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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
- 754 (23.7%)
More weapons
- 480 (15.1%)
More campaign features
- 477 (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: 1424


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790555 times)

LazyWizard

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #630 on: October 02, 2013, 04:46:46 AM »

It's most useful at longer ranges where it basically negates range-extending hullmods. You're also almost completely immune to Annihilator spam. It's actually pretty powerful if you use it right, especially since the AI doesn't know it can't hit you and will happily waste most of its ammunition against the field. ;)
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Cycerin

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #631 on: October 02, 2013, 05:15:50 AM »

It's a kiting tool. For those who aren't well versed in gaming slang, it means keeping your distance to an enemy, dictating the range of the engagement to where it's in your favor and to the enemy's detriment. Archetypical example is a mage running away and casting frostbolt over and over at a warrior who desperately wants to close in to melee range in WoW.

Since the Interdiction Array doesn't actually slow your enemy, but just their projectiles, it works by tricking the AI into wasting flux trying to get to you when the shots stop just short of your hull. Playing the Kurmaraja is a matter of constantly choosing whether you need to raise shields to take a hit, or if you can use the more flux-saving method of keeping the Interdiction Field up and slowly whittling things down. If you master this, you can easily kill ships that would normally wipe the floor with you, such as the Onslaught.

BUT. I have had plans to redesign the system for a long time, because it seems like many players find it confusing and unsatisfying to use. Also, a mechanic that tricks the AI is inherently somewhat cheesy, if you ask me.

The idea I want the most is to make it a long-recharge system that instantly near-freezes any ship in the AoE. Frigates get braked down and cannot turn, cruisers and capital ships can strain against it. Any non-energy projectile is instantly stopped. This has an unlimited duration, but very, very rapidly builds soft flux, and as soon as you toggle it off, it has a cooldown.
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Gothars

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #632 on: October 02, 2013, 05:30:23 AM »

Thanks for the explanation, guys! I will try to use it that way, sounds good.

Your new plans sound even more exiting Cycerin, hope you can pull it off.



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

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Chronosfear

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #633 on: October 02, 2013, 06:50:30 AM »

That thing can even stop heavy weapons like a hellbore round or those nasty rockets
Its all about movement then !
and can give your PD more time to shot incoming missiles ( works well agains pillums ) ;D

no, please don´t change it.
just add a better description. I love the shipsystem as it is .. You just need some time with it to get the "feeling" for it  :D

just a quick battle i´ve done some minutes after this post, but you probably see how well this system can perform vs most ballistics threads ::)


Edit : Kurmaraja vid added in spoilers
« Last Edit: October 02, 2013, 07:29:10 AM by Chronosfear »
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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #634 on: October 02, 2013, 10:46:11 AM »

I have mixed feelings about redesign. On the one hand it sounds interesting and a little more aggressive, which is interesting. On the other hand I think that old system is one of the most beautifull in Starsector. Its very creative. Which is why its difficult to grab the essence of this system and use it properly without any experience.
I can't ask to change your decisions, but it will be a little sad if old Kurmaraja will be completely removed from BR lineup. (Though lore wise it is an interesting twist - old prototype could only stop projectiles in very short range, while new prototype is able to affect even ships)
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HELMUT

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #635 on: October 02, 2013, 10:59:54 AM »

Yep, i also like the Kurmaraja interdiction array as it is. And just look at Chronosfear's video, it's pretty awesome stuff, wouldn't change it for anything. Your idea is good as well but maybe for another Blackrock ship then? Probably some kind of weird prototype. Kurmaraja stuff is already pretty experimental technology, freezing everything in a radius is a step even further ahead of this.

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Cycerin

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards
« Reply #636 on: October 03, 2013, 10:09:57 AM »

Blackrock patch.

Changelog:
0.42
*This patch will break save files*
- Changed some hull ids to have the brdy_ prefix: this enables me to ensure Blackrock Flux Core can't be installed on non-Blackrock ships in missions (thanks FlashFrozen)
- Added a small Pirate presence to Gneiss to make it more forgiving for new players
- Fixed bug where you'd always respawn in Gneiss if the mod was installed
- You now longer start in Gneiss if you select Blackrock in the starting dialog, but you will respawn there. Inavoidable consequence of the fix
- New Shard Cannon sound effect
- Changed Robberfly system to Burst Jets + small armor and maneuverability buff
- Increased shield upkeep for all Blackrock hulls
- Lowered shield efficiency for all Blackrock hulls
- Slightly reduced armor of all Blackrock hulls
- Other tiny nerfs here and there. Faction felt too strong
- Added ship system descriptions and a tiny bit more Karkinos lore
- Added some name generation ***
- Added some WIP portraits
- Fixed Kurmaraja repair cost
- Fixed resupply bug (Thanks Vayra aka The Good Professor)
- Fixed bug where WIP weapon would get spawned by trade fleet
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Cr0wnxx

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards
« Reply #637 on: October 03, 2013, 12:14:15 PM »

Hi, thanks for the mod and the update, but

since the new update i cant start a new campaign because i get following error:

74607 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant [scarab_Hull] not found!
java.lang.RuntimeException: Ship hull variant [scarab_Hull] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.super.float$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.vayraBRDYInterface.initConvoys(vayraBRDYInterface.java:92)
   at data.scripts.VayraModPlugin.initVayra(VayraModPlugin.java:54)
   at data.scripts.VayraModPlugin.onNewGame(VayraModPlugin.java:111)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.H.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.??000(Unknown Source)
   at com.fs.super.oOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


It seems Blackrock Drive Yards has become uncompatible to Kadur Theocracy(it wasnt before)
I hope you can fix it :D
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Vayra

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards
« Reply #638 on: October 03, 2013, 12:51:56 PM »

Yeah, I'll have an update to my mod in a few minutes to restore integration.
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Taverius

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards
« Reply #639 on: October 03, 2013, 12:54:11 PM »

Would be wonderful if you added package version information back to the thread title so we don't have to read the thread to check for updates, Cycerin :D
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Cr0wnxx

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards
« Reply #640 on: October 03, 2013, 01:07:23 PM »

Yeah, I'll have an update to my mod in a few minutes to restore integration.

wow thats great, thanks :D
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Vayra

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards
« Reply #641 on: October 03, 2013, 01:42:41 PM »

Kadur Theocracy should properly integrate BRDY again now.

Loving the changes btw, Cycerin. :) The new Robberfly feels much more fun, like an insane Blackrock Hound that wants to get directly into the face (or engines) of the enemy and blow them up with a PPDE or a Linear Pulse Gun.
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Grug

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards
« Reply #642 on: October 03, 2013, 02:20:23 PM »

I just wanted to let you know, that this is quite literally my favourite faction mod on the forums. I love what you've done with backing up your lore, creating the system, adding fluff text to the weapons, what have you. I look forward to what you do with the mod, and have confidence that it'll be great fun. Space monsters are always fun.

Although I may not like to FLY BRDY ships, I do occaisionally buy their weapons systems, and a handful of their strike craft, because it's difficult to argue with their effectiveness. The reason I have your mod installed, is because they're a deep and interesting faction, rivalling and even beating the current factions in the game (hegemony, et, al.) They add a depth and flavour to the Starsector universe that isn't currently available.

Now that event texts are added though, I'd love to see how you could incorporate this into the BRDY system, and other systems- allowing the player to rout or assist BRDY in various operations across the sector.
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Taverius

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards
« Reply #643 on: October 03, 2013, 03:39:16 PM »

Ah btw Cycerin, the starting Locust that you hand out has 20 crew out of a possible 18 and marines on top ... probably want to adjust those numbers? :D

Also, whoa, Squilla wings are ruinously expensive to maintain! 46 supplies per deploy (cr*count / repair/day * supplies/day) compared to 16 for Tridents and 18 for Daggers?

P.S. BRDY needs a tug :)
P.P.S. Also a fuel transport.
« Last Edit: October 03, 2013, 05:19:10 PM by Taverius »
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Kothar

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #644 on: October 03, 2013, 04:14:04 PM »

Is the Mantis supposed to only regen 5% CR per day instead of 15% like most frigates? I can't quite tell from the description if it's supposed to be super expensive to deploy like the Hyperion, but right now it seems really high to me. Even the Desdinova regens 8% per day.
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