally very powerful - I doubt I would have done all that much better with pure vanilla either).
« Last Edit: August 17, 2012, 02:24:15 PM by Darloth »
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #77 on: August 21, 2012, 07:18:59 AM »

Ever need a vacation to recover from your vacation?

Granted, I wasn't out of town on holiday, but the feelings still there.  Finally recovered to the point where I'm feeling up to using my brain and pen hand again so I'll try and get some rebalancing done this week.  It's occurred to me that such may not be possible without some weapons with more sustainable firepower but... well, I can fiddle with mixed setups from the base game.  At the very least I can get this set up for 0.53.1a, which shouldn't take too much effort.

I'll try, also, to have those ship sketches up for people hopefully some time tonight.''

I like the old one better also I would like to see a multi role battle cruiser and another destroyer aimed at small ship killing

Well, I dunno about multi-role on a BCV but I could play with it.  As for the destroyer, well, I dunno--but I wouldn't bet on it.  My primary design method for this faction is "would I find this fun to fly?" with a secondary of "what sort of vessels would they produce to fill holes in their lineup?" since, inevitably, there will be roles that need to be filled that I wouldn't enjoy taking on.

Besides, doesn't the Morningstar already work for that?

Excellent thoughts on weapons.

Well, as I stated above, I now believe these things need pressure weapons alongside them to help provide contrast to balance against. That being said these are some engaging thoughts on the matter, and I think the advice is sound.  It will need to be played with, for sure, to get the number of shots just right though.  And I'll admit it hadn't occurred to me that expanded magazines would have an effect on them;  a stupid oversight on my part.  Oh well, it's not too late to fix things.
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theSONY

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #78 on: August 21, 2012, 05:32:51 PM »

little late but" luve the designs, Jap. mechs style is noticeable :)
BUT is S.H.I. is random shurtcut ?
cuz i use that name in few games ;P

PS:can't w8 till i see some BIG size ships ^^
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #79 on: August 21, 2012, 08:30:47 PM »

little late but" luve the designs, Jap. mechs style is noticeable :)
BUT is S.H.I. is random shurtcut ?
cuz i use that name in few games ;P

PS:can't w8 till i see some BIG size ships ^^

Glad you like the designs; yeah there is a bit of an anime vibe to them, particularly from the more organic styles you'd sometimes see in older anime.

As for the name, it's not exactly random but...  Well, when the mod consisted purely of the Charybdis no thought had gone into who had built it beyond the vague notion that it was a smaller design bureau, in particular one struggling with the established industrial titans of the Domain.  But as I neared completing the Morningstar (again) and worked on integrating the ships into the campaign I started to put more thought into who made them and, more importantly, why they would have ships flying around blasting people they particularly disliked.

Well, obviously they were industry focused, so Heavy Industries seemed a natural fit, especially given the vaguely anime-ish design, and I couldn't quite resist throwing my handle in there so it ended up as the Shadowyards.  So that's why it's Shadowyards Heavy Industries (SHI).  I'll probably do a more in depth coverage of their identity and such at a later point.

As for the BIG ships, it'll probably just be the Vanir, seen above, and maybe a fleet carrier vaguely similar to the Astral (given my love of naming conventions that would probably end up being the Norn class); Shadowyards by and large designs and flies smaller vessels, with most of their heavy firepower coming from the (as yet undesigned) Tartarus class Heavy Cruisers (and, to a much lesser extent the Charybdis class Carrier and Elysium class Light Cruiser [also undesigned, though I've an idea for this one]).  Yeah, the cruisers are all basically going to be named after Greek fictive locations associated with the dead, much like the Frigates are classed after ancient Mesopotamian deities and the Destroyers are classed after nothing in particular.

And the fighters are classed after various minor spirits, nymphs, and demons.  Speaking of which!



My wrist is a little out of shape, else there'd probably be more.  The Kobold is named after mischievous spirits that supposedly haunted German mines, though I'm sure you're all thinking of certain dog-lizards from a certain tabletop game.  The Kobold is likely to be armed with two Shrike missile racks and an unspecified beam weapon, which may or may not be a custom design.

The Raksasha is named after a type of unrighteous spirit or demon of Hindu mythology, and is sometimes used in place of the term Asura; it features a new type of torpedo that is unnamed but will carry rather a lot of bomblets and a large, nasty gun with a very limited ammo supply and no sense of humour.  Also, the Raksahsa's design is a fairly direct homage to one of my favourite anime when I was a kid.

I'll try to finish transcribing the rest of the sketches from my notebook tomorrow.

My immediate plans for the mod is to release a compatibility and balance patch within a few days, both to bring it in line with the 0.53.1a release (I expect this will require little work) and to address some balance concerns brought up by Uomoz (I expect this will take rather a lot of work).  After that, obviously, I'll be working on the ships and other weapons as I need them.
« Last Edit: August 21, 2012, 08:37:28 PM by MShadowy »
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medikohl

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #80 on: August 22, 2012, 09:03:32 AM »

looking at the vanir, I'm going to suggest a bit of  a flare to the engines. more of directional thrust design a bit like the seski
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #81 on: August 22, 2012, 08:51:29 PM »

looking at the vanir, I'm going to suggest a bit of  a flare to the engines. more of directional thrust design a bit like the seski

Hmmm... that's definitely an idea I think I'll play around with.  Anyway I finished sketching the frigates.  I was going to work on the Destroyer Escort Carrier when I had a second thought; I'd mainly gone in with it hoping to make it look unlike the Charybdis, but as I sat down to start sketching it in MyPaint I realized that, while I had succeeded I hadn't really done so in a good way; the vessel had ended up looking rather too "generic space carrier," with two pontoons on either side and the flight deck in the middle.  I'll rework it to something a bit more distinctive later.  Tomorrow I'll do some work on the mod itself rather than just concepts (and killing time).

Spoiler
[close]

These are the frigates - the aforementioned Shamash class is a phase frigate named, without irony, after the Mesopotamian god of the sun.  Designed after the widespread adoption of Phase sensors the Shamash's phase cloaking system is somewhat less efficient, but allows for somewhat faster speeds and slightly more resilience.  It also lights up like the freaking sun and looks like some sort of horrifying headdress.  It's armament will consist of two light energy hanrdpoints and either a single large energy harpdoint or a single large built-in energy weapon and maybe a small energy mount for point defense.

The Inanna is named after a deity more commonly called Ishtar, a goddess of love, sex, and fertility.  Oh, and warfare.  She's rather severely lacking defensively, relying entirely on a fairly broad omni shield for protection, but is pretty fearsomely armed for her size with two (2) medium energy hardpoints and six (6) small hardpoints in evenly split broadsides.  Not so sure about this one; while only four of them can fire at any time at any given target, it's still eight guns on a frigate chassis, and she'll absolutely dependent on other ships for Close Support.  Maybe not my best idea.

Edit:  Why the hell am I so determined to point out the mythologies I'm taking these names from today?  It's not like it has much to do with what these things do anyway.  Won't do it again, sorry.
« Last Edit: August 22, 2012, 08:59:57 PM by MShadowy »
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Sunfire

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #82 on: August 23, 2012, 05:05:23 AM »

I like them alot
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theSONY

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #83 on: August 23, 2012, 07:24:45 AM »

Shamash reminds me an 3'th Angel from Neon Genesis Evangelion
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mendonca

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #84 on: August 23, 2012, 07:25:56 AM »

Edit:  Why the hell am I so determined to point out the mythologies I'm taking these names from today?  It's not like it has much to do with what these things do anyway.  Won't do it again, sorry.

No way man, keep it up, it's a fun read  :)
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Uomoz

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #85 on: August 23, 2012, 07:27:30 AM »

Shamash reminds me an 3'th Angel from Neon Genesis Evangelion


yeah and that's pretty amazing :D.
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #86 on: August 28, 2012, 10:55:29 AM »

Argh.  I've run into a problem that's made testing, for the moment, impossible for me.

Specifically, while trying to get something (unsuccessfully) to compile I somehow messed up my java install so that starfarer will no longer launch.  I've been unable to resolve the problem by any other means I could track down, so tomorrow, because I've got the day free, I'm going to do a clean install of Ubuntu after I finish backing everything important up.

Shamash reminds me an 3'th Angel from Neon Genesis Evangelion
yeah and that's pretty amazing :D.

Heh, yeah I can see that.  It's got the facemask at least.

No way man, keep it up, it's a fun read  :)

Glad you like it.  I like getting into the design process because it's fun to talk about, but sometimes I worry that others won't be so enamoured of it.
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Brainbread

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #87 on: August 28, 2012, 11:02:39 AM »

Oh! Just got a question. When I am using Neriads, and engaging Destroyers+, they like to fire their Shrike ASM (single) and then immediately return to the carrier rather than engaging with the Light Assault Gun. Is this common for anyone else? It really seems to hurt their effectiveness overall for me (though, when they fight anything else, they tear it up with their LAG)
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #88 on: August 28, 2012, 11:49:29 AM »

Oh! Just got a question. When I am using Neriads, and engaging Destroyers+, they like to fire their Shrike ASM (single) and then immediately return to the carrier rather than engaging with the Light Assault Gun. Is this common for anyone else? It really seems to hurt their effectiveness overall for me (though, when they fight anything else, they tear it up with their LAG)

It's probably a result of the Shrike being considered a Strike weapon, while the LAG I think is not.  Should probably take that into consideration as well for the next release.  I'll try it (when I'm capable of trying ti again anyway) with the Strike designation removed and see how it works.
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MShadowy

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Re: (0.53a) Shadowyards Heavy Industries v0.3.2
« Reply #89 on: August 31, 2012, 08:59:53 AM »

Well, that could've gone better.  Had to do the install process for my minimal Ubuntu setup four times due to some package conflicts, and Dropbox didn't finish syncing on some of my art projects so I need to do some data recovery.  At least everything mod related got synched, so while I still need to test starfarer and java I at least haven't lost anything on that front.
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