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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Poll

What would you like to see in Blackrock?

More ships
- 755 (23.7%)
More weapons
- 481 (15.1%)
More campaign features
- 478 (15%)
Space monsters
- 705 (22.1%)
More lore
- 207 (6.5%)
More music
- 131 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 277 (8.7%)

Total Members Voted: 1425


Pages: 1 ... 26 27 [28] 29 30 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790851 times)

ValkyriaL

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Re: Blackrock Drive Yards - v0.30
« Reply #405 on: June 18, 2013, 04:31:30 AM »

Silver, for the love of god, use imgur, i can't see any image you link. :-\
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Silver Silence

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Re: Blackrock Drive Yards - v0.30
« Reply #406 on: June 18, 2013, 04:36:45 AM »

As a pony picture in the region of 4k by 4k pixels, I think I will stick to using URLs
Not everyone likes ponies.
And I really don't think the mods approve of pictures that are ~4000 pixels tall.
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Thule

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Re: Blackrock Drive Yards - v0.30
« Reply #407 on: June 18, 2013, 04:42:58 AM »

With imgur you can resize every uploaded image, you can even post a convinient thumbnail of your pic
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #408 on: June 18, 2013, 07:43:34 AM »

I'm actually thankful if you leave that as an URL so I can pretend it links to something else. ;D
« Last Edit: June 18, 2013, 08:22:12 AM by Cycerin »
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Uomoz

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Re: Blackrock Drive Yards - v0.30
« Reply #409 on: June 18, 2013, 12:21:47 PM »

I'm actually thankful if you leave that as an URL so I can pretend it links to something else. ;D
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Silver Silence

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Re: Blackrock Drive Yards - v0.30
« Reply #410 on: June 18, 2013, 05:22:08 PM »

Point still stands, I'll be a very happy bunny/pony if a new phase ship joins the BlackRock fleet and handles life as well as the Serkets do.
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #411 on: July 12, 2013, 08:06:42 AM »

The Serkets are going to have to go through a rebalance due to the fighter changes, but then again, so it is with almost every other Blackrock ship.

One of the things I've been thinking about is using the new natural deceleration of ships that move over their top speed to replace the awkward coding of the current Burst Jet-ish systems, so I can go back to the way it was before, where you could make your ship move like a fish jetting back and forth.

The Desdinova will be changed to degrade over combat time using CR. It's a prototype destroyer and it's meant to crush the enemy decisively, or cripple a target and then escape. This will create a more comfortable niche for it alongside the Gonodactylus and allow me to keep it comparatively powerful without forcing it to be a ship that gets crippled the moment the player makes a mistake.

We'll see how much of the next Blackrock version is new content and how much is simply making the old stuff work with the new Starsector patch. I'll probably make one parity patch ASAP and then release another one later with new stuff in it.

Behind the scenes, work has started on the soundtrack to the mod. :)
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #412 on: July 12, 2013, 12:23:57 PM »

The Serkets are going to have to go through a rebalance due to the fighter changes, but then again, so it is with almost every other Blackrock ship.

One of the things I've been thinking about is using the new natural deceleration of ships that move over their top speed to replace the awkward coding of the current Burst Jet-ish systems, so I can go back to the way it was before, where you could make your ship move like a fish jetting back and forth.

The Desdinova will be changed to degrade over combat time using CR. It's a prototype destroyer and it's meant to crush the enemy decisively, or cripple a target and then escape. This will create a more comfortable niche for it alongside the Gonodactylus and allow me to keep it comparatively powerful without forcing it to be a ship that gets crippled the moment the player makes a mistake.

We'll see how much of the next Blackrock version is new content and how much is simply making the old stuff work with the new Starsector patch. I'll probably make one parity patch ASAP and then release another one later with new stuff in it.

Behind the scenes, work has started on the soundtrack to the mod. :)

the desdinova change is gonna be VERY interesting imo. that ship has always been so strong, using the CR that way will make for an interesting twist
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Shield

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Re: Blackrock Drive Yards - v0.30
« Reply #413 on: July 12, 2013, 06:13:27 PM »

When can I has?

Spoiler
[close]
« Last Edit: July 13, 2013, 01:57:28 AM by Gothars »
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Gothars

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Re: Blackrock Drive Yards - v0.30
« Reply #414 on: July 13, 2013, 02:07:19 AM »

@ Shield: Please use spoiler tags for big pictures.


We'll see how much of the next Blackrock version is new content and how much is simply making the old stuff work with the new Starsector patch. I'll probably make one parity patch ASAP and then release another one later with new stuff in it.

Behind the scenes, work has started on the soundtrack to the mod. :)

It's great to see that you keep developing this mod, it's already so nice and polished with the beautiful sprites, detailed background lore and fine tuned balancing. Can't wait to be able to actually visit the Blackrock system with Blackrock and Lodestone.
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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.

Nanostrike

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Re: Blackrock Drive Yards - v0.30
« Reply #415 on: July 15, 2013, 10:21:00 PM »

I like the Locust, but with it's default loadout, it's pretty anemic on the damage front against anything but fighters.

Is it meant to mix vanilla weapons and blackrock ones to get the most effectiveness out of it?
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #416 on: July 18, 2013, 05:02:54 AM »

It's meant to be a good frigate against fighters as well as a good escort for bigger ships. If you want firepower there are two other frigates for you to use, the Scarab and Mantis.

Currently, you can probably get the most out of it by mixing weapons, but some weapons and rebalancing in the dev version might make it overall more interesting to use if you only stick to Blackrock content. I was thinking it could benefit from having a different ship system, but it's hard to figure out what that should be.
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Gotcha!

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Re: Blackrock Drive Yards - v0.30
« Reply #417 on: July 18, 2013, 06:52:59 AM »

I've started a war against your faction and it's only now I see how detailed everything is. I also love that sudden strafe thing they do.
Very nice! /envy
Also a faction that'll never disappear from my mods folder. :)
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #418 on: July 18, 2013, 10:06:32 AM »

my favorite faction ever, i hope you keep maintaining it as the games gain in complexity
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Nanostrike

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Re: Blackrock Drive Yards - v0.30
« Reply #419 on: July 18, 2013, 10:23:07 AM »

It's meant to be a good frigate against fighters as well as a good escort for bigger ships. If you want firepower there are two other frigates for you to use, the Scarab and Mantis.

Currently, you can probably get the most out of it by mixing weapons, but some weapons and rebalancing in the dev version might make it overall more interesting to use if you only stick to Blackrock content. I was thinking it could benefit from having a different ship system, but it's hard to figure out what that should be.

It's decent at chasing down fighters, but the Corvettes seem to be better at that.  The thing that really throws me off is it having 2 energy and 2 ballistic slots.  Shard Autocannons are no-brainers for the Ballistics, but I can't seem to find any effective Small Energy weapons in your faction weapons.  Any suggestions?
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