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Poll

What would you like to see in Blackrock?

More ships
- 759 (23.7%)
More weapons
- 484 (15.1%)
More campaign features
- 482 (15%)
Space monsters
- 707 (22%)
More lore
- 210 (6.5%)
More music
- 132 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 278 (8.7%)

Total Members Voted: 1432


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1806906 times)

Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2295 on: March 24, 2016, 05:41:30 PM »

Ait, what I'll do is just make it mutually exclusive with ITU and Dedicated Targeting core and rebalance the hullmod from there.
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ANGRYABOUTELVES

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2296 on: March 24, 2016, 06:07:13 PM »

Ait, what I'll do is just make it mutually exclusive with ITU and Dedicated Targeting core and rebalance the hullmod from there.
I considered suggesting this. I decided against it because I thought it was too crazy. But you're actually doing it, you absolute madman.
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Megas

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2297 on: March 24, 2016, 07:08:56 PM »

Currently, not much can stand up to four Mjolnir plus additional ballistics focus-fired at a target.  Although, a big swarm can be a problem (and that is where wall-hugging and lots of dual-flak help, which Karkinos is not as quite as good at as Onslaught.)

The upcoming mount changes will tone down Mjolnir abuse on Karkinos.
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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2298 on: March 24, 2016, 08:28:25 PM »

Ait, what I'll do is just make it mutually exclusive with ITU and Dedicated Targeting core and rebalance the hullmod from there.
I considered suggesting this. I decided against it because I thought it was too crazy. But you're actually doing it, you absolute madman.

Allabout making them interesting choices.

Now 20% more dps/less soft flux from firing, 10% less weapon range, mult so it stacks less favorably with gunnery implants perk. 8/15/25/35 OP cost. No ITU or DTC.
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JohnDoe

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2299 on: March 24, 2016, 08:43:35 PM »

Still compatible with SO right?
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Abyz

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2300 on: March 24, 2016, 11:17:06 PM »

<3 more damage.
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Taverius

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2301 on: March 25, 2016, 02:27:50 AM »

#youredoingitwrong

There's no wrong way in a sandbox game. The kiting Karkinos isn't as flashy as the striker one, but it still works.
Twitter hashatgs outside of twitter should be automatically taken as sarcastic Helmut :D
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No faction is truly established without a themed Buffalo (TAG) variant.

Mr. Nobody

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2302 on: March 25, 2016, 07:23:01 AM »

Question: if/when Void Beast get implemented (maximum optimism here) what can we expect from them?
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ValkyriaL

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2303 on: March 25, 2016, 09:41:26 AM »

Think the Orion Guardinan and the space beasts from Masters of Orion, huge space monsters that wrecks ALL of the *** and makes scary noices while doing it. ::)
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Abyz

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2304 on: March 25, 2016, 11:05:10 AM »

On that note I vote for space beasts!
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Adraius

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2305 on: March 25, 2016, 12:16:33 PM »

Honest question: why are people so interested in battling space monsters that likely only have have 1-2 'weapons', don't have flux or shields, and are mainly HP sacks to grind down before their bite attack or "organic laser" does the same to you?  It seems like space monsters would not possess many of the mechanics that makes Starsector combat fun.

I'm talking out of my ass on unsupported assumptions here, to be clear.  I don't know Cycerin's ideas, and I'm sure it's possible to design cool space monsters with unique, scripted mechanics that are fun to fight and require a different approach from starship combat.  But that sounds like an absolute ton of dev time and work, and I'd much rather continue seeing new, interesting ships and weapons in this mod. =)
« Last Edit: March 25, 2016, 12:19:32 PM by Adraius »
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Sy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2306 on: March 25, 2016, 12:27:08 PM »

i think the Morpheus' abilities would work rather well for space monsters. it's got defense, unique weapon stuff, punishing a player for being careless when it uses its cloak-thing, etc.

not saying space monsters should just be big Morpheus, but i do think there's plenty of room in SS to design interesting enemies that do not use the normal ship mechanics.
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Wyvern

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2307 on: March 25, 2016, 12:45:11 PM »

I'd much rather continue seeing new, interesting ships and weapons in this mod.
I'd much rather see space monsters, personally; BRDY already has a full set of ships and weapons capable of filling any niche, and I don't really think it needs more.  What is it missing that would be filled in by a new weapon or ship?
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Wyvern is 100% correct about the math.

Mr. Nobody

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2308 on: March 25, 2016, 12:53:59 PM »

Honest question: why are people so interested in battling space monsters that likely only have have 1-2 'weapons', don't have flux or shields, and are mainly HP sacks to grind down before their bite attack or "organic laser" does the same to you?  It seems like space monsters would not possess many of the mechanics that makes Starsector combat fun.

I'm talking out of my ass on unsupported assumptions here, to be clear.  I don't know Cycerin's ideas, and I'm sure it's possible to design cool space monsters with unique, scripted mechanics that are fun to fight and require a different approach from starship combat.  But that sounds like an absolute ton of dev time and work, and I'd much rather continue seeing new, interesting ships and weapons in this mod. =)

Less armed, less armored, unshielded, hyper Sphincter Discombobulator spammy monster-karkinos?

Also, it might be a 1.1 addition (ie: i have done everything shipwise, let's work on the embellishments)

P.s. i'd propose for them to spawn randomly somewhere in the sector/hyperspace (preferably near other fleets) in a way that seems they were exiting hyperspace (wrblblblblb ships appearing) combined with a Satined Deflorator effect (damage ships and cause CR loss on the tac map (is it even possible?)).
Obviouly it would need a ""wind up time" so that the player can realize what's happening and at least try to move out of the way.

Also a minor (once-in-a-blue-moon) chance for bigger BRDY ships to blow up catastrophically and tear reality a new hole allowing for all sort of nasties to spawn mid combat could be a nic(h)e .config option
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Abyz

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2309 on: March 25, 2016, 12:56:31 PM »

Are there any BRDY boss ships is SS+?
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