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

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Author Topic: Old Metelson Industries :: Important Update 03/12/2024  (Read 299206 times)

Az the Squishy

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Re: [0.7.2a] Metelson industries : Military and Outpost update a2.70 3/2/16
« Reply #165 on: April 10, 2016, 12:19:08 PM »


Thrudgelmir has come... Fear the damned an rotten heads of it's guns, and have fun killing it all. ;)
https://www.dropbox.com/s/gh5hp40f83koefx/miPUBLIC.zip?dl=0

Pre-expansion meaning: before the new system is added and or developed among other items.
Changes to the mod
==================
  • Metelson Ships are more prevelant in fleet compisitions
  • Thrudgelmir added, Gracursor added, Cavos added, and ROMA phase added
  • Variations for ships added and fixxed
  • Balance pass attempted on ships
  • Test mission includes Thrudgelmir to fight with and Against

Hot fix with descriptions coming soon. I KNOW THERE ARE NO DESCRIPTIONS FOR THE NEW SHIPS. Hot-fix will not break saves. Hot-fixx will come at 4/12/16 or this coming wedsday. 4/13/16
« Last Edit: April 10, 2016, 12:22:16 PM by Azmond »
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Abyz

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Fack ya!
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Blaze

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Are those four medium slots on the new Varingur?

Heck yes it's still going.

If you're asking what I'd like to see:
I'd like to see a conversion of the Brawler, it definitely needs some love.
A bit more presence really; in Corvus mode they tend to never leave their system. But that's more of a limitation of the game; so dunno what can be done there.
Mining weaponry, the mining lance is a really nice alternative to the pulse laser.
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Az the Squishy

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That is NOT, a Varigur. That is a Gracursor, and it will kick your butt from one end to another if you don't treat it like a threat. That's 4 uni small turrets, 2 medium kenetic turrets, and 2 LARGE kenetic turrets. it also has damper field... Actually...a few of my ships do. I love that system.
Might make a variation.

Az the Squishy

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Hot-fix up. Descriptions up, Roma now in fleet compisition, will not spawn often- hopefully- will nerf spawn if needed.

Have fun folks.

Az the Squishy

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Hotfix two: Nerfed Thdugelmir considerably, was much too Stronk to be balance worthy.

Ratheden

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If your after Colors for your fleets i think a nice orange, that is/or a mix of the flags red and yellow with grey strips would rock.

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Az the Squishy

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hello. I am not sure what you mean could you please rephrase that. I am going to assume that was a compliment.

sirboomalot

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I think he is suggesting colors for future ships.
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Az the Squishy

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School and work have gotten significantly better. So I will be adding more time to the mod and can further push updates out. This is going to mean that updates will be more content based and often based upon a theme. The main theme for the next upcoming update is, of course, military specialization.

The colors will remain the same to try an keep to the Vanilla style. That an keep a standard going. (I really like the Greenish yellows. :)  ) I won't introduce very fancy weapons, but I'll at least make something as interesting as I can make them. Personally, I prefer burst fire weapons like something of a three-shot burst work for shot and burst. One notable example is the Mining Lance. It is an effective burst laser that is on par and perhaps better than the Pulse Laser.

At the moment, I've been working with an idea-sheet of weapons and have been trying to peg down some weapon ideas. Some obvious ones, A Blaster like the Mining Blaster. That is something I've started to look into
One thing I'd like to make is a Strike weapon that is Kenetic. It won't one-shot sheilds (that'd be OP as all hell) but it'd one shot small ships for sure, and give less damage than an AMB with the same concept. However, it his going to be slightly long range- think 500 - to help give it more of an edge.  The idea behind the strike weapon is that you overload and then unload. And if you hit an UNARMORED section, you can slam the hull signigicantly. Armor is the main gaurd Vs. this weapon in the works. It's an idea, an may or may not come into play. :)

EDIT:: Was done on phone initially now on computer.
« Last Edit: April 24, 2016, 11:01:15 AM by Azmond »
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Az the Squishy

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Just a monthly check-in more or less. Mod is still going, Looking forward to getting my carrer on track so the mod is more or less how it is untill voices are raised for a change in some fashion (multiple PMs from different people Et cetera et cetera). AS it stands I'm still developing military expansion points. Weapons, ships, Star-Systems and other things. One idea I have is based off of a french tank called the Hotchkiss.

http://www.tanks-encyclopedia.com/ww2/france/Hotchkiss_H35_39.php 


This is a lateral view of it, however I've been playing World of Tanks recently and have gotten a few ideas from the World of tanks. No this will NOT be Tank-farer but it is an idea for a ship system and a ship with a unique gun. Basically I'll be making a Space-Tank.
This will be very rounged, and be of the Mid-tech sort of system and design as much as I can make it or feel that it fits.
The ship willhave a large bulit-in turret. This turret will also be the bridge in a sense and but, can be disabled. at least the gun can and thus turret movement.
The ship system i have in mind restricts a Ship to ONLY the large turrets and speeds the ship up by 70. To compensate for the lack of PD, engines will take damage or the Hull will take less damage by 25 Percent- which for some weapons is a lot! -and willbe based on the Damper system idea.

If it was the Damper system this would be OP.  The alos means the System will charge up and Charge down as a balance feature and is TOGGABLE. While it's charging up or down, the turret(s) will still be used till the the charge finishes it's cycle.  This also means that the ships normal COMBAT speed, will be limited to that of a destoryer. This is Intended to be a frigate, however it might prove to be better as a Heavy Frigate/Light Destoryer.

This is due to the Built-in wepon. as well as the load-out of turrets. Two small kenetic turrets in the back and front of the ship, Then at either FRONT side where the Tracks of a tank would be. ONE universal Turret with a 45 degree arc for additional fire-power when in it's Standard form. This makes for a good Escort that can come in to Tank hits from other ships and can fire back.

The gun itself, I'm unsure about. However I have in mind that it'd be a KENETIC strike wepaon with fairly fast reload. But Horrendous aiming and ridiculous starting spread. eh, it's an idea... regardless,that's it fro the update folks I gtg to bed. Clinicals and Wl-mart tommarow if I feel ambittious I only work at walmart now two days... But friday is shared with the Nursing-home. so... yeah. Gonn'a be fun... Faaugh.

Az the Squishy

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So folks, time for my monthly sort of update to a fair amount of my online dealings... Most this place really and some other points of interest or otherwise.   Regardless, some good news on myself for those who were curious. The CNA courses are finished and as of today, it is offically over. I can take the CNA certification exam within a period of time before going into the CNA course again- if I chose to do so -and will gain or be deined certification. So, that's good. I've finished what I chose to do and it is DONE~!
During the course I had a few Episodes, you might call them. Where I basically had a panick attack or just, got overwhelmed putting it one way. Being a CNA is not easy, never expected it to be; never expected it to be as hard either. So, I will NOT be pursuing a carreer into nursing and will, somwhat not so, saddly. Be going back to Wal-mart Part/Full time rather than Poverty time of 16 hours a week, if less when something happened. And not so sadly because everyone i worked with was wondering if i was going to quit again...

So... I know I'm sorely missed. heh, that's kind'a comforting in regards to many things in some twisted fashion.

Now, onto the good news for the mod and possible bad news?
Probably not bad, but, that's subject to opinion as is the words good adn bad if you want to be Philosophical. :P

Potential Bad-news first, Doing a bit of a graphic's rehaul on some select vessles and bringing some of the older vessles back... Hulls like the Glima.
The Glima was once the hatchet:


The Hatchet was bored down into the Glima:





The Glima then changed shape and has been since pulled from the game. This is notably to keep balance in the mod as the system that it, and Thrudgelmir, were to take, was similar to that of the Damper-feild. However, unlike that system, this was a pure combat system and was ludicrously OP in regards to it's function. If piloted correctly and if the AI didn't kill itself, it could and likely would kill more ships than it otherwise normally would be allowable to do so in reason. Not joking either!!! it really was OP as all hell...
Spoiler
[close]

So, I've been considering options and ideas while I've been in school doing my doodles of other artistic pursuits. and one of the ideas I've struck upon is bringing back some of the "Starting" designs... So... Heres the Withered, wretched old hulks and a bit of a request for anyone reading this newest post.
Spoiled, is the ships I had started to spread along these fourms. These are my starting examples and progress into modding from 2 years ago at this point I think. Almost a 2 Year Anniversary... Thinking about it, it's quite an achievement despite what some may think.

Take a look and tell me what you think, thank you one and all who take the time to do so:

Spoiler
MASA (Metelson Auxillary Space Appriati) Frigate
Cargo :     
Attack :
Fueler :
Tow version was to be the ship stood alone with a large looking "Turret" in the back that acted as a decorative Pulsar/light. Unmade really save for basic form. Thought of the "Segemented" ships first.

Obex Heavy Bomber (more of a corvet... Rival for the Kite?)

Ascea Drone Shuttle (had a small Drone system of 3 drones armred with IR lasers. Drones would NOT regen. But would be tough to handle things. was intended to act as a Dedicated Escorter of sorts. Easy to miss and have around. But, better than the MASA combat type)


The Longhaul, ShortRunner, and Sprinter  Cargo Series:
These three were to my dedicated cargo-hualers and were made with a LOT of hull in mind more than anything. think of the valkeriy only... With a somewhat fighting chance.



The Spade Mk3

Coming from the pala- a design I loved and still love as poppable as it is -this was something of a logical step. Make it $&%in' BIGGER! and GUNNER! AND MORE AND MORE!... SOMETHING! cause... SOMETHING! Is, SOMETHING!
I honestly have forgotten why exactly I made the ship. But, it's purpose is easy to grapse. Big dakka, often boom, much cackle. Then Thrudgelmir come, loose brain dribbles from ears.

Well, that was something of the thought at least.
[close]

That was it for the mixxed bag of news I gave there... For the good news. There will be some more weapons coming and I will have more time to mod again as well as other objects as I manage myself some more and work on things to have done. My previous posted more into that, but I'm also considering a Temporal Shell ship as well with Combat in mind either "traded" with the Tri-tachyon, or revrse engineered with some minor differances. Making bullet-time less, agressive and thus giving more time in general. Or being on a "Timer" with only the inital flux charge up.

Otherwise, the weapons will take some considerable time to craft and work on. The ones I have are good, but lacking in umph and depth in regards to keeping with the spirit of the game I fell in certain aspects.

Now, I'm off, time to finally pick up skyrim again or something... relax and enjoy my night for once... Or be an adult and fall asleep.


...


Anyone else for coffee?

Blaze

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A new system for the Glime is kinda tricky. I mean, the easier options would be to add an Ammo Feeder, but that would make it too much like a brawler (which its previous design also resembles, though it now has a damper field.) or a movement system (which would essentially make it into a more shield-dependent decurion).

IIRC, the old system was a ramming field which strengthened shields and made your faster; similar to a monitor. I rather like the idea of a ramming frigate (blame Homeworld Cataclysm), so how about making the ship stop to charge up and then charge forward a short distance? You'd be vulnerable while preparing to ram, although the AI might not make as good a use of it.

Alternatively, some kind of frontal ordnance dump? Say, 15 unguided frag bombs from the front in an arc triggered by ship system. Can be used offensively by dumping it onto an exposed hull or defensively by soaking up enemy ordnance. Lore could be that it's used to clear away smaller asteroids in a field.

Now, the MASA was easily one of the best frigate-sized cargo haulers I've seen. 210(?) cargo, decent shields (mostly due to no flux-using weapons), and a M-Missile slot. Of course, this came at a premium, costing about as much as a high-tech destroyer. This presented a conundrum as if I wanted cargo, I could buy two buffalos, and if I wanted missile slots, I could buy 1.5 vigilances for the same price.

So if I could make a suggestion, it would be to lower the fuel/cargo capacity to around 50 and add a group of ship-exclusive hullmods, of which you can pick one to decide its function.

Some examples:

1. Cargo Module - Increases cargo capacity.
2. Fuel Module - See above, but for fuel; also increases armor slightly to protect the volatile compounds.
3. Tow Module - The addition of a secondary set of thrusters increases speed and adds the ability to tow larger ships. This comes at the cost of fuel usage and maneuverability.
4. Sensor Module - The addition of high-powered sensors increases sensor range both in and out of combat. Furthermore, it increases the tracking efficiency of fired missiles. However, this comes at a cost of the ship's flux usage, and the sensors themselves increase the cost of maintenance.
5. Repair Module - The compact set of construction tools housed in this module allow it to repair and maintain frigate-sized ships. It can also construct fighters, though not during heated battle, increasing the recovery rate of fighter wings.
6. Weapon Module - This module sacrifices other aspects in order to attain maximum efficiency of its missile weapon, increasing firing speed and ammunition capacity. However, the flexibility of the MASA is also its weakness; in order to maintain the effect across the many missile types, sacrifices had to be made. The module is rather vulnerable due to its explosive cargo, and the lack of fixed inertial dampeners means that limits has to be imposed on the ships thrusters and maneuvering engines.
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Az the Squishy

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You are correct. The GLIMA had a system called the GLIME drive. So... Close,hehah. regardless, yes, it was a mess of a system and Thrudgelmir even had it. Making for a nasty if not OP as hell ship to play around with.

As far as the MASA goes. That was the intention. Make a lot of little ships with some specializations based on the Hull of ONE ship., it's namesake was an Acronym for "Modifiable Auxiliary Space Apparati" and I think some of the more Military aimed ships will have similar Acronyms. My brother Alex gave me some information about how some things in the military are named and it'll help I'm  sure. :)

In regards to your suggestion for a Brawler Variation, the Glima will be filling that role and the Glima's First itteration will be coming back as well under Hatchet for now. The First itteration I'm thinking of turning into a Stout Destroyer from it's sheer weight and size accompnaies with it's Orrdance. The Glima itself (while I initially wanted it to be a Space-dozer hence the system) didn't pan out, It's still a lovely design, so I made it more of an all rounder and will be making it a heavy Frigate with a bit of an Asymmetric design.

Abyz

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Is the mining lance (medium energy wep) still in the mod? I haven't seen one for sale in ages! Love that green blaster.
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