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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Fri 21 Oct, 2011 6:15 pm 
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Boomerang
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I also said "new turret tech", possibly called a mount tech. The point is putting them in the weapons tech just means a free upgrade, they should be in a separate tech so people have to choose (and invest) to get them.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Fri 21 Oct, 2011 6:44 pm 
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Hound
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What about new turret tech that does stuff other than split one size into a bunch of smaller sizes...

How about:
LR Turret = Increases the range of the weapon in the slot by 25 to 50%.

Shielded Turret = The turret boasts a small shield so that anything that targets the section with the turret must destroy its shield before hitting the defended section. The shielded turret removes its weapon in favor for this. Great for a Crawler.

Dual PD or Triple PD (depending on mount) = This allows a PD laser placed in a turret slot, but only a PD.

Shredder Turret = The turret reduces the range of the weapon by 50%, but causes it to do a scattershot effect instead in a tight 30 degree arc, reducing direct hit damage of the weapon used, but allowing it to hit several times on the same target.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Fri 21 Oct, 2011 7:34 pm 
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Dart

Joined: Fri 30 Sep, 2011 4:14 am
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Interesting ideas Palandus. I approve of most of them, though what's the point of the shielded turret? We don't have damage values for individual sections of ships (unless you're referring to armor quadrants) so wouldn't a shielded turret just serve the same purpose as a shield booster? And the PD Turret. Good idea, but probably not that useful until PD's improved a little more (seriously I have a Sunspot with three huge PDs, still takes something like ten seconds for all three of them to kill a single critter...)

Also, an idea relating to the missile discussion a while back. What if there was a launcher weapon type for shooter mounts? Rockets. Low to moderate damage, moderate-to-high fire rate, very weak homing (somewhat like torpedoes), high projectile speed, benefits from Launcher research, poor vs. shield and armor, good vs. hull. Might be a dumb idea, but it's worth pitching at least.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Fri 21 Oct, 2011 9:25 pm 
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Hound
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With the shielded turret how it would function is thus:
1) It would project a shield out a certain distance. Anything that tried to hit the section of the ship would have to eliminate the shield turret to hit that section
2) While the shield turret is active all hits on that quadrant of the ship takes 0 shield or cloak damage until the shield turret is offline. Essentially the shield turret would add an extra line of defense in a small radius around itself. For a crawler you could put two shield turets up front giving it an extra shielded front, so that until you take out the shield turrets you cannot damage those sections. Additionally, the shield turret shield strength is independent of the shield or cloak that you are currently using. In effect an enemy could hit another area and take out your shields but the shield turret would remain active.

A rocket turret sounds like a great idea...

Small damage, high ROF, dumb-fire missiles would be real nice.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Sat 22 Oct, 2011 1:57 am 
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Dart

Joined: Fri 30 Sep, 2011 4:14 am
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Huh, the shield turret actually sounds really useful. It would have its own hitbox separate from the rest of the ship, then? Interesting.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Sat 22 Oct, 2011 5:31 am 
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Hound
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Exactly, and to prevent it from being abused, it would remove the weapon from that slot. Bigger the slot used the bigger the shield it projects and the higher the shield strength of the independent shield.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Sat 22 Oct, 2011 5:51 pm 
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Dart

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Still, it sounds like a VERY potent defensive tool. (Hammerhead with all sub-turrets equipped with shields? Sounds like one tough ship.)


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Sat 22 Oct, 2011 8:04 pm 
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Scout
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Richard,
when do you plan to release the next update?


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Sat 22 Oct, 2011 9:20 pm 
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Still going to be a while yet for the content patch. I can't say for sure. We have another update coming before the content patch which will be soon.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Sat 22 Oct, 2011 11:38 pm 
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Hound
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Another balance updated... im intrigued.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Sun 23 Oct, 2011 7:12 pm 
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Clockwork Personnel
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Drones for smaller boats <.<

Heck, make drones mountable in utility slot :p

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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Sun 23 Oct, 2011 8:57 pm 
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Hound
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Rofl... mini-drone bay (fits 1 drone; albeit barely; "some scraping of paint on ship is expected when entering or leaving the bay") in a small utility slot.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Mon 24 Oct, 2011 3:11 am 
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Scout

Joined: Wed 12 Oct, 2011 4:37 pm
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Richard wrote:
Hey folks. I'm working on the new bounty hunter ships we're going to include in the next content patch. One of my primary goals is to make these ships fill in any missing gaps in the current library of ships. Like all other human based ships, you'll be able to collect black boxes for these and eventually use them. Here is what I have so far ...

Huge
1 large bomb slot
2 large turrets
2 small turrets
1 huge utility
2 medium utility


Seriously, why is the carrier the only huge hull without two small turrets? And what happened to the idea of a small turreted ship?


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Mon 24 Oct, 2011 7:02 am 
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Because the Carrier has enough slots on it already. It does afterall have 8 missile slots, and two forward cannons, and a Huge Turret, plus a Drone Bay and a few utility spots.

If anything, the Freighter, if the devs still want it to be a cargo carrier, at least give it maybe another set of small turrets if not two sets of small turrets so that it can semi-fight off enemy ships.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Mon 24 Oct, 2011 11:04 am 
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Scout

Joined: Wed 12 Oct, 2011 4:37 pm
Posts: 28
Palandus wrote:
Because the Carrier has enough slots on it already. It does afterall have 8 missile slots, and two forward cannons, and a Huge Turret, plus a Drone Bay and a few utility spots.

If anything, the Freighter, if the devs still want it to be a cargo carrier, at least give it maybe another set of small turrets if not two sets of small turrets so that it can semi-fight off enemy ships.


If you don't count the Missiles, which are only small launchers, then it only has 3 guns (a huge turret and two forward shooters), none of those are any good for taking out close targets such as zombies and missiles are useless for that too. It wouldn't be so bad if you could assign drones to act as point defense. If you spec for turrets and missiles the carrier is your only choice but it lacks close range defenses. The Tug -> Mule line does not have a huge counterpart as the freighter is just useless as a fighter.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Mon 24 Oct, 2011 1:52 pm 
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Dart

Joined: Fri 30 Sep, 2011 4:14 am
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Location: SoCal
Missiles are actually pretty decent close range defenses due to their high accuracy and homing, ESPECIALLY against zombies due to their good vs. hull damage, and especially with an array like the Carrier's. That ship chews through zombies like a hot chainsaw through butter if you're launcher-specced.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Mon 24 Oct, 2011 7:11 pm 
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Well if you are talking about poor close range defense against zombies, then the Star Cruiser would also suffer from this... its great for long range, but it only has 1 utility slot, and 2 small turrets.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Mon 24 Oct, 2011 8:18 pm 
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Scout

Joined: Wed 12 Oct, 2011 4:37 pm
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Palandus wrote:
Well if you are talking about poor close range defense against zombies, then the Star Cruiser would also suffer from this... its great for long range, but it only has 1 utility slot, and 2 small turrets.


The small turrets are actually intended to be used as close support. Do they not help keeping your ship clean of zombies? I know a huge triple turret is useless against shield infestation and the actual point defense is useless as well against zombies, it's only meant for missiles and bombs.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Mon 24 Oct, 2011 9:48 pm 
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Hound
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Unless the huge triple turret is loaded with all EBCs, then it has a nice shotgun effect.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Tue 25 Oct, 2011 12:43 am 
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Boomerang
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Huge tripple turrets work great against critters, depending on the location. The sunspot suffers due to the turret being right smack in the center and having a minimum range. Critters love the center of the ship so it can be troublesome to get them with the sunspot. Thats what the small turrets are for really, but unfortunately you can't "tell" the small turrets to just focus on critters.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Tue 25 Oct, 2011 12:58 am 
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Dart

Joined: Fri 30 Sep, 2011 4:14 am
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Location: SoCal
That would be when you hold SHIFT and sweep across your ship. Works best with beams, is wholly ineffective with cannons (even PCs suffer when used this way. Damn slippery critters...)


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Tue 25 Oct, 2011 1:37 am 
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Hound
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If only we could specify on a fully turretted ship which turrets are computer AI controlled and which are player controlled.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Tue 25 Oct, 2011 2:03 am 
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Boomerang
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Zaffa wrote:
That would be when you hold SHIFT and sweep across your ship. Works best with beams, is wholly ineffective with cannons (even PCs suffer when used this way. Damn slippery critters...)


I meant more during active fighting - use your real weapons on enemy ships and your small turrets against critters. At the moment you can only do one or the other at any one time. A changeable priority list for the each turret (or at least each turret size) would be nice.


Last edited by Aimeryan on Tue 25 Oct, 2011 2:09 am, edited 1 time in total.

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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Tue 25 Oct, 2011 2:06 am 
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Dart

Joined: Fri 30 Sep, 2011 4:14 am
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Location: SoCal
(I think you quoted the wrong post, Aim. xD)
For now mixed-weapon ships like the Star Cruiser make those tactics possible, but it would be nice if I could o that with my Sunspot. Set the little turrets to zombie-cleaning duty, then let my triple PCs and my drones go to town.


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 Post subject: Re: Working on new bounty hunter ships. Feedback welcome!
PostPosted: Tue 25 Oct, 2011 2:15 am 
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Boomerang
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If your turrets are on player control they'll shoot where you aim, unless you have a target selected and its close by in which case they auto aim. If your turrets are on AI control then they will pretty much do the same thing, except they'll do everything. If you hold shift you get complete control regardless.

I haven't tried it in a while but what I was saying is that the small turret will instead shoot the ships if they are nearby too, rather than being more useful and keeping your ship clean. Similarly, your big weapons will spend energy trying to shoot critters when ships are not around, which may be just preferable to leave to the small turrets instead. Basically being able to tell your turrets what to target would be quite useful. Something like the gambit system from FF12.


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