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Author Topic: [0.6.1a] Interstellar Federation v1.27  (Read 367725 times)

K-64

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Re: [0.53a] Interstellar Federation v1.24
« Reply #405 on: August 11, 2012, 02:02:02 PM »

You could put a very small chargeup time, just to get the thing working. Like 2-3 frame's worth. You'd probably have to put the barrel value a bit further down in the y-axis as well though, I'd imagine
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keptin

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Re: [0.53a] Interstellar Federation v1.24
« Reply #406 on: August 11, 2012, 02:15:06 PM »

Yeah, I'm sure that would work or I could remove the recoil altogether.  Though, I think that's the coolest part about it.

WKOB

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Re: [0.53a] Interstellar Federation v1.24
« Reply #407 on: August 11, 2012, 11:25:42 PM »

Recoil in some large weapons is somewhat delayed as a design feature, albeit I'm not sure just how delayed you mean.

My only problem with it is just that the barrels and center look so 3D, they need less shine.
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silentstormpt

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Re: [0.53a] Interstellar Federation v1.24
« Reply #408 on: August 12, 2012, 04:38:14 AM »

Perfect music to that new faction:

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keptin

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Re: [0.53a] Interstellar Federation v1.24
« Reply #409 on: August 12, 2012, 04:52:36 AM »

Ooo, I like it, very fitting!

robokill

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Re: [0.53a] Interstellar Federation v1.24
« Reply #410 on: August 12, 2012, 07:07:12 AM »

in the current version your missle ship is op 4 pilums fast missle racks eccm package i can barrage 24 smart pilums in 3 sec. it killing hound easy
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keptin

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Re: [0.53a] Interstellar Federation v1.24
« Reply #411 on: August 12, 2012, 07:18:39 AM »

I wouldn't say a destroyer killing hounds is OP.  The Vixen can alpha strike like mad, but then it's out of missiles and helpless, so it really only works on one target.

robokill

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Re: [0.53a] Interstellar Federation v1.24
« Reply #412 on: August 12, 2012, 07:35:15 AM »

destroyer killing a hound with just pilums
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IIE16 Yoshi

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Re: [0.53a] Interstellar Federation v1.24
« Reply #413 on: August 12, 2012, 09:55:38 AM »

Dedicated missile boat, complete with missile-related ship systems, capable of destroying a frigate-sized unshielded and fairly lightly armored gunship. I see nothing wrong here.
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Kreyesh

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Re: [0.53a] Interstellar Federation v1.24
« Reply #414 on: August 12, 2012, 08:45:01 PM »

Hey man, many of the mods in this forum are a turn off simply because the ship sprites look horrible, yours are amazing. Not sure where you got them or if you simply made them yourself, but either way, kudos.
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keptin

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Re: [0.53a] Interstellar Federation v1.24
« Reply #415 on: August 12, 2012, 09:31:43 PM »

Thanks man, the IFed are made by hand with 3D renders and kitbashing, the Jardain are hand painted.

Speaking of which, I'm working on animated weapon sprites.  This is some WIP,

63 frames



« Last Edit: August 12, 2012, 09:42:30 PM by keptin »
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Rybread

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Re: [0.53a] Interstellar Federation v1.24
« Reply #416 on: August 12, 2012, 10:57:09 PM »

That is ridiculously detailed, and incredibly awesome. You have me in admiration.
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IIE16 Yoshi

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Re: [0.53a] Interstellar Federation v1.24
« Reply #417 on: August 13, 2012, 12:31:23 AM »

Though I truly adore weapons that 'reload' like that. The whole sci-fi breach-to-cool-off-power-coils thing. I'm a sucker for that. But I'm not sure if Starfarer can incorporate that. At least, I've never seen anyone try it.
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mendonca

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Re: [0.53a] Interstellar Federation v1.24
« Reply #418 on: August 13, 2012, 01:01:40 AM »

That is really, really cool.

I think if you could get that extra small bit of articulation to the reloading, folding back  -as per the drawn concept - then the coolness quotient would increase by 5-10%.
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"I'm doing it, I'm making them purple! No one can stop me!"

keptin

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Re: [0.53a] Interstellar Federation v1.24
« Reply #419 on: August 13, 2012, 01:12:28 AM »

I'm not sure if Starfarer can incorporate that.

You think I'd invest this much time if it couldn't work?  (it does)

folding back  -as per the drawn concept

I tried it and it just doesn't look as good at 40 pixels wide.  Something about parallel lines...
« Last Edit: August 13, 2012, 01:15:02 AM by keptin »
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