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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 1806840 times)

SainnQ

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2595 on: April 26, 2017, 04:50:03 AM »

I look forward to this, 8a is so starved of ship/armament variety IMO.
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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2596 on: April 26, 2017, 05:10:13 AM »

Yea its strange to go back to just the vanilla set after being used to the endless variety of heavily modded SS.
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RandomnessInc

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2597 on: April 26, 2017, 05:32:28 AM »

Still waiting for space monsters  ;)
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May the fry be with you.

Tartiflette

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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2599 on: April 26, 2017, 05:57:57 AM »

Still waiting for space monsters  ;)

It will take a lot of time and effort, but I think the framework of the game is getting to a point where its possible to do something like that. I still want to do it, I just don't know when I'll have time.
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adimetro00

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2600 on: April 26, 2017, 06:35:49 AM »

Still waiting for space monsters  ;)

It will take a lot of time and effort, but I think the framework of the game is getting to a point where its possible to do something like that. I still want to do it, I just don't know when I'll have time.
Will you do it like the [REDACTED]?
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Sy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2601 on: April 26, 2017, 09:18:03 AM »

Sentinel drones are meant to be mostly defensive, so it's not really a problem if they hang out around the mothership a lot and act predictably.
you can easily do that with the new fighter mechanics as well though. vanilla Mining Pods' engagement range is set to 0, so they do not leave the carrier at all (or rather, not further than fighters that are set to Regroup, which i think is about the same range as most drone systems used to have), and Xyphos are set to "support"-behaviour, so they can escort an allied ship at 4k range but do not follow an Engage command onto an enemy target.

so a built-in Bulwark drone 'wing' could be made to always stay close to the carrier, even as modular fighters from said carrier engage enemies at long range.

(i can certainly understand not wanting to mess with all that now though, and having to come up with suitable replacement systems.)

Quote
Here are the new fighter sprites so far:
those look amazing! O:
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HELMUT

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2602 on: April 26, 2017, 09:37:46 AM »

While i do like the Taipan and Mosquito, i'm not sure about the Nadir, the two large ACs looks weird. The sprites "works", but feels a bit strange to me, kinda like your older BSF Blackrock sprites. Maybe some more conventional, thinner barrels instead of the fat arms? I'm not sure.
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Sy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2603 on: April 26, 2017, 10:20:15 AM »

Maybe some more conventional, thinner barrels instead of the fat arms? I'm not sure.
i think they look good. the style of these arms signals "tough & defensive" more so than "big gunz!!1", to me.
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Axisoflint

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2604 on: April 26, 2017, 06:36:11 PM »

Still waiting for space monsters  ;)
http://fractalsoftworks.com/forum/index.php?topic=7842.msg131046#msg131046

I'd never seen that... thing before.. and now I can't unsee that it looks like something I wouldn't talk about in polite company.
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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2605 on: April 30, 2017, 09:12:55 AM »



Accidentally caused a chain reaction in this script
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Psycho Landlord

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2606 on: April 30, 2017, 09:40:40 AM »



Accidentally caused a chain reaction in this script

Even in death, BRDY will *** you up with unsafe science.
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Hazard

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2607 on: April 30, 2017, 09:52:25 AM »

It's not a bug, it's a feature. ;)
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Mr. Nobody

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2608 on: April 30, 2017, 10:33:23 AM »

The only logical conclusion to this is a ship specifically made to exploit this behavior by suiciding into enemy lines
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On the left half of the Bell curve

Sy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2609 on: April 30, 2017, 10:42:22 AM »

i'm disappointed that only a single piece of each new split continued the chain reaction. :(
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