Northerner Take your time, I'm not the kind of person that shouts you should work faster. I was just interested.
Galaxy in Flames 0.7.5 Update Labor Intensive (0.14.7 Compatible)(Dead Mod))
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Northerner Here's two more ships from the astral series.
Astral Shard- 500,000
Astral Ogre-1,000,000
And one big boi to test.
Cassius Lance-9,905,500
Hope you like the ships and that your computer problems work themselves out!
DeletedAccount Nice paint on the Frontier it looks great!
Cosmic_Horror Thx!,im just trying to get used to painting cuz cosmetics isn't really my cup of tea.
Alpha
I didn't want mod weapons. It turned out there is a version without it.
Zetsubou_altist
Yeah, but if you would use that version, a lot of other things would be lacking. I agree that the lite version you're talking about is a much better alternative.
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Kites are a lot less powerful with the Ring of Death. Delay of game tactics in general (which also includes the ridiculous armor on some ships) are far too powerful in the hands of an AI with unlimited patience.
Northerner Atarlost we will have to agree to disagree on the subject of kites. While i see the point you are trying to make, kiting is just the natural design course most players will take in the mod and in general. Though few ships in the mod qualify as kites, since kites have far more reverse thrust than in any other direction and most of the "kites" have equal thrust along all vectors meaning they are just ships that prioritize mobility. The only true kite in the roster that I know of is Kintaro.
I can't dictate what you put in your mod, but adding forward thrust to a kite doesn't make it not a kite. By your definition you don't have and never will have a kite problem because as soon as the player gets fed up with it taking freaking forever to move between ships in a system and ups their forward thrust their kite stops being a kite. Anything with lots of reverse thrust for its weight and no short range weapons is a kite even if it has as much or more forward thrust.
Atarlost
Nevertheless players will be encouraged to use more variety in their choice of weapons, and learn the importance of speed and positioning. Like trying to hit the engines of the kiter before his backward speed comes to an maximum. It would be stupid to add railguns if ships won't try to take advantage of that range.
I can only agree on the fact that kiters have been nerfed in multiplayer, but they can still win. It is about adding some sidewards thrust, managing your position carefully and making sure the enemy is dead before the ring catches you.
My Computer should be in order this week so i will resume development on the mod this coming week! It will be mostly adding ships that were submitted but after i get that caught up it will be back to sprite work!
And by the by I don't know if anyone else is but i am super excited about making the chlorophite weapons!
Northerner chlorophite weapons
I'm interested. What are these?
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Ultranova if you don't know about them then i won't tell you! they should get done some time next month
If you do want to know they are talked about very little in the spoilers section in the update log
Welp, guess where I'm going
Northerner I think you'll be spending a long time testing ships.
Alpha Nevertheless players will be encouraged to use more variety in their choice of weapons, and learn the importance of speed and positioning.
This is exactly the opposite of what happens. Only the longest range weapons are viable because only they let you fight kites without chasing them, and anything light enough to chase down a peer kite has too much engine and too little of anything else to fight non-kites.
Alpha Like trying to hit the engines of the kiter before his backward speed comes to an maximum.
You cannot hit the engines of a kiter except through flagrant AI abuse. I haven't seen a single kiter in the mod that doesn't have its engines in its shadow, often behind a preposterously thick armor block. Missiles are not fast enough to swing around and hit the engines.
Alpha It would be stupid to add railguns if ships won't try to take advantage of that range.
With 20/20 hindsight it was stupid to add railguns full stop. They have too much facing damage density to be a long range weapon.