Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

Pages: 1 [2] 3 4 ... 7

Author Topic: Diable Avionics (v.1.05)[0.65.1a]  (Read 67732 times)

Sundog

  • Global Moderator
  • Admiral
  • *****
  • Posts: 942
    • View Profile
    • Email
Re: Diable Avionics (v. 0.5f)
« Reply #15 on: August 07, 2014, 11:42:32 PM »

This faction is looking sweet. I love the quickly unfolding shields.

etherealblade

  • Commander
  • ***
  • Posts: 132
    • View Profile
Re: Diable Avionics (v. 0.5f)
« Reply #16 on: August 15, 2014, 03:23:15 PM »

Flash, I love your Neutrino mod. It looks like I'll love this one too! I definitely like the ideas behind how these ships behave. I definitely see some good fleet cohesion.
Logged
Spoiler

[close]

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Diable Avionics (v. 0.5f)
« Reply #17 on: August 15, 2014, 03:48:47 PM »

All compliments are appreciated,

I've decided on how to proceed next and have came upon doubling up the current amount of ships.
Stay tuned ish for how it'll come out.
Logged

LB

  • Lieutenant
  • **
  • Posts: 54
    • View Profile
Re: Diable Avionics (v. 0.5f)
« Reply #18 on: August 15, 2014, 03:51:59 PM »

Looking good, I'd be pretty interested in playing some missile-heavy fleets.

But actually, I posted because that avatar is from Hammerfight, isn't it?
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Diable Avionics (v. 0.5f)
« Reply #19 on: August 15, 2014, 04:05:08 PM »

 ;D T'was a pretty bird when I first saw it, I still wish there was a sequel to that game.
Logged

Lcu

  • Commander
  • ***
  • Posts: 213
    • View Profile
Re: Diable Avionics (v. 0.5f)
« Reply #20 on: August 15, 2014, 06:57:40 PM »

What is the playstyle for this mod?
Front? Broadside?
Logged
Spoiler
66766766
66766766
66666766
66766766
66766766
Ctrl+F, type 6
[close]

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Diable Avionics (v. 0.5f)
« Reply #21 on: August 15, 2014, 07:13:44 PM »

Most often it is Point to enemy and Blast away, you can have a modest broadside if you invest into it but most often they will be slotted with missiles.
Logged

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 886
  • For space is wide and good friends are too few.
    • View Profile
Re: Diable Avionics (v. 0.5f)
« Reply #22 on: August 31, 2014, 03:00:58 PM »

I'm really enjoying these ships so far. The missiles feel pleasantly Macrossy, the kinetics have a satisfying whack to them (the Recson's sound is a little high-pitched and glassy, but I can dig it), and it's great to have some mecha wings to sling around.

I did find the mismatch of several projectile and muzzle flash colors a bit distracting, though. I made a few changes for readability that I'm happy to share if you want them.
« Last Edit: August 31, 2014, 04:18:19 PM by Soren »
Logged
People need societies, but they don't necessarily need nations.

Bjørn_in_the_Sector

  • Commander
  • ***
  • Posts: 186
  • Have a towel, just need a ship...
    • View Profile
Re: Diable Avionics (v. 0.5f)
« Reply #23 on: August 31, 2014, 06:21:32 PM »

Oh. my. god. For the longest time I thought it was called "Disable Avionics" and I thought it was some mod that changed the basic flight behaviour, rather than a mod containing some of the best looking ships in the forum. :O
I need this in my life.
Logged
Executive Creative Director of Naysmyth Armouries Mod (Very WIP)

ORMtnMan

  • Commander
  • ***
  • Posts: 148
    • View Profile
Re: Diable Avionics (v. 0.5f)
« Reply #24 on: September 01, 2014, 09:47:39 PM »

You have outdone yourself. First Neutrino, now this... teach me master
Logged
Creator and lord of The Ashkurr Commonwealth

Sprite artist and designer for Naysmyth Armouries

Creepin

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: Diable Avionics (v. 0.5f)
« Reply #25 on: September 01, 2014, 11:47:50 PM »

Whoa, your bigger ships resemble both Vaygr and Zentraedi. Neat stuff! :)
Logged

Lakis

  • Lieutenant
  • **
  • Posts: 78
  • I shall offend all of them!
    • View Profile
Re: Diable Avionics (v. 0.5f)
« Reply #26 on: October 04, 2014, 02:03:53 PM »

These guys are really scarey to face and very fun to play as. Can't wait for more!
Logged
http://fractalsoftworks.com/forum/index.php?topic=8100.0 - Metelsons Faction Mod - Occasional contributor - mostly a cold dead planet.

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Diable Avionics (v. 0.75a)
« Reply #27 on: October 11, 2014, 05:47:50 PM »

Updated to 0.75a




3 more ships, 2 weapons, and an extra wanzer wing

tweaks all round, testing as necessary.

- http://www.mediafire.com/download/39537j9v967f89j/Diable+Avionics+0.75.zip -
« Last Edit: January 10, 2015, 12:34:00 PM by FlashFrozen »
Logged

kazi

  • Admiral
  • *****
  • Posts: 708
    • View Profile
Re: Diable Avionics (v. 0.75a)
« Reply #28 on: October 12, 2014, 12:52:15 AM »

Good art, but I can't help but feeling like all of the fighters are visual clones of each other.
Logged

CrazyDave

  • Commander
  • ***
  • Posts: 144
  • Never left, stopped posting
    • View Profile
Re: Diable Avionics (v. 0.75a)
« Reply #29 on: October 12, 2014, 04:09:20 PM »

Good art, but I can't help but feeling like all of the fighters are visual clones of each other.

while i suppose that it makes sense both lore wise and faction uniform wise, in terms of gameplay i would have to agree that they are far too similar. with such a small difference between each, being able to identify and counter ships quickly (an important part of starsector) becomes substantially more difficult. And dont get me started on managing them from the command screen, holy cow. i stuggle with distinguishing vanilla fighters so this would be nightmare...

im not sure how you'd fix the problem, and im assuming each is a variant of the same ship (lore wise if not gameplay wise). maybe add graphical vents or such to a more flux heavy fighter, or perhaps stabalisation fins or something to a wing, something to distingish the differences. just a couple quick ideas, im sure you can think of something better :)
Logged
Naysmyth Armouries, for all your blasting needs.
Pages: 1 [2] 3 4 ... 7