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Author Topic: Submissions for project CAELUS  (Read 343314 times)

medikohl

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Re: Submissions for project CAELUS
« Reply #15 on: May 12, 2012, 05:52:04 AM »

*wink*

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medikohl

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Re: Submissions for project CAELUS
« Reply #16 on: May 12, 2012, 05:53:54 AM »

*nudge*

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medikohl

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Re: Submissions for project CAELUS
« Reply #17 on: May 12, 2012, 05:56:26 AM »

*smile*

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medikohl

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Re: Submissions for project CAELUS
« Reply #18 on: May 12, 2012, 06:29:11 AM »

...

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Upgradecap

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Re: Submissions for project CAELUS
« Reply #19 on: May 12, 2012, 06:29:48 AM »

As always, medikohl manages to start off three entire factions. Within a few minutes.

Glad to have you on the team :D
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CrashToDesktop

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Re: Submissions for project CAELUS
« Reply #20 on: May 12, 2012, 06:33:21 AM »

Need me to get them in-game?  I need more ship in my testing and destruction - erm - testing facility!
Actually, those first few ships look good for an alien faction.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

medikohl

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Re: Submissions for project CAELUS
« Reply #21 on: May 12, 2012, 06:41:42 AM »

don't know what you're talking about.

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CrashToDesktop

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Re: Submissions for project CAELUS
« Reply #22 on: May 12, 2012, 06:46:05 AM »

Umm, are you talking to...never mind, I'll just watch. ;D
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I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

medikohl

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Re: Submissions for project CAELUS
« Reply #23 on: May 12, 2012, 06:49:26 AM »

simple ideas and guidelines.

1. not everything needs missiles
2. 360 degree turrets should be a rare feature
3. you need weak ships, normal ships, as well as difficult ships, otherwise it just becomes an exercise in futility.
4. not everything needs it's own faction, once you get too many factions and their fleets all spawning normally, the game slows down on weaker PCs
    build up existing factions, add new ship designs to the randomly spawning fleets.

these are just a few observations I've been making
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D0vahkiin

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Re: Submissions for project CAELUS
« Reply #24 on: May 12, 2012, 06:56:11 AM »

simple ideas and guidelines.

1. not everything needs missiles
2. 360 degree turrets should be a rare feature
3. you need weak ships, normal ships, as well as difficult ships, otherwise it just becomes an exercise in futility.
4. not everything needs it's own faction, once you get too many factions and their fleets all spawning normally, the game slows down on weaker PCs
    build up existing factions, add new ship designs to the randomly spawning fleets.

these are just a few observations I've been making

^

Half the fun of making ships, is inventing both their strengths and weaknesses.
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medikohl

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Re: Submissions for project CAELUS
« Reply #25 on: May 12, 2012, 07:14:06 AM »

but a lot of people are forgetting the "weakness" part

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Trylobot

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Re: Submissions for project CAELUS
« Reply #26 on: May 12, 2012, 08:54:13 AM »

unnamed_batch2_01


unnamed_batch2_02


unnamed_batch2_03


unnamed_batch2_04
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CrashToDesktop

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Re: Submissions for project CAELUS
« Reply #27 on: May 12, 2012, 08:57:18 AM »

Looks good Trylobot!  I like those - any idea what faction they might belong to?
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I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

D0vahkiin

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Re: Submissions for project CAELUS
« Reply #28 on: May 12, 2012, 09:02:11 AM »

Looks good Trylobot!  I like those - any idea what faction they might belong to?

Is it just me, or do you guys feel the mining vibe coming off those ships? They are like ultra high tech mining ships.
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Trylobot

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Re: Submissions for project CAELUS
« Reply #29 on: May 12, 2012, 09:25:59 AM »

unnamed_batch3_01
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