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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Bjørn_in_the_Sector

Pages: 1 2 3 [4] 5 6 ... 13
46
Suggestions / Re: Long-range missile ship
« on: January 24, 2014, 08:09:34 AM »
erm, big awesome purple/blue phasic shockwave , exploding multiple times on the hulls of the ships hit by the shockwave. maybe some EMP arcs when the warhead detonates, just before detonation, the warhead phase shifts.... what else do you guys think?

47
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 24, 2014, 07:33:37 AM »
@Lcu: it looks really good! a nice little frigate! You may want to sharpen up the details inside the boundaries of the ship, and maybe round off the corners where the rear turrets are, just to match. Otherwise, a good start!

48
Suggestions / Re: Long-range missile ship
« on: January 24, 2014, 07:30:59 AM »
no, no no. The Phase anchor is what makes the ships have a maximum top speed, and allow them to use jump points. They're an integral part of every ship, from frigates to capitals. The fancy phase stuff is just an explanation for why all the ships in the radius take damage on the bits that the AoE splash hits.

49
Suggestions / Re: Long-range missile ship
« on: January 24, 2014, 05:15:36 AM »
diagram coming up as soon as I draw it!
Basically:
Step 1 - warhead arms in proximity to target
Step 2 - warhead and phase shifter are jetissoned from previous missile stage
Step 3 - phase shifter activates, pulling warhead and self into P-space
Step 4 - inside warhead, antimatter cluster is bombarded by P-ions, and detonates
Step 5 - fabric of P-space around warhead is disturbed by Phase Space Shockwave
Step 6 - PSS moves through surrounding P-space, and hits the Phase anchor signature of a ship (hopefully the target one)
Step 7 - P-space fabric breaks on P-anchor signature in waves until a Phase Inversion Rift is created on top of ship in Realspace
Step 8 - ship bombarded with antimatter, P-ions and Realspace fabric shockwaves, massive damage incurred
Step 9 - Captain of ship that fired the missile laughs maniacally
Step 10 - enemy fighters and bombers, unaffected by PSS as they have no Phase Anchor, overload his ship's shield emitters
Step 11 - ohs**t.jpg

50
Suggestions / Re: Long-range missile ship
« on: January 24, 2014, 04:10:31 AM »
just had an idea - what if AoE damage could be put in place using a warhead causing a disrupting shockwave in P-space fabric? Then it would collapse at any ships' phase anchors that the ripple touches, causing a P-space inversion on top of the ship itself! And since movement within P-space takes Flux (energy), we can assume that there would be some kind of frictional force limiting the radius of the Phase Space Shockwave (that sounds badass). What do you guys think?

51
^this. This I like. They should TOTALLY have a disco-ball pattern on thier shield.

52
Suggestions / Re: Long-range missile ship
« on: January 24, 2014, 02:07:08 AM »
I' always figured that AoE HE Missiles in space are merely ICBMs with HE submunitions. Or the warhead penetrates the target, then explodes within the hull, sending out shockwaves through the armour and interior, thereby causing damage to multiple sections of the ship

53
Lore, Fan Media & Fiction / Re: Haiku
« on: January 24, 2014, 01:03:46 AM »
I hear their screams too,
and merely shrug my shoulders -
"A Space Pirate's life."

54
Suggestions / Re: Long-range missile ship
« on: January 24, 2014, 01:01:49 AM »
what about ICBM-stlyle missile launchers - similar to the typhoon, but does massive missiles, rather than torpedoes. they'd be faster, with better tracking, but less health and less damage. they also wouldn't have much ammo (if any) to spare. I've liked the various implementations of AoE damage, and how that feels with gigantic single missiles.

55
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 24, 2014, 12:10:26 AM »
hmmm. Maye it was a semi-mechanical virus that overloaded the reactors in the infected ships, and roasted the crew and the ship to death, like a sort of malaria. Then it turned the outside red, and took over the husk as a rogue AI. How's that for a backstory?

56
Suggestions / Re: New Hull Mod
« on: January 23, 2014, 04:04:20 PM »
ah.. I got that wrong, then. I thought it did 400% damage vs hull. Not sure where I got that from :/

57
General Discussion / Re: Steam?
« on: January 23, 2014, 04:36:04 AM »
probably the huge audience that it commands. If a indie game gets good reiews, makes the front page, or even is included in a bundle, it is catapulted into the public awareness. Look at FTL, and the popularity that it gained through steam and youtube celebrities. SS has the potential for so much more, and it's already been looked at by Total Biscuit and Scott Manley. Once SS is in Beta, or even nearing release, it has the potential to really get exposure. On the other hand, I'm perfectly happy with the current size of the community, and I don't think that Alex and co. are ANYWHERE near anything like a beta. This fact makes it even more clear to me that SS is going to be one hell of a game and I'm exceedingly glad that I decided to be a part of it.

58
Mods / Re: Moar missions
« on: January 23, 2014, 03:11:22 AM »
well, I'd sure like to contriute to a mission pack mod, especially if it was contributed to by a large portion of the modding community here. Unfortunately I don't know code - and probably don't have the time to learn it - so I'd be sticking to suggestions ayway.

59
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 23, 2014, 03:00:25 AM »
all I can see now is a leopard-print thong around the ships' central hub. -.- Thank you, sir.

60
Lore, Fan Media & Fiction / Re: Haiku
« on: January 23, 2014, 02:54:26 AM »
man can never know,
of destiny's twisted strands...
that, and zaphod's thoughts.

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