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Poll

What would you like to see in Blackrock?

More ships
- 757 (23.6%)
More weapons
- 483 (15.1%)
More campaign features
- 481 (15%)
Space monsters
- 707 (22.1%)
More lore
- 209 (6.5%)
More music
- 132 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 278 (8.7%)

Total Members Voted: 1430


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1802901 times)

Cycerin

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1290 on: October 08, 2014, 02:17:00 PM »



Something I'd like to do in the future is have really rare ships in the game that only show up as the flagship of a powerful NPC fleet, or possibly as a reward for reaching the upper echelons of a faction's hierarchy/completing a specific scenario. One good example would be this prototype Nevermore.

Spaceworthy, armed, and armored, the 00-series Cruiser is an exceedingly rare sight, a research hull never intended for battle, but nonetheless equipped for it. Nobody knows what became of the few remaining models that haven't been converted. Lacking the Antimatter Lance of the modern Nevermore, this curious beast still packs a massively powerful set of engines, thick armor, and a potent battery of weapons. The frontal hardpoint allows for a large weapon to be built in, and the auxiliary engines enable maneuvers that no other cruiser could possibly attempt. Of course, due to the lack of a Dimensional Engine, the ship's powerplant underperforms compared to its modern incarnation.

Spoiler
It's important to note that this isn't strictly speaking a more powerful Nevermore. It's actually less powerful, depending on what you're looking for. The point is to let the lucky (or obsessive) player have access to something unique.
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« Last Edit: October 08, 2014, 02:19:23 PM by Cycerin »
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Sabaton

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1291 on: October 11, 2014, 01:56:19 AM »

 Me gusta, I'm sure all the other players do too. Everyone likes unique stuff.

 So I'm guessing this hull is from the early days when they encountered those nano-space beasts?
  
 Heh, I wonder what an early karkynos or imaginos would play like....
« Last Edit: October 11, 2014, 02:44:22 AM by Sabaton »
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Nanao-kun

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1292 on: October 11, 2014, 08:58:44 PM »

Does that lack of an Antimatter Lance mean a free Large Hardpoint?

Would love to shove that Arondight Accelerator on it.
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Alphascrub

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1293 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.
« Last Edit: October 13, 2014, 11:59:26 AM by Alphascrub »
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Aklyon

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1294 on: October 13, 2014, 10:01:39 AM »

A prototype nevermore? Oooh.
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Alphascrub

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1295 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.
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Nanao-kun

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1296 on: October 15, 2014, 10:53:50 AM »

The question of course, is whether or not we get to play as the Space Monsters. :P
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Chaos Farseer

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1297 on: October 15, 2014, 11:14:32 AM »

Blackrock has a strong weapon set and ship variety already, but it'd be great to see more of Blackrock's lore. Granted, the lore would be tied to the space monsters, and everyone likes space monsters.
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Doogie

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1298 on: October 15, 2014, 11:33:30 AM »

I think simply saying "more" is appropriate, and leave the rest to your good judgement, Cycerin.
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Sabaton

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1299 on: October 15, 2014, 11:48:02 AM »

 I think ship and weapon wise, the faction has no need for that. Maybe some dedicated tankers at the most.

 Space monsters were one of your ideas anyway, really looking forward to them. Give us a few missions to omnomnom ships as them, but unable to capture in campaign as it would seem forced from a lore perspective. ( Wayland Utani fails every time they try to tame Xenomorphs).

 When I see sub-factions I think of pirates mostly, what would you mean by sub-factions? An elite branch of mercs/spec-ops?

 More conversations variety would be nice.

 A portrait of those aliens that were assimilated into BR society?
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Gothars

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1300 on: October 15, 2014, 01:09:46 PM »

If you think you can make space monsters that are up to the standard of the mod, Cycerin, then I would be very interest in them. But that will be hard, the standard is... well, the highest. Sector is not very well suited to display organic entities, so you'd need a good concept.

Otherwise I'd say: Wait what other paths of advancement the new update will open up.
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Cycerin

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1301 on: October 15, 2014, 04:50:17 PM »

I mean, the first priority for the mod will always be to fill whatever new types of content the core game has to offer. But I def. want to wrap some more worldbuilding/expanding the scope of things into that, and that could involve space monsters. It'll be a lot of work though.

I also wish I could make that poll multiple-choice..
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Harmful Mechanic

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1302 on: October 15, 2014, 10:40:32 PM »

I mean, the first priority for the mod will always be to fill whatever new types of content the core game has to offer. But I def. want to wrap some more worldbuilding/expanding the scope of things into that, and that could involve space monsters. It'll be a lot of work though.

Whatever you're up for is fine. The mod as it stands is pretty great.

I also wish I could make that poll multiple-choice..

I voted 'monsters' because my gut feeling is that doing the monsters will drive the creation of new weapons and ships naturally; it offers fun possibilities for specialized utility ships (pseudoflesh harvesters? secure nanomass tankers?). I also feel like, barring some of the possible fill-ins you've mentioned (like a Gale Battery, a large Linear Pulse weapon, or a medium INM turret, etc), the weapons suite is a complete and very generous spread to choose from as-is.

It's also ridiculous amounts of work, too, so if you want to put it off, I understand why.
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kazi

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1303 on: October 16, 2014, 12:00:21 AM »

Aside from the portraits, most everything in this mod goes above and beyond the other stuff in this forum. You should remedy that. I know I was one of only two people to vote for it, but I think Blackrock could use a few more portraits (maybe 4?) in a unified art style to make things seem a bit more polished.
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Gothars

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1304 on: October 16, 2014, 09:34:52 AM »

I also wish I could make that poll multiple-choice..

Done. There are three votes and the option to change them now, PM me if you want something different.
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The game was completed 8 years ago and we get a free expansion every year.

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