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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 1803126 times)

phyrex

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #780 on: November 13, 2013, 11:24:55 AM »

I'd say the same as for the shield issues.

which was ?
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rada660

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #781 on: November 13, 2013, 11:26:50 AM »

I think when he said about shield also inefficient, Blackrock use their brutal force, while doing hit and run.

Like a trade off from lack of defence gives lot of firepower and manoeuvrability.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #782 on: November 13, 2013, 12:02:42 PM »

Energy shielding is one of the Domain of Man's greatest achievements in military technology. Blackrock has basically reverse-engineered their way up to par, but cannot figure out how to make efficient shields, so they have to rely on their efficient powerplants, engines and weapons.

It's the same with the phase cloak and phase systems - a lot of weird weapons came out of trying to replicate the underlying tech behind a phase cloak, like the Shard, the AM Lance, and finally the Scalar Deracinator. Now that they have phase cloaks working, it still doesn't work quite the same way as it does on Domain vessels, but Blackrock has designed around it.
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Bjørn_in_the_Sector

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #783 on: November 13, 2013, 05:48:42 PM »

Loving your work as usual, restarted a save to not include exerelin, and have re-discovered that the Karkinos is pure ridiculousness. Have been able to beat EVERY other capital or battleship class in the game so far - the scalar deracinator plus many HE weapons and high venting rate makes me a very, VERY happy Lieutenant. :P
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FasterThanSleepyfish

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #784 on: November 13, 2013, 08:25:46 PM »

The beauty of it is, the Karkinos is not the most powerful with the AI. Only the player can take control of it's true potential... Eh, that is the case with most ships though.
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Doogie

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #785 on: November 13, 2013, 09:01:58 PM »

These ships just give me so much BSF nostalgia, yet they fit into Starsector so perfectly. I can't quite put this intense feeling of satisfaction into words. I am all in favor of this faction being integrated into the base game.
Keep up this high quality.
Oh, and maybe you could add a small mining drone wing for Exerelin? Tis would be a small thing that would do so much for lore and gameplay alike.
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Bjørn_in_the_Sector

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #786 on: November 14, 2013, 02:08:40 AM »

Ooh, custom mining drone wings... *drools* I wonder how Blackrock would do theirs? moar lasers? defensive weapons?
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Executive Creative Director of Naysmyth Armouries Mod (Very WIP)

Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #787 on: November 14, 2013, 07:01:57 AM »

Thank you so much guys. I'm not good at responding to praise, but I really appreciate it.



Ironweaver Cannon. Yep. It's a 30 OP volley gun that shoots shard buckshots.
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Ishman

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #788 on: November 14, 2013, 08:50:17 AM »

m.bisonyes.jpg
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Bjørn_in_the_Sector

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #789 on: November 14, 2013, 12:13:00 PM »

^seconded. :P
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #790 on: November 21, 2013, 02:05:25 AM »

So far, this release changes almost everything about the mod. It's going to be pretty significant. I'm only saying that because I sat down to write the changelog and don't even know where to begin. I need to start writing it during the work process itself. :P
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ValkyriaL

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #791 on: November 21, 2013, 03:15:01 AM »

I guess i'm not the only one who forgot about the changelog >.> didn't even have one till like version 1.0
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x Daedalus

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #792 on: November 23, 2013, 11:19:00 AM »

Cycerin, this only gets more and more glorious.

I can't wait to get a Karkinos in my new saves :3
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #793 on: November 27, 2013, 06:14:59 AM »



We call it Revenant, because it was built from the scraps and remnants of what we lost during the Collapse and the Upheaval.

For all those bitter years of fighting off the monsters and rustbucket task forces, and the decades of resisting espionage and internal corruption from Corporate agents, the Revenant was the sole line cruiser available to Blackrock IA due to the near-impossibility of getting Eagle and Dominator blueprints out of the Sector. Nobody had foreseen that assembly on the scale of a cruiser could be done without a complete, intact Autofactory and orbital wetdock.

These days, the endlessly upgraded cruiser serves as the backbone of Blackrock system patrols. As the Nevermore-class becomes a more and more mundane sight in the Sector, the venerable Revenant has started increasingly falling into the hands of rogue agents and privateers.
« Last Edit: November 27, 2013, 06:20:05 AM by Cycerin »
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Zudgemud

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #794 on: November 27, 2013, 01:09:47 PM »

Please make your Karkinos frigate, and please please make it symmetrical, I could not take the pain of it being another Gonodactylus. :(
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