Boarding transporter? You mean you're going to be able to 'teleport' type thing marines directly onboard another ship?
Yup, Star Trek style "transporters"; low range, high Flux, only works on Hulks, but has an excellent chance of capturing the Hulk per second. Building this kind of thing pretty much means that any ship you want to be able to board stuff can do so by giving up a weapon slot.
Or are you planning on having a dedicated ship that launches the boarding ships?
That's technically possible (again) now that the stuff that broke the Swift Launcher is un-broken again.
I'll look at doing another stream tomorrow with the latest build, any advice you have on showing the various aspects of Vacuum would be appreciated
Cool; I learned a lot from reviewing that, just in terms of how people play it out, heh.
Is there a way to save the stream so that the link's still good later? I'd love a permanent link to some footage so that folks can see that if they want to know what the mod feels like and all that; I had your link up but now it leads to nowhere, lol.
In terms of "advice"... hrmm...
Things to show: fight all the factions you can. There's so much stuff, especially once you're past the early bits and are doing Blueprint runs and fighting serious fleets. I don't think the Glaug are too evil until you're facing Assault Fleets, especially not vs. buffed stuff.
Use the weird stuff. Freeze rays, Repulsor Beams (which are quite handy), Neutron weapons, Plasma weapons, the Proximity Charge Launcher, the SABOT cannons, the Ion Cannons, Spore Cannons, etc., etc. There is a lot of weird weaponry in the mod and it'd be pretty cool to see what somebody else does with it. I mean, it's pretty boring when I know that the Spore Cannons pair up nicely with Plasma because of damage stacking and all that.
I noticed last time that you were doing a run with the ships pretty much stock, which was interesting, because I never use a ship stock, ever, except when testing whether the ship's functional and a reasonable opponent... and it was nice to see that they still worked reasonably well with some player buffs.
Things to avoid:
Fighter balance atm is
terrible, even worse than I feared, lol.
For example, the poor Pirates just fall to
pieces if you go fighter-heavy... it's kind of funny, but not really. I've fixed some of it; for example, Hegemony has a genuine shot at staying in a Heg / Tritach matchup in Random Battle now, if it uses its fighters well; they're no longer a joke that way (that said, they still don't really have any answer to massed Odysseys). But the Pirates are still really weak in that department and the Punk Junkers are still a one-trick pony and the Glaug are now roughly balanced, kind of, but I'm not happy with what I had to do to them, so I'm not releasing yet.
I doubt I'll have the fighter rebal done before then, but I'll try to get more of it done tonight.