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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: [0.8.1a] The Nomads, v1.4.11-rc2  (Read 368800 times)

Upgradecap

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Re: The Nomads (0.6)
« Reply #90 on: April 01, 2012, 03:17:29 AM »

the only thing i want is the oasis man. i want to hear the screams of thousands of people when i shoot it to smitterines.(yes i am evil)
Did you cancel that ship or just not on it yet?

I'd actully love to see that. Along with a system to seperates ship parts when exploded and a system that is able to slowly explode ships in an epic way ;D
http://www.youtube.com/watch?v=jmjJpy4ubgs

Skip to 2:00 for some explosions.

Nad also a way to dramtically explode ships when they die, like this:

http://www.youtube.com/watch?v=aeGd1hgkjwY

skip to 1:10 for the epicness ;D
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Dante80

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Re: The Nomads (0.6)
« Reply #91 on: April 01, 2012, 07:42:45 AM »

I love the concept pics for the new additions man, especially the yellowjacket! Keep the goodness coming...^^
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Trylobot

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Re: The Nomads (0.6)
« Reply #92 on: April 01, 2012, 07:22:39 PM »

I never cancelled it, in fact I have several sketches of it already. It's just going to take some time to get it to where I want it, and I have other ideas to explore as well.
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Trylobot

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Re: The Nomads (0.7)
« Reply #93 on: April 02, 2012, 10:57:40 PM »

Update April 3rd: Added new ship: the Sandstorm; Rebalanced Gila Monster to be heavier, slower and less manueverable, with more HP but far less armor, less total flux and less flux dissipation; Increased damage and value of Doom Cannon; Renamed all weapons to "Electron Maser" or variations thereof; Added new weapon, Twin Electron Maser, a large-slot version of the heavy with twin barrels and slightly longer range; Reduced the "engine glare" of all Nomad engines, for better appearance (there was too much)


OP updated with the download link & new sprites.
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craftomega

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Re: The Nomads (0.7)
« Reply #94 on: April 03, 2012, 01:11:51 AM »

You mkae me want to cry.... i just updated this....
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Upgradecap

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Re: The Nomads (0.7)
« Reply #95 on: April 03, 2012, 01:14:14 AM »

Why do I get such a desire to kill every nomads fleet when i see then? ;D
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Uomoz

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Re: The Nomads (0.7)
« Reply #96 on: April 03, 2012, 01:54:20 AM »

I will Update Uomoz's Corvus with this as soon as I come back from uni ;)

Love the new ship! (and the style overall ss getting even better)
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Dante80

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Re: The Nomads (0.7)
« Reply #97 on: April 03, 2012, 09:38:26 PM »

I absolutely love the sandstorm, so much that I decided to play around with it a little...here is the outcome... :)



Keep the goodness coming man, cheers...^^
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Trylobot

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Re: The Nomads (0.7)
« Reply #98 on: April 03, 2012, 10:27:19 PM »

Looks good, I'll put it in.


I'm working on the Yellowjacket right now, and I'm going to be using a complicated weapon-fire animation made of many frames of sprite animation for the firing sequence. At present I have planned some spinning-screw type things to help it "wind back up" the barrel, and some pressure valves near the barrel spewing smoke, along with a large recoil and muzzle flare, and some very neat sounds from www.freesound.org
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Fantastic Chimni

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Re: The Nomads (0.7)
« Reply #99 on: April 04, 2012, 01:56:23 PM »

The iguanas? Just destroyed my medusa in a 1v1.

They are a little bit too strong if they can take 4 tac lasers and a mining blaster on their shields and take less flux than i gain from firing it.

Just saying.
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Trylobot

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Re: The Nomads (0.7)
« Reply #100 on: April 04, 2012, 02:13:08 PM »

I have a couple of questions for you, because my hope is just that you have expectations of strength based on other people's fighters, but possibly haven't considered what it means to be balanced.

1. Can you post your Medusa's *.variant so that I can test, if indeed they are in need of further balancing?

2. Does your Medusa lose consistently? (Or was it a fluke?)

3. Does your Medusa beat: a wing of Thunders, or a wing of Warthogs? (Consistently?)

If yes to all, then it confirms that they are overpowered and need to be toned down so they're not tearing everything apart, or their cost/fleet points ratcheted up; for instance, what if their fleet point cost was doubled? Then it would be more difficult to field them, etc., etc., and the expectation would transform to: Can they beat two Medusas consistently 8)

Thank you (F.Chimni, all) for the continuing feedback, it makes the mod better.
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Uomoz

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Re: The Nomads (0.7)
« Reply #101 on: April 04, 2012, 02:19:59 PM »

I really like the "warn look" that dante gave to the Sandstorm. Is it appliable to the Gila Monster too? (the difference between the two is a little apparent in the OP)
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Trylobot

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Re: The Nomads (0.7)
« Reply #102 on: April 04, 2012, 06:28:01 PM »

Heh... I have no idea, but probably (guess you'd have to talk to Dante 8))

TBH though, I don't mind if there are slight differences of style. Can't just keep revisiting old pieces because otherwise I'd never release anything. If Dante feels like improving ships out of love for the mod, I'm flattered; but I'm loathe to revisit early ships just because I discovered some new technique or other. If they look cohesive as a group, even if it's not exact, I'm satisfied.

Quote from: The Late Steve Jobs
Real artists ship.

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Trylobot

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Re: The Nomads (0.7)
« Reply #103 on: April 04, 2012, 07:53:24 PM »

For the upcoming version, I have rebalanced the Iguana to my satisfaction. In fact I've spent more time trying to balance this craft then I think I've spent on any ship for this game ever. Here is a table of the results of my balance experiment:

   
Fighters and Interceptors
   1 x Iguana_Wing  Loses  vs.  1 x Broadsword_Wing
   1 x Iguana_Wing  Loses  vs.  1 x Warthog_Wing
   1 x Iguana_Wing  Loses  vs.  1 x Thunder_Wing
   1 x Iguana_Wing  Wins   vs.  1 x Wasp_Wing
   1 x Iguana_Wing  Wins   vs.  1 x Talon_Wing
Frigates
   1 x Iguana_Wing  Wins   vs.  1 x Hound_Assault
   1 x Iguana_Wing  Wins   vs.  1 x Lasher_Assault
Destroyers
   1 x Iguana_Wing  Loses  vs.  1 x Medusa_PD
   1 x Iguana_Wing  Loses  vs.  1 x Hammerhead_Balanced



I've likewise reduced the fleet points requirement of the wing to 5 (from 9).
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Iscariot

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Re: The Nomads (0.7)
« Reply #104 on: April 04, 2012, 07:55:46 PM »

For the upcoming version, I have rebalanced the Iguana to my satisfaction. In fact I've spent more time trying to balance this craft then I think I've spent on any ship for this game ever. Here is a table of the results of my balance experiment:

   
Fighters and Interceptors
   1 x Iguana_Wing  Loses  vs.  1 x Broadsword_Wing
   1 x Iguana_Wing  Loses  vs.  1 x Warthog_Wing
   1 x Iguana_Wing  Loses  vs.  1 x Thunder_Wing
   1 x Iguana_Wing  Wins   vs.  1 x Wasp_Wing
   1 x Iguana_Wing  Wins   vs.  1 x Talon_Wing
Frigates
   1 x Iguana_Wing  Wins   vs.  1 x Hound_Assault
   1 x Iguana_Wing  Wins   vs.  1 x Lasher_Assault
Destroyers
   1 x Iguana_Wing  Loses  vs.  1 x Medusa_PD
   1 x Iguana_Wing  Loses  vs.  1 x Hammerhead_Balanced



I've likewise reduced the fleet points requirement of the wing to 5 (from 9).

I commend you.
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The idea is that the various tech levels represent different - not "better" - ways to do things.
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