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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - hydremajor

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16
Mods / Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« on: February 19, 2022, 02:34:31 AM »
I've had another idea and felt like writing it down here

Mechs with modified frames/booster packs that changes their directionnal speed

First idea:
A mech with a massive set of turbine engines built into its back, the engines provide enormous forward and backward acceleration and speed at the cost of strafing and steering speed
Could make a interresting gameplay type where the mech has to "joust" the opponent and work over larger ships by taking multiple passes, putting the whole "can pass through ships" thing strike craft have to the test

Second idea:
Litterally the opposite, a mech designed with massive maneuvering boosters built into the shoulders, it provides staggering steering speed and strafing speed, however the steering speed is so extreme it can cause the pilot to lose control of the craft completely at high speeds, would make a great dedicated PD platform at the cost of anti-ship weapons and finicky movement

17
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: February 08, 2022, 01:24:26 AM »
Suggestion

Hullmods for pilotable strike craft to influence rearm on carriers, either something to lower the time it takes or the supplies needed for example

For shortening time I suggest:

OmniMech Structure: the structure of the vehicle has been modified for rapid dismantlement and reassembly, enabling swift replacement of parts and ammunition in combat situations
-50% rearm time
+50% rearm cost (example values)

For lowering cost on carriers I suggest :

FerroFoam Structure: replaces the structural components with hollow ones that can be filled with a FerroFoam solution that hardens rapidly in response to heat, reduces the amount of metals needed in the production of parts, directly reduces the rearm cost
-50% rearm cost
+50% rearm time (example value)

18
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: February 01, 2022, 12:34:05 PM »
so whats the news ?

19
Modding / Question about mods and their structures
« on: January 31, 2022, 01:16:23 AM »
I was wondering if there was a way to disable a mod's added weapons/ships without too much fuss

or at the very least make it so the mod doesn't load its weapons into the game

20
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: January 30, 2022, 10:09:30 AM »
any chance we could get a version with no added weapons ?

21
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 20, 2022, 08:57:04 AM »
My Garegga build feels pretty vanilla but logic to me

A Ion Cannon head for A: looks and B: EMP damage to make the A.I. freak out and keep its shields up, exposing them to continuous machine gun fire and hard flux build up

followed with double Atropos launchers for when/if the target overloads

for mods I go reinforced builkheads and Flux mods after maxing Vents...

22
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 18, 2022, 01:53:32 AM »
Whoa, how'd you get that squadron thing to show up?

You're replying to the mod developer - that seems to be a screenshot of work in progress that hasn't been released yet.

Maybe he's asking about what kinda code he used ?

23
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 11, 2022, 08:42:25 AM »
so any idea when the next patch might be coming ?

cuz I can't help but feel like someone's gonna bring up the "Soon™" memes

24
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 05, 2022, 01:47:05 AM »
@sphr

I'd say we look at the current lineup of mechs and use each individual Stats

from there each mech's highest stats in its tonnage are used as the maximum
and each mech lowest stat in its tonnage  are used as the minimum

Don't go comparing the Aleste and the Garegga as their playstyles and customisation options are vastly different

though for that to work we'd need to set standards for each tonnage brackets

25
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 04, 2022, 12:34:38 PM »
For cheap(emphasis on cheap both in cost and OP/DP depending on if it's a fighter or a frigate-mech) low-tech mechs:
- 2 handed machine gun(or similar). Low damage, high rate of fire. Good versus shields, worthless versus even light armor.
- 1-2 limited use shoulder mounted missiles for hitting armor.

That sounds a awful lot like the Garegga ?

26
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 04, 2022, 04:12:29 AM »
So what do y'all think low tech mechs should look like ?

I'm thinking something along the lines of a Zaku from gundam myself

in the right hand we'd have the main weapons so
a machinegun thats a bit on the weak side but full auto and at 700 range
a howitzer rifle, slow firing but long range and hefty HE punch on a fast projectile
a bazooka, short range at 500 but packs a hefty burst of HE damage with a 5 second or so seconds cooldown

In the left you'd have sub-weapons,
a Heat hawk kinda thing, behaves like a energy sword but HE
a hand grenade, think devastator shell but short range, for PD or for Torpedo duties
a knuckle shield, another melee option, this time kinetic damage instead of HE or energy


would that be a low tech unit or not ?

27
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 30, 2021, 08:04:41 AM »
You lose a great deal of customizability with this method. That's why I, and I'd imagine many others, would not be in favor of it.

Yeah but you're not the one making the mod, this is a single guy's passion project, while I'm not saying your suggestion is without merits it should instead be kept for a entirely different mod that provides a framework for modders to pick up and use in their own projects to make their own mechs.

Think MagicLib.

besides the fact that each detail, regardless of scale, multiplies difficulties and chances of code going to crap significantly

28
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 30, 2021, 05:09:37 AM »
Meanwhile a more "reasonable" alternative I propose here is a third built in hullmod to change the backpack on the mech

each backpack applying multipliers on both mobility stats and flux related stats

Heavy pack improves Flux stats but lowers mobility

Light pack ups mobility at the cost of Flux...

Edit:
Another point in favor of that is that it can be a purely statistical change and not have to add in sprites.

This in turn allows that to be retrofitted onto the older mechs with some amount of ease....

29
looks to me you tried playing smart with a con-man and got played

30
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 29, 2021, 02:44:02 AM »
@sphr

I see your customisation post and raise you a "strike pack" suggestion

Think of it as such

A mech gains access to strike packs

Strike packs are sets of equipements built to pertain to certain roles

Lets say we have 3 Strike packs:

Fighter, Interceptor, Bomber

Each pack comes with different weapons built into the mech itself, further each pack enables the use of different hand-held weapons

Next make it so each Pack sees itself given three options for handheld weapons, each themed around a weapon type/damage type

For Bombers in our example

the Body itself has built in micro missiles for self defense while the arms can pack either,
A magnet bomb bay (think magnetized mines that pull themselves to the target)
A anti-matter blaster
A long range Hellbore-esque cannon

see where I'm going with this ?

EDIT/Continuation:

Basically each mech using this would have multiple "tech trees", the question wich tech should such a mech be ?

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