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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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What would you like to see in Blackrock?

More ships
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Author Topic: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released  (Read 1211054 times)

FireBlitz8404

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Re: Blackrock Drive Yards - v0.30
« Reply #360 on: March 31, 2013, 08:54:54 PM »

It would be cool if Blackrock Drive Yards could make it into the base game somehow, I think it fits in with the Hegemony and Tri-Tach well. There are a lot of good fan-made factions, but I am an especially big fan of BDY.

funny, i was wondering the same. almost scared that i might not be able to play BRDY when starsector goes gold :P

I was lucky enough to pick this faction and ended up loving it. ;)
Keep up the good work 8)
My personal favorite faction.
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Psycho Landlord

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Re: Blackrock Drive Yards - v0.30
« Reply #361 on: March 31, 2013, 09:01:58 PM »

I'm constantly tinkering with the balance in the dev builds, although I'm not doing anything major until CR gets patched in. But to help ease that along, I'd enjoy reading some posts about what you players think defines and should define Blackrock's gameplay, in terms of strengths and weaknesses. Ships and weapons and ship systems all taken into account.

BRDY Ships emphasize high speed, low drag mentality taken to it's logical conclusion. Several Blackrock ships working in tandem will run rings around any enemy force, whittling them down and working them into a position where the BR ships can deliver a hammer blow and get the hell out before any sort of reprisal can be mustered. It's pretty obvious, when you look at BR ship systems - no fancy armor buffs, no fort shields or anything of the type, but you have a hell of a lot of systems to aid you in avoiding being hit in the first place. Even the Kurmaraja - a battlecruiser, a class not exactly known for it's dancing abilities - has a system built around nullifying enemy attacks as opposed to tanking them.

BRDY ships aren't just ships with big guns and big engines, that's too simple and easy to exploit. BRDY ships are fast, maneuverable, powerful, sure, but most importantly, they are designed to work in tandem with one and other to control the battlefield and force their opponent into a *** situation. When faced with opponents capable of denying them large amounts of space to maneuver through and set up attacks, like, say, a Conquest with tons of rapid-fire suppression weaponry, they stumble a bit. But if allowed free reign of the combat zone, BRDY is very, very hard to hit, very very hard to tank, and as a result, extremely hard to stop.

Also they look kickass and big spinal mounted guns will never not be cool
« Last Edit: April 01, 2013, 10:41:07 PM by Psycho Landlord »
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #362 on: April 03, 2013, 11:37:53 AM »

Erhm...ok so im not sure this is the place to post this but i got the problem mostly with BRDY ships.
Im playing a game as BRDY right now, with a small fleet composed of a kurmaraja, a nevermore and a desdinova.
I man the kurmaraja but im getting weird behaviors from the other two...
The desdinova keeps charging headlong against ships (even tho sometime its obvious the other is much stronger) while the nevermore is being a cowardly bloke that keeps lagging behind.
Theyre also both lowering theire shield at inapropriate times (they have plenty of flux) or just exposing theire flanks in really stupid moments (the desdinova was attacked by 2 ships from the same direction once and it just spinned around, exposing its flank. it didint even moved its omni shield O_o)
Is it just the game being derpy ?

My last problem might be intended tho, my favorite ships to use are the krait, the scarab, the desdinova, the nevermore and the kurmaraja.
But the way the station resupply is weird. its overflowing with mantis with almost no scarabs and it hasent resupplied a single desdinova nor nervermore since i bought the only 1 of each.
In fact, the only reason i have even more than 1 scarab/desdinova is because im receiving a lot of them in the UsC player resupplying fleet (and it gave me 4 stenos but not a single nevermore either).
Am i just being extremely unlucky ?
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #363 on: April 03, 2013, 12:08:17 PM »

Resupply is random. If you haven't gotten the ships you want, you're being unlucky. Use the Omnifactory to restock a specific ship type if you're playing UsC.

Also, I can't do much about the game AI not always acting ideally. Nevermore/Desdinova sometimes charge into danger due to burst jets being based on maneuvering jets but acting completely different, and if I had access to the AI scripts for maneuvering jets/burn drive I could probably take a look at this (not nearly knowledgeable enough to do it from scratch), but the other stuff are behaviors I have zero control over as a modder. Just as a vanilla gameplay tip, if you don't want ships to charge into danger, you should tell them to escort you or order them to attack a specific target. Managing the AI is part of mastering the game.

Introducing new things always has a risk of making the AI do weird things, I suspect this will be easier to mitigate as more API options open up.
« Last Edit: April 03, 2013, 12:14:52 PM by Cycerin »
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #364 on: April 03, 2013, 12:32:27 PM »

Resupply is random. If you haven't gotten the ships you want, you're being unlucky. Use the Omnifactory to restock a specific ship type if you're playing UsC.

Also, I can't do much about the game AI not always acting ideally. Nevermore/Desdinova sometimes charge into danger due to burst jets being based on maneuvering jets but acting completely different, and if I had access to the AI scripts for maneuvering jets/burn drive I could probably take a look at this (not nearly knowledgeable enough to do it from scratch), but the other stuff are behaviors I have zero control over as a modder. Just as a vanilla gameplay tip, if you don't want ships to charge into danger, you should tell them to escort you or order them to attack a specific target. Managing the AI is part of mastering the game.

Introducing new things always has a risk of making the AI do weird things, I suspect this will be easier to mitigate as more API options open up.

i kinda wanted to avoid using the omnifactory, not get used to it and such since uumoz plans on maybe taking it off/changing it drastically. that and since i only have 1 kurmaraja/nevermore and very few of the other classes i like, i'd be losing on my favorite ships for a moment (but thats just a personal issue)

as for the AI, i used to always tell them to escort me, but they were still acting weird (altho to a less apparent extent). i assumed it was just part of some escorting-related AI thingy.

oh well, if you say you cant do anything about it :/

otherwise, keep the good work ! im loving the balance of maneuverability and power your ships have.
And idk why some people diss the kurmaraja, i find it awesome  ;D

by the way, what does interdictor array do ? i cant even find it in the codex ?
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Taverius

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Re: Blackrock Drive Yards - v0.30
« Reply #365 on: April 04, 2013, 01:25:58 AM »

Nevermore/Desdinova sometimes charge into danger due to burst jets being based on maneuvering jets but acting completely different, and if I had access to the AI scripts for maneuvering jets/burn drive I could probably take a look at this (not nearly knowledgeable enough to do it from scratch), but the other stuff are behaviors I have zero control over as a modder.
I take it the same effect but based on the Burn Drive is not an option? The AI there definitely does look-ahead, so it would be a better fit if possible.
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #366 on: April 04, 2013, 02:31:05 PM »

phyrex: It brakes down projectiles. Energy weapons are unaffected. Given how often this question gets asked, I really have to write that Codex entry...

Taverius: That's an interesting idea, but then the AI would stop using it to reorient itself, I think. Which would lead to even more problems. Besides, eventually I can probably just interpret a burn drive-style lookahead anyway.

In other news resident art fiend MShadowy drew this kickass perspective Nevermore sketch. Got the underside right too based on vague descriptions. I might ink and clean it up later on for some splash screen related action or a more ridiculous version of the "blueprint" in the OP.

« Last Edit: April 04, 2013, 02:34:17 PM by Cycerin »
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #367 on: April 04, 2013, 03:12:51 PM »

phyrex: It brakes down projectiles. Energy weapons are unaffected. Given how often this question gets asked, I really have to write that Codex entry...

Taverius: That's an interesting idea, but then the AI would stop using it to reorient itself, I think. Which would lead to even more problems. Besides, eventually I can probably just interpret a burn drive-style lookahead anyway.

In other news resident art fiend MShadowy drew this kickass perspective Nevermore sketch. Got the underside right too based on vague descriptions. I might ink and clean it up later on for some splash screen related action or a more ridiculous version of the "blueprint" in the OP.



you mean like it slows down projectile ? or you made a mistake and meant "break" in which case do you mean it basicly nullify ballistic guns ? now sure i get it.

and holy moly ! that sketch is awesome ! times two for me since the nevermore is my favorite
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #368 on: April 04, 2013, 04:31:05 PM »

Try it out in the simulator against a Dominator that has annihilators. Then you'll quickly see what it does. :)
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #369 on: April 04, 2013, 07:13:01 PM »

Try it out in the simulator against a Dominator that has annihilators. Then you'll quickly see what it does. :)

so by projectiles you meant missiles AND ballistic ? or just missiles ?

edit : scratch that, alright i see what you mean
pretty cool but not sure its as useful in a mixed fleet
« Last Edit: April 04, 2013, 07:20:23 PM by phyrex »
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Taverius

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Re: Blackrock Drive Yards - v0.30
« Reply #370 on: April 04, 2013, 07:50:39 PM »

So I've been playing this pretty solidly non-stop for some days ... aaaand iits aaaweeesssoooomeeee ...

Mantis: Nothing much to say here except that its got its fuel per light year set at 0, which isn't a problem now but you might want to touch that since it'll get used eventually ...

Scarab: Either its a little too slow, or the shield a little too inefficient. Or both. Its hard to hit and run when you can't run and you can't stay. I mean, you can still prawn things left and right no issue with care don't get me wrong, but if I put double quills and such on a Wolf I'll do it easier faster better for 1FP less. Double noticeable if you hand it to the AI, the 'rabs get damaged every other fight while the wolves never need a repair.

Stenos: Trade some shield efficiency for some shield upkeep, or up the flux capacity. I get it that relatively inefficient shields are a faction trait, but as it is in combination with minuscule flux capacity its just too much. That 'trait' is up so far I'm having more success with long range weapons and a targeting core on it and just sitting outside range, which is not how BRDY should be played!
The 2 front Universals are a little gimped - since they can't turn at all, they cant even aim for a single spot, which means 1 of 2 nearly always misses. Here's an interesting idea - make each one able to turn in ... 1-1.5 degrees? Guesstimating here. Enough so that they can aim for the same spot at 5-600 distance, but they'd still shoot at separate places closer up. Don't make them turn out at all.
Otherwise a solid ship, and figuring out that the Large Ballistic mount is about 100 'units' behind the front mounts means you can do some fun weapon synergies :3

Nevermore: The fun never ends! Especially if you mount Antiplasma Blasters, Solenoid Quench Cannons and Fury Torpedos! :D Also, expanded magazines = 3 charges for the lance.
I can't help but think though how much /more/ fun I could have if those front missile mounts were universals, because then I could put Ichneumons in there. But that may be because I'm overall not a fan of missiles, apart from the Quill. But yeah, essentially I'll always want all missile slots to be universal slots, so you can have the option to trade a bigger magazine for flux usage.
« Last Edit: April 04, 2013, 08:17:31 PM by Taverius »
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Shield

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Re: Blackrock Drive Yards - v0.30
« Reply #371 on: April 05, 2013, 01:51:25 PM »

WTB Stormcrow with the Nevermore's main gun.....lol
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #372 on: April 05, 2013, 03:52:21 PM »

I might actually make a new built-in weapon for the Stormcrow at some point. ;D
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #373 on: April 05, 2013, 04:01:50 PM »

the stormcrow ? what ship is that ?
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Shield

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Re: Blackrock Drive Yards - v0.30
« Reply #374 on: April 05, 2013, 07:03:28 PM »

This one.


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