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News:

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

Poll

What would you like to see in Blackrock?

More ships
- 755 (23.7%)
More weapons
- 481 (15.1%)
More campaign features
- 478 (15%)
Space monsters
- 705 (22.1%)
More lore
- 207 (6.5%)
More music
- 131 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 277 (8.7%)

Total Members Voted: 1425


Pages: 1 ... 114 115 [116] 117 118 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1791086 times)

MesoTroniK

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1725 on: September 16, 2015, 02:58:18 PM »

OOZ662

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1726 on: September 16, 2015, 03:54:45 PM »

Now I'm sad that there isn't a standalone clip of the Nadesico firing her gravity blast cannon within easy reach on YouTube.
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Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1727 on: September 18, 2015, 12:10:42 PM »

http://www.twitch.tv/cycerin/v/16619969

Randomly ended up discussing the Morpheus and showing it off in some more detail while streaming today, kind of in the final balancing phase right now so good time to reveal some of my thinking

E: I guess i could do a proper presentation later on actually, its not as hard to play and talk at the same time as I thought it would be
« Last Edit: September 18, 2015, 12:21:40 PM by Cycerin »
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Gothars

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1728 on: September 18, 2015, 03:11:39 PM »

Piloting a shmup endboss sounds rad, can't wait. Glad that you don't wait for .7a with the update, btw  ;)
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1729 on: September 19, 2015, 01:56:18 AM »

Yeah I've never intended to wait for .7a but life has frankly been a b*tch lately so time hasn't been as abundant as I'd liked
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Agalyon

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1730 on: October 03, 2015, 05:36:10 PM »

Im not seeing high maintence in the files for desdinova and nevermore, am I missing something or was that changed?
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Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1731 on: October 03, 2015, 05:49:18 PM »

Yeah, after some deliberation I took it back out for both ships.
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Midnight Kitsune

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1732 on: October 03, 2015, 10:48:31 PM »

Yeah, after some deliberation I took it back out for both ships.
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Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1733 on: October 06, 2015, 08:52:21 AM »

Well, development is still going slow but I want to have something out during October, whether or not I can do that depends on the scope. I'm interested in what people would like to see the most, the Knight rework or a Desdinova rework. The Desdinova is going to become quite a bit smaller (Roughly the size of a Hammerhead) and lose some of its weapons. In return, it will be more reliable in AI hands, harder to hit, and overall slicker. Think Medusa, you would like to pilot one, but you also wouldn't mind handing it over to the AI. Right now the ship is overgunned, oversized, and has "Conquest syndrome" - often dies in stupid ways when not player-controlled.

The question is which one to prioritize.

I could also put those features off until the next version, and just release a patch with the current balance changes, polish and the Morpheus. If I were to do that, I would def. be able to get it out during October.

Spoiler
Also, I'll find something to do with the old Desdinova sprite, whether it simply ends up as a bounty in SS+ I still dont wanna throw it out completely.
[close]
« Last Edit: October 06, 2015, 09:00:53 AM by Cycerin »
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OOZ662

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1734 on: October 06, 2015, 08:56:25 AM »

While I can find fun things to do with the Desdinova, I've never had success with the Knight. I'd like to see it redone first.
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Gothars

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1735 on: October 06, 2015, 09:41:25 AM »

I'd second prioritizing the Knight. While slimming down the Desdinova sounds interesting, the Knight just has more growth potential.

Maybe the old Desdinova could be reworked into a light (patrol) cruiser?

Yeah I've never intended to wait for .7a but life has frankly been a b*tch lately so time hasn't been as abundant as I'd liked

Hope things are going better for you soon :)



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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Nanao-kun

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1736 on: October 06, 2015, 10:17:29 AM »

I'd also prefer the Knight to be prioritized over the Desdinova.
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Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1737 on: October 06, 2015, 10:40:25 AM »

I'd second prioritizing the Knight. While slimming down the Desdinova sounds interesting, the Knight just has more growth potential.

Maybe the old Desdinova could be reworked into a light (patrol) cruiser?

Hmm. I'd rather make something from scratch, but something with a similar hull size could be fun. Down the road.

Quote
Hope things are going better for you soon :)

Thanks, man. : )
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Agalyon

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1738 on: October 06, 2015, 11:53:29 AM »

Yeah, after some deliberation I took it back out for both ships.
Neato. The changes to the Desdinova sound good, and the Morpheus looks really cool as well. I'd love to see an october update, but don't rush yourself. And yeah, keep the desdinova sprite, even if its just an SS+ boss.
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zoe_zucchini

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1739 on: October 09, 2015, 03:01:33 PM »

Well, development is still going slow but I want to have something out during October, whether or not I can do that depends on the scope. I'm interested in what people would like to see the most, the Knight rework or a Desdinova rework. The Desdinova is going to become quite a bit smaller (Roughly the size of a Hammerhead) and lose some of its weapons. In return, it will be more reliable in AI hands, harder to hit, and overall slicker. Think Medusa, you would like to pilot one, but you also wouldn't mind handing it over to the AI. Right now the ship is overgunned, oversized, and has "Conquest syndrome" - often dies in stupid ways when not player-controlled.

The question is which one to prioritize.

I could also put those features off until the next version, and just release a patch with the current balance changes, polish and the Morpheus. If I were to do that, I would def. be able to get it out during October.

Spoiler
Also, I'll find something to do with the old Desdinova sprite, whether it simply ends up as a bounty in SS+ I still dont wanna throw it out completely.
[close]

This all sounds pretty cool! I hope to see all those weird old unfinished ships from previous versions(that are no longer in the files) come back as bounties, along with the old desdinova.
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