For making a shield, if you made it a module and are worried about it breaking.. why not make it invincible? Or have massive armor/hull?
The maker of Kingdom of Tera would also probably be a good one to ask for help as well.
Your new work is amazing, cant wait to try it out. Will we ever see a melee mech? Or a standalone faction?
It wouldn't make a lot of sense for it to have invincibility or large amounts of HP. I.E, getting shot by a reaper (bear with me, I know this would be almost impossible given the mechs size) should not be something it should withstand
I know its a pretty stupid thing to ask, half expect you already got that question...
BUT
Would there be a chance you ever make a full on faction mod where the player starts off with very rudimentary mechs (like ships with makeshift arms) and have him work his way up a sort of tech tree to some Gundam levels of b@llsh@t ?
Like you start off with the equivalant of a "Ball" in gundam to eventually work your way up to some Zone of the Enders level tech ?
Also not just mechs but also ships built to support said mechs in combat, like a carrier that gives strike crafts a speed boost for X amount of time after being launched or even a massive shield that allows strike crafts to fight from within ?
I probably won't make a faction. Just from personal taste, I don't really like faction bloat. Anyway, really low level mechs just aren't viable - trying to play with a regular valken for example would be next to impossible. That said, maybe there could be some sort of individual upgrade system for mechs. idk about that.
I have a converted carrier idea in my head.. I was thinking of giving it some kind of AOE bonus at the expense of having no weapons itself and bad armor or something, but I haven't done any work on it.
I don't think he has plans on making a full on faction atm.
I'm excited on the new pilotable mech. Don't get me wrong, the Einhander is sick and I loved piloting it even in mid-late parts of the game (soup up Einhander with an edited settings file to allow me to stuff it with 9 built-in hullmods + plus a powerful Remnant Burst PD on it's "bits" from another mod pretty much causes havoc on larger capitals by killing of their engines) but it does feel a bit too strong as a starter unit. Was planning on suggesting on a custom Valken (or X) as a starter unit since it feels more logical that a nameless captain gets a modified/customized Mass production unit rather than a rare and precious experimental unit.
On a side note, I saw a unit called Spriggan in the files, I don't remember seeing it being used in the game. Is it something like a left-over from previous version or something new for a future update?
Yeah, einhander is a bit too flashy for my tastes. There's basically two different crowds, people who want every single mech to be a gundam blowing up entire fleets near- singlehandedly and people who just like mechs..and i fall in the latter. So the Aleste is a bit more enjoyable for me while still keeping things challenging.
As for "Spriggan", that's basically the proto einhander. Some of the files still retained the name as to not break saves. I used some of the sprites for the aleste, but at some point i'll probably correct the naming so I can use that name for something in the future.
I can also confirm that the altagrave(c) temporal field also breaks the shotgun. Re-entering and exiting the field doesn't seem to fix it for me. Anyone know of a temporary fix?
No temporary fix, but i'll just drop what I have done including a fix tonight