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

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Author Topic: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)  (Read 596951 times)

Cycerin

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #285 on: August 23, 2012, 05:20:14 PM »

I have been summoned, bringing smugness to fill the smugvoid created by invoking my name.

Seriously though, I love what you're doing here. Especially enjoyed all the tongue-in-cheek humor in the new descriptions. I think your Dugong is the most memorable design, that diagonal O'Neill Cylinder-esque thing is a great touch. Going to come back with a trip report when I've actually played the mod.
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robokill

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #286 on: August 23, 2012, 06:01:04 PM »

I want a bigger awsomer scythe fast lots of pd lots of cargo lots of hangers and still goes head to head with everything else
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #287 on: August 24, 2012, 07:35:40 AM »

I want a bigger awsomer scythe fast lots of pd lots of cargo lots of hangers and still goes head to head with everything else

Whacked up a concept, just for kicks and it's Friday afternoon and I refuse to do any more work today. It's not quite in brief ... but ...



I'm thinking of a large construction vessel, with a big built-in welding laser sticking out the front. Lots of drones being constantly manufactured to provide PD support, maybe even more active defense, and a flight deck plus cargo.
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Brainbread

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #288 on: August 24, 2012, 11:01:19 AM »

So, the Turbot is now my favourite ship to fly around in. Grapeshot launcher (M), Heavy Blaster, Augmented Engines and Expanded Missile Racks, 10 Caps/11 Vents. Can stay phased forever, the drones on Free Roam are really effective and good at tackling, and 170 top speed means you can make a run at an enemy, phase out and coast at them with way more speed than you'd expect from a ship its size.

Also, the addition of Ship Systems really helped out the Junk Pirates faction a lot. Scythes aren't as squishy, Clams are frustrating to fight (actually take a lot of fire to kill), and just overall they are a more credible threat.

The capital ships are still a bit weak, and the Kraken is dead in the water against a Wolf with a Phase Beam and the Optics Hull Mod, even with Resistant Flux Conduits. Have you thought of changing out its mods for Omni shields? I think that'd benefit it greatly, more so with its huge back door and very little weapons coverage there at Medium-Long range.
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robokill

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #289 on: August 24, 2012, 07:32:36 PM »

"hey look cargo ship wait those drone wont die missles dont work this couldnt get worse aahhhh giant blowtorch"

lets call it the REAPER
« Last Edit: August 24, 2012, 07:56:57 PM by robokill »
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #290 on: August 28, 2012, 01:03:03 PM »

Sprite heavily work in progress (lots more colouring / texturing to do) but it's coming together:



At present it is a very effective 'back field' carrier due to the TNT drones. These have a light assault gun, but are also supported by their own pair of Welding Drones with Burst PDs. When the drones are out, thats 4 lightag's and 8 burstpd's in a field around the ship. There are a few turreted weapon mounts, typically mounting more PD such as flak cannons, but that's about it - apart from the STYGIAN DRILL, which is acting as a massive graviton beam at the minute. But I need to figure out whether it works quite right.



This ship was designed to sit in front of big rocks and blow the devil out of it with the HE weaponry of the drones, cut things in half with the Drill, or fix things with the welding drones. It has a fixed frontal shield, and the onboard factory allows it to repair fighter craft out in the field or replenish the fog of drones.

It's okay as currently prototyped, and could be an awesome fleet carrier, but it just isn't that fun to play with. The drill is great at pinning people down from huge ranges, but it can't cut through and do any real damage. I could buff damage but it might end up being well OP.

The lack of any further weaponry, apart from the drones, means it is a bit limp against cruisers and above - and there are no real tactical choices apart from 'stick the drill to them' but it can beat most Cruisers due to the range of the drill alone.

Hmmm ... I like the concept, but implementation is not quite right. I wonder what to do ...
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robokill

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #291 on: September 03, 2012, 06:33:07 PM »

It could use 2 or 3 small mounts just my thaughts do what you think fits
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #292 on: September 04, 2012, 12:14:44 AM »

It could use 2 or 3 small mounts just my thaughts do what you think fits

I might take you up on that suggestion.
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #293 on: September 04, 2012, 11:28:55 AM »


The Splinter - a new fighter available at your nearest arms dealer.

Equipped with a deadly combination of two Vulcan cannons on the highly aerodynamic* wings and a light dual machine gun upfront, you will be the envy of all your friends. And your enemies will wish they were your friends. Even if that means being envious of you.

*not suitable for use in atmospheric conditions


The Reaper - for when a Venture just doesn't say 'Rugged Enough'.

When you crossed over the river Styx at the end of your previous life, after being sucked out the airlock of a decompressing Buffalo, you don't remember it being THIS AWESOME.

The Stygian Drill at the front of this thing is the perfect weapon for cutting asteroids in half. Unfortunately, it struggles slightly against anything more mobile. Might be better relying on your Drone subsystem, or perhaps a support wing of fighters taking advantage of the onboard flight deck.

(released 1.40 - see OP)
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Ghoti

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #294 on: September 04, 2012, 01:01:17 PM »

You know. I just keep looking at it. It can't possibly be

is that a STAIRCASE?
IN SPACE?
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #295 on: September 05, 2012, 12:45:39 AM »

You know. I just keep looking at it. It can't possibly be

is that a STAIRCASE?
IN SPACE?

I ... err ... I suppose it is?

 ;D
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Jonlissla

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #296 on: September 05, 2012, 08:34:20 AM »

is that a STAIRCASE?
IN SPACE?

Thanks, now I will never be able to unsee that.
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TheHappyFace

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #297 on: September 05, 2012, 09:12:45 AM »

You know. I just keep looking at it. It can't possibly be

is that a STAIRCASE?
IN SPACE?

I ... err ... I suppose it is?

 ;D
O_o

I have to admit i would have never come up with that idea  ;)
you mendonaca are the master of creativity!
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robokill

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #298 on: September 05, 2012, 08:11:58 PM »

Add lights and bigger engines.
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Ghoti

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.53.1a
« Reply #299 on: September 06, 2012, 07:21:28 AM »

and more staircases.
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