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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 ... 153 154 [155] 156 157 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1791034 times)

Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2310 on: March 25, 2016, 04:08:53 PM »

Nope.

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 would never create something as basic and dull as that. But space monsters will take an enormous effort to get right, effort I currently reserve for improving the mod in less time-consuming ways. Just updating the Karkinos, playtesting 1 new weapon, and fixing various balance issues, gameplay things, campaign issues and polishing all that took almost all of last week.

I disagree that all ship niches are filled in BRDY. There are a lot of badly designed ships like the Asura and Knight that are due for a CULLING, too, and will be replaced by better content.
« Last Edit: March 25, 2016, 04:10:25 PM by Cycerin »
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Soda Savvy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2311 on: March 25, 2016, 04:49:18 PM »

I voted Space Monster just because. But honestly ships, refinements, bug fixes, and other content are the more important thing. If however you do bother with the SM idea, make it a toggle perhaps? Without one it would be like a permanent switch from Battletech to Babylon 5 every time I boot up BDY for a campaign. I like both, but not always at the same time.


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Surge

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2312 on: March 25, 2016, 07:09:40 PM »

The Knight is indeed is a really awkward spot where it's an asymmetrical cruiser conquest that gives up the missiles for a flight deck. You could make it a formidable fleet cruiser but you'd have to scrap pretty much everything about it except the shape and flight deck.

The Asura I would definitely like to see remain in some capacity, it's a very interesting ship I think, a phase strike cruiser with far more staying power than a phase ship has any right to have, though I wouldn't object to it getting a redesign like the kark is getting.
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ANGRYABOUTELVES

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2313 on: March 25, 2016, 10:18:36 PM »

I voted for weapons because Blackrock has a major dearth of medium and large missile weaponry. For medium missiles, you've got the Achillies and the Voidspear, and there's no large missile weaponry at all. Admittedly there's very few BRDY ships with slots that can even mount medium or large missiles, but still.
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cjuicy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2314 on: March 27, 2016, 05:49:58 PM »

The Sthenos is quite OP in some situations. I killed an Onslaught using it, without backup. It might just be the Scalaron Blasters on it, though. I also had a Tornado MIRV in the large slot, but barely used it.
Side note: Conquests are a bit harder, since they can turn. My best "joust" left me with a third of my HP. A Paragon was strangely quick to die.
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Surge

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2315 on: March 27, 2016, 07:18:13 PM »

A player cruiser killing an Onslaught isn't TOO crazy, Onslaughts can be easily consigned to giant XP pinatas by any sufficiently mobile cruiser or even destroyer. Hell I have a friend who claims to be able to solo them with a strike Scarab.
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TaLaR

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2316 on: March 27, 2016, 09:51:16 PM »

Most non-civilian ships (frigates included) that can get behind an Onslaught, can kill it (under player control).
As even more extreme case, there was a topic about killing sim Onslaught with Buffalo mk2. Though it required specific tactics and was quite difficult to execute.
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Dubby

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2317 on: March 28, 2016, 05:37:49 AM »

I would like to see some kind of medium/large mounted long-range scalaron pulse. Perhaps a multiple stage torpedo, where regular scalaron pulses are released in sequence or in a burst at the end. Moderate speed, but considerable range? Perhaps if the torpedo can detonate at a specific distance from a/any target.

I also would like to see some kind of rook-tug hybrid ship.
« Last Edit: March 28, 2016, 05:39:37 AM by Dubby »
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Dudley Dickerson

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2318 on: March 28, 2016, 08:16:58 AM »

Really surprised that music has the lowest amount of votes. I guess most people play with their own music since the soundtrack currently in the game is extremely lacking.
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Tartiflette

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2319 on: March 28, 2016, 11:14:50 AM »

Really surprised that music has the lowest amount of votes. I guess most people play with their own music since the soundtrack currently in the game is extremely lacking.
Probably because the faction already has a complete soundtrack.
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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2320 on: March 28, 2016, 04:54:12 PM »

I don't want to add more music yet, but I wouldn't mind making another ambient track to add some variety. Time is the main limiting factor, I do really enjoy making music for my own sake.

I would like to see some kind of medium/large mounted long-range scalaron pulse.

You're in luck.

New patch now has several redesigned and several new weapons.
Particle Rifle (new)
Fury Torpedo Launcher (new)
Rage SRM (new)
Heavy Scalaron Pulse Launcher (new)
INM Assault Gun (redesigned)
Voidspear MRM (redesigned)
In addition, almost every weapon has recieved some kind of minor or major polish, and there's more stuff regarding ships too.

It's taking a while to playtest all this stuff, though.
« Last Edit: March 28, 2016, 04:56:36 PM by Cycerin »
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Abyz

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2321 on: March 28, 2016, 06:02:34 PM »

I heart you. *hi five for quality*
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Sy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2322 on: March 28, 2016, 08:00:05 PM »

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Dark.Revenant

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2323 on: March 28, 2016, 08:09:10 PM »

Rage SRM (new)
O:

what does it do?

it does nothing
yep, nothing
doesn't that make you mad?
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Surge

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Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« Reply #2324 on: March 28, 2016, 08:24:27 PM »

No what'll make me mad is when SS+ gives a ship 3 of them and I shout "NO. LET THE SHIP GENERATOR TRY AGAIN, IT *** UP." because the fight just isn't fun anymore.
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