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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - DanJSC

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31
Suggestions / Ship System Ideas.
« on: September 24, 2013, 03:37:09 PM »
Post your idea's and i'll add them, if for once i'm not a lazy ponce. Even subtle changes to existing ones are fine for the list. It doesn't matter how crazy or impossible they are; they're only suggestions after all just try to make them balanced.

It's helpful if you use this, but in a fashion similar to how they're listed is okay too.
Code
[b]Name:[/b] Can have more than one here.
[b]System Timer:[/b] Charge based? Regenerating or not? Cooldown? Etc!
[b]System Purpose:[/b] What's it for? Also what type of system is it under?
[b]System Description:[/b] Give a little story if you want, is it based of something else? Perhaps who made it? (For the sakes of suggestive aid; keep it outside of mods (Though you don't have to)) Perhaps even how it works?

Offensive Systems

Spoiler
Blast Engines[Cooldown Based]:
Causes a sudden burst in engine speed for one purpose. Now you can yell 'Ramming Speed' as you use your ship as a space hammer.

Overdose[Cooldown Based]:
Raises maximum flux significantly for roughly five seconds. If you go above the original cap; you'll have to vent all that extra energy at an additional flux 10% slower speed.

Plasma Sabre[Regenerating, charge based]:
A series of plasma jets may not seem that impressive in theory, but this setup is set in such a way that it'll form what's essentially a plasma blade in front of your ship. May or may not be named by pirates as the 'Space flamethrower.'

Grinder Drones[Non-regenerative, swarm mentality]:
Essentially small mining drones fitted with the biggest tractor beams they can have, it's just a tractor beam with an engine guys! The host ship for this system has a huge grinder on some part of it; be it the front or side/s. These tricky, shifty little drones will latch on the small to medium sized prey and drag them towards the host's grinder. Though they're not much use against shields, they can easily get behind a foe and start trying to drag it around and likely shifting the broadside away from you! Relies on large numbers.
[close]

Defense Systems:

Spoiler
Crisis Drones [Charges]:
Although standard shield generators are seen as more effective, this drones take into the old 'Sword and Board' tactic that's been around since medieval times and has stuck around in riot shields and such similar devices and roles. A broad; thick armour marks the front of these drones and a small machine gun sits in a small enclave of the shield's surface. Holding pattern settings cause these to form a line between it's host and the nearest target.

Solar Talons [Charges]:
Many flare systems are simple in their design; Tri-tachyon scientists felt there was still room for improvement. These flares not only have a long flight time, they also turn towards enemy ships and then hit the missile that trails them with a sudden EMP pulse. If you're lucky, it'll bite the ship that launched it.
[close]

Utility/Support Systems:

Spoiler
Serenity leash[Cooldown after breaking]:
A stream of energy that can be simply described as a Grappling Hook but with energy, the main difference between this and the Tractor Beam is that the leash can bend, not stretch, but you can enjoy tug of war-like battles with these ships. Unfortunately though, the ship has the pour energy into this system during it's use; generating a fair amount of flux as a consequence.

Rapier Jets[Regenerating Charges]:
Named after the weapon of olden time fencers; these jets dotted around the ship offer sudden bursts of movement in whatever direction the pilot chooses, certain pilots tend to prefer this over
phase skimmers.

Phase Telesphere[Single charge, slow regen]:
Like a phase teleporter only bigger; this ship dedicates an unusual portion of it to a extra large phase teleport system to shift small groups of ships around the battlefield, whether friend or foe. It only effects a somewhat small radius around it, and can cause 'phase boom' or 'phase feedback' in an area around the teleport radius. Useful for separating enemies from allies, enemies from bigger enemies, etc!

Scrap drones[Many Charges]:
Small, weak and expendable; In free mode, these drones launch themselves at nearby allies and latch onto the hull. You may think 'What use is this?,' but you can never have enough armour nowadays.
In holding pattern, they form small walls around your ship.

M.A.N.A Pulse[Cooldown; Drain % based on ship's unused flux]:
This system sends out a pulse that returns to the ship after a few seconds; draining a set amount of flux from nearby ships that varies upon hull size and feeding it back into the ship that holds the Aegis system. Be warned, the pulse drains flux from enemy ships, but to a lesser extent.

Alternate Flux Capacitors[Toggle/Switch]:
An odd choice; ships with this system in tend to have low flux capacities but trade that for the ability to switch the destination of flux build-up.

Reflection Settings[Toggle; Flux Buildup]:
Although this builds considerably more flux than standard shield; it allows your shield to 100% reflect whatever is thrown at you. It's calibrated to catch and repel rounds as well as reflect beams and lasers!

Plasma Web[Charge Based]:
The plasma jets on the front of this ship are easily confused for the Plasma Sabre, it functions in the same way, but instead uses the same system to project shields to form a plasma shield of sorts that'll slow anything that manages to actually pass through it and weakens it (While the web dissipates to some degree each attack it's hit by, and it'll stick to whatever ship passes through it; slowing them!). It's considered useful to it's much larger radius and the fact you can't crush allies within your shields on large ships. Plasma Webs don't follow your ship, so you can create walls to shield your more unarmed ships, consider what to protect with it; as it affects allied fire too.
[close]

Current System Suggestions:
Spoiler
Fortress Shield[Graphic Change]:
Graphics change to something similar to reinforced glass rather than just turning darker; example image here.

Flares:
For talons perhaps? Mining drones?
[close]

32
Mods / Re: [0.54.1a] Hiigaran Descendants v1.5
« on: July 16, 2013, 03:05:21 PM »
Say, do you hope/plan to do the Vaygr's ships at some point?  ;D

33
Mods / Re: [0.54.1a] Hiigaran Descendants v1.5
« on: July 15, 2013, 08:40:31 AM »
Oh god, this mod makes me feel nostalgic.

All of my yes' good sir, you've earned them.

34
Mods / Re: The Scourge v.4
« on: June 17, 2013, 08:48:01 PM »
Does this mod still work? i'd love to use it for testing purposes. ;D

Yeah it does, though it has no campaign integration in this version (It did when it was in the modpack) so only the missions work.

35
Mods / Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
« on: March 24, 2013, 10:30:19 PM »
Well balls, so much for that. It has lead to an amusing game of cat and mouse while i try and build up the forces so that i'm confident enough to fight them.

36
Mods / Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
« on: March 24, 2013, 09:26:01 PM »
Ahh, i was wondering why they suddenly wanted me dead. Spose it does make sense because of this part of the backstory
Quote
"The faction itself consists of a mixed low to high tech nation devoted to military superiority and absolute control over anything that would improve their technology"
and my fleet currently is fairly hefty in terms of tech and heavy armour/weapons.

Loving the portraits that come with it, specifically the two with the white backgrounds on 'em.

EDIT: Though you could have them periodically return to Obeiron to resupply, it's a fairly large fleet after all, that's gotta eat supplies like crazy.

37
Mods / Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
« on: March 24, 2013, 08:01:44 PM »
I'l make a beam weapon once i find a good sound file.. or if someone bothers to make me one.


Might i suggest the Sajuuk/Dreadnought ion cannon sound from Homeworld 2?
http://www.youtube.com/watch?v=P-05M3Xt1y8
Has a special place in my heart, honestly.

Also running from the Valkyrians because they suddenly decided they liked the look of my fleet. :(

38
General Discussion / Re: Multiplayer Aspect Discussion.
« on: March 16, 2012, 04:02:16 PM »
I believe the game mentioned in the podcast is an indie game also, and it doesn't really matter about team size, only time spent.

39
General Discussion / Re: weapon range
« on: March 16, 2012, 03:03:06 PM »
Gotta say i love long range weapons, as well as cannons with big booming dakka effects like the Hellbore and more-so the Hephaestus cannons due to their relations to naval battleship weapons.

40
General Discussion / Multiplayer Aspect Discussion.
« on: March 16, 2012, 02:56:35 PM »
I'm watching the fifth TGS podcast and i don't really feel i need to say all that much.

http://www.youtube.com/watch?v=VGPPH0r_JKI
1:43:33

Basically, in the future when the game has much more content, there would be a chance for players to enter the system you're in, combat and other interactions may ensue, such as alliances & co-operation / trading / etc.

What are your thoughts?

41
Modding / Re: Dan's Ship Art.
« on: March 02, 2012, 01:18:46 AM »
Everything looks good except for the tempest and taurus--the condor is already a taurus converted to a carrier and for balance purposes the smallest carrier should be a destroyer.

I suppose that makes sense, though it's ship art i spliced when i was bored and was off the top of my head, it don't need to be balanced :P

42
Modding / Re: Dan's Ship Art.
« on: March 01, 2012, 03:22:34 PM »
Thread revamped, additions made, and bump'd.

43
Suggestions / Re: Quick suggestion re: buying multiples
« on: March 01, 2012, 07:47:37 AM »
Remember this game is only in Alpha, function comes in this part, right now it functions. Polish comes after the game's fully functioning.

44
General Discussion / Re: New player. Best target for flagship?
« on: February 28, 2012, 04:56:37 AM »
Tempest Frigate definitely, crewed with elites they're virtually unstoppable. My personal build uses two PD lasers, a Sabot missiles. 0 Capacitors, 10 vents + dissipation. A squad of 3 with the other two with harpoon missiles it's a vicious squad.

45
General Discussion / Re: other games like starfarer
« on: February 28, 2012, 12:32:52 AM »
I remember an old space game based off Star trek, it was in flash but i can't remember the name of it.

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