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Author Topic: [WIP][OUTDATED] United Aurora Federation  (Read 37350 times)

adimetro00

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Re: [WIP] Auroran Shipyard
« Reply #15 on: June 24, 2017, 07:20:22 PM »

After you're done with the planned (sketched) ships, will you add more ships? The planned ships in the cruiser category consist of only carriers, so unless that's intended you should probably add a ship or two into that category.
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jupjupy

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Re: [WIP] Auroran Shipyard
« Reply #16 on: June 25, 2017, 03:31:03 AM »

Very nice sprites! I love the striking, sci-fi sharpness of them!

Looking forward to what this faction has in store.
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You see, Araragi-san, in a way, the supernatural is what's behind the curtain.
Normally, you only need to see what's happening on stage. That's how reality works.

Ryxsen1421

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Re: [WIP] Auroran Shipyard
« Reply #17 on: June 25, 2017, 12:47:44 PM »

After you're done with the planned (sketched) ships, will you add more ships? The planned ships in the cruiser category consist of only carriers, so unless that's intended you should probably add a ship or two into that category.

Fear not as I planned for more ships but for now, I'm aiming to reach the skeleton requirement of a mod before releasing to public for testing. Of course, there will be more variants other than carriers if thats what you meant.

Very nice sprites! I love the striking, sci-fi sharpness of them!

Looking forward to what this faction has in store.

Thank you, I hope that my mod will be unique or something when its done.
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OhNoesBunnies

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Re: [WIP] Auroran Shipyard
« Reply #18 on: June 25, 2017, 10:21:09 PM »

This looks really gorgeous! I eagerly await the full release. ?
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Cyan Leader

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Re: [WIP] Auroran Shipyard
« Reply #19 on: June 28, 2017, 02:49:15 AM »

These look stunning, thanks for sharing it with us.

What sort of play style are you thinking of for this faction? What about the weapons?
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Trylobot

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Re: [WIP] Auroran Shipyard
« Reply #20 on: July 04, 2017, 08:08:58 PM »

Ryxsen1421 your sprite work is sexy. I can't wait to fly them around the sector! And, ping a moderator if you have a download you want promoted to the other subforum.
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Ryxsen1421

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Re: [WIP] Auroran Shipyard
« Reply #21 on: July 05, 2017, 12:29:42 PM »


Reisen
Battle Cruiser / Light Battleship

Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Medium Ballistic Mounts ( all frontal )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )
Six Small Mounts ( placed in respective angles )



REPLIES

Spoiler
What sort of play style are you thinking of for this faction? What about the weapons?

Thanks for ye' feedback, I think we'll primarily focus on ballistic and missiles. We might offer the best anti-missile protection system fochton of flak spams, literally and aiming to provide various number of strike crafts for you to have a versatile carrier fleet.

I don't have any way to explain in details but I may hint several things.

Spoiler
You'll start small, be evasive and cautious. You'll end up being big and mighty, ready for the onslaught.

Looking to choose a faction for a carrier gameplay? Welcome to the Aurora where you can be versatile. So far, we only have three carriers dedicated for support role.. I'll see if we can have something like the formidable Legion.

Feeling sneaky and ready to deal a devastating blow?

[close]

Ryxsen1421 your sprite work is sexy. I can't wait to fly them around the sector! And, ping a moderator if you have a download you want promoted to the other subforum.

Thank you! I'll be sure to poke any moderators when I feel we're ready for public release.
[close]
« Last Edit: July 09, 2017, 10:13:29 AM by Ryxsen1421 »
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Ryxsen1421

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Re: [WIP] Auroran Shipyard
« Reply #22 on: July 07, 2017, 11:24:57 AM »


Neuxoria
Super Carrier
Advanced ( AI )

Two Medium Ballistic Mounts ( frontal and rear )
Four Small Mounts ( placed in respective angles )
6 ~ 9 Strike Craft Slots ( Four flight decks ) That or same stats as Astral Class.



Selam
Phase-Submarine
Advanced ( AI )

Eight Large Built-in Torpedo Tubes ( 6 frontal, 2 rear )
Two Small Ballistic Mounts ( frontal and rear )
Three Built-in VLMS

 Its like a slow destroyer-size submarine with decent phase duration ( unlike vanilla ships that are nimble and deadly ), I hope we can make it phase in and out at much slower rate with cooldown timer. I'm thinking of this ship to be specifically made to combat anything bigger and slower than a destroyer. Her torpedoes might be unguided but fast that deals heavy damage if not blocked or intercepted.

Ever since we cant really have a dedicated switch ammo type system for the submarine, it may have two anti-shield and four high explosive torpedo loadout frontally. The rear tubes will have high explosives only.
« Last Edit: July 07, 2017, 11:31:52 AM by Ryxsen1421 »
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Ahne

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Re: [WIP] Auroran Shipyard
« Reply #23 on: July 07, 2017, 12:24:03 PM »

Wow, there is a forum thread for your faction already, nice! Cool looking ships, i wish you the best for the mod!

greetings
Ahne
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dan212

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Re: [WIP] Auroran Shipyard
« Reply #24 on: July 07, 2017, 01:56:48 PM »


Neuxoria
Super Carrier
Advanced ( AI )

Two Medium Ballistic Mounts ( frontal and rear )
Four Small Mounts ( placed in respective angles )
6 ~ 9 Strike Craft Slots ( Four flight decks ) That or same stats as Astral Class.



Selam
Phase-Submarine
Advanced ( AI )

Eight Large Built-in Torpedo Tubes ( 6 frontal, 2 rear )
Two Small Ballistic Mounts ( frontal and rear )
Three Built-in VLMS

 Its like a slow destroyer-size submarine with decent phase duration ( unlike vanilla ships that are nimble and deadly ), I hope we can make it phase in and out at much slower rate with cooldown timer. I'm thinking of this ship to be specifically made to combat anything bigger and slower than a destroyer. Her torpedoes might be unguided but fast that deals heavy damage if not blocked or intercepted.

Ever since we cant really have a dedicated switch ammo type system for the submarine, it may have two anti-shield and four high explosive torpedo loadout frontally. The rear tubes will have high explosives only.
Man, this is awesome! I know what my next playtrough of Nexlerein will next. And i am really like your style.

P.S.: What softwhare you using for spriting i wonder...
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Ryxsen1421

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Re: [WIP] Auroran Shipyard
« Reply #25 on: July 08, 2017, 07:53:00 AM »

Do you guys wanna try out the Solvernia with a lot of weapons for testing first while waiting for full release?
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Ahne

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Re: [WIP] Auroran Shipyard
« Reply #26 on: July 08, 2017, 07:56:26 AM »

A testing mission would be nice to get a first idea of ship handling, balancing and look into the future what this mod will bring.
Good idea to release a little mission.
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dan212

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Re: [WIP] Auroran Shipyard
« Reply #27 on: July 08, 2017, 09:14:26 AM »

You never can have too much testing. If you feel like it - sure, go ahead, we will be happy to look at what is allready done and how well it balanced.
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Arkar1234

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Re: [WIP] Auroran Shipyard
« Reply #28 on: July 09, 2017, 08:01:52 AM »

I can't wait to see these ships ingame... It's got that anime-esque feel to it... Also....catgirls

Spoiler
[close]
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Matbag248

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Re: [WIP] Auroran Shipyard
« Reply #29 on: July 09, 2017, 08:51:25 AM »

As an alpha tester (old test files) of the SLV and the destroyers. The SLVs were absolute monsters when introduced into the Vanilla game. They sucked up your supplies and fuel fast, I had to cheat my way across the Sector. I used the second most up to date file at the time of playing (because the quad railguns on the SLV3 (the old SLV that was shown before) got nerfed). SLV3 could take on at least 2 Onslaughts and their escorts if you managed the flux properly. The railguns generated a lot of flux each time they fired. The SLV3 also had inbuilt missile pods that would create a salvo of missiles that could shred most ships if their defence weapons were inadequate. However, the escorting destroyers and frigates were weak, so weak that they could not compare to any vanilla ship. They were pretty much only good for dying and soaking up damage if they could.
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