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Poll

What do you desire most?

More ships
- 286 (55.5%)
More weapons
- 101 (19.6%)
Something else?
- 128 (24.9%)

Total Members Voted: 515


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Author Topic: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19  (Read 454751 times)

Mr. Nobody

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #180 on: May 17, 2016, 03:14:23 AM »

0.7.2?
Slightly nsfw, depend on how much of a puritan you are
Spoiler
Expand (Tian)Dong
[close]

edit: whoopsie! wrong text option thingy
« Last Edit: May 17, 2016, 08:26:42 AM by Mr. Nobody »
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adimetro00

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #181 on: May 17, 2016, 04:35:43 AM »

Like above, You need to expand Tiandong with more stuff. And not just retrofitted vanilla ships. (uhh... retrofitting a retrofitted ship sounds redundant.) But with more chinese-inspired ships, more weapons, and in general, more stuff to blow up with.
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Abyz

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #182 on: May 17, 2016, 07:21:31 AM »

Love the new large machine gun... Shorter range, but melts shields down well!
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Schwartz

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #183 on: May 17, 2016, 10:33:43 AM »

Tiandong doesn't need anything, in my opinion. It has been well-polished from the beginning and remains an interesting faction, without having any superfluous bits. It has a good number of ships. Maybe there could be a handful more signature weapons to load those ships, but that's it. I would've been happy just playing that very first version. Quality over quantity.
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MesoTroniK

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #184 on: May 17, 2016, 02:54:43 PM »

Spoiler
[close]


Heh, anyways but seriously time for some words...

I do intend to add a few more ships over time but let me ask you this adimetro00. How would you define "Chinese-inspired ships"? While I do have a couple more non-retrofit designs planned, and more retrofit ships as well they are not super high priority either. As Schwartz said the faction is more or less where it needs to be right now. In addition it is actually far easier to come up with new ship concepts for them than weapons, why is this? Well, I won't give them any weapons that are too similar to preexisting ones in vanilla as THI is meant to fit seamlessly into the Sector and its lore. While most other mod factions due to their origins require a completely unique weapon set. When it comes to ships, there are for more concepts that have yet to be made than weapons.

Anyways, if anyone has a specific request regarding new ships or weapons feel free to let me know and I will consider them :)
« Last Edit: May 17, 2016, 03:21:40 PM by MesoTroniK »
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adimetro00

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #185 on: May 17, 2016, 04:18:32 PM »

Nice ruler ship, man.
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adimetro00

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #186 on: May 20, 2016, 12:56:53 AM »

Oh yeah, the kind of ship that this mod lacks is cruser or capital class carriers.
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MesoTroniK

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #187 on: May 20, 2016, 01:18:38 AM »

Well, I personally don't consider a capital carrier fitting of their modus operandi (or lore backstory regarding their manufacturing capabilities) but if you feel otherwise then feel free to try and convince me. Regarding cruiser carriers? Well they have the Dingjun already, which is like the Venture from hell and back with a vengeance!

Try to think of it this way, giving them ships just for the sake of having more ships achieves nothing. They are a vanilla faction so to speak, if they can use ships from vanilla that fill a role that would mean giving them their own version is redundant at best unless their take on the concept forks a fair bit or is at least pretty interesting.

Again, if anyone would like to see a new ship or weapon added then describe what you would like to see in detail as I will at least consider it.
« Last Edit: May 20, 2016, 01:21:19 AM by MesoTroniK »
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adimetro00

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #188 on: May 20, 2016, 04:27:58 AM »

Well... Nice to see a large mount of any kind on a frigate(Though that sounds so comical). Would like to see other mods with a large mount on a frigate.
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Surge

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #189 on: May 20, 2016, 09:26:00 AM »

It might actually be cool to see a THI Wolf that trades the energy slots for hybrids and moves two of the small turrets to outboard spinal weapons. I suggest the wolf largely because even the Hegemony, the de-facto low tech faction, stocks a few of them as pursuit and interception ships.

Basically the ship would be a bit slower and clumsier but would have much more armor and retain the phase skimmer, making it a very unusual and distinct component of THI fleets.
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Mr. Nobody

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #190 on: May 20, 2016, 02:31:24 PM »

As for another kind of capital, a Atlas (or another similar ship) retrofitted for maximum Apsis spam would be interesting.
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MesoTroniK

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #191 on: May 20, 2016, 04:26:43 PM »

Hmmm Surge, I actually have been thinking about a "bloody infantry frigate" but it has been kind of a conundrum to come up with one as there isn't really anything to refit it out of so I was thinking original design. A Wolf could work but the sprite is already so busy that would be a tricky change to pull off to give it more front-loaded dakka without just being a visual cluster**** of weapons.

Mr. Nobody, I didn't really envision them getting any more capital ships :)

I was also wondering if anyone had any thoughts on the new LRM added in 1.1, that is such a weird missile heh.

Abyz

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #192 on: May 20, 2016, 05:44:06 PM »

Having more ships with new looks is always a good thing, even if their "roles" overlap with other ships.

Make more!
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Surge

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #193 on: May 20, 2016, 07:02:37 PM »

Yeah I don't see any way to do a wolf mod without widening it, but since it is so long and narrow already I don't see a pair of outboard mounting pylons looking too ridiculous.
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Histidine

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Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« Reply #194 on: May 20, 2016, 07:05:59 PM »

Troll idea: Glue two Wolves together to make a catamaran and bash accordingly.
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