[SHIP] The Moke & Firestarter (3.0, for AE)

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TaxiService
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Re: [SHIP] The Moke & Firestarter (2.2)

Postby TaxiService » Wed Jan 22, 2014 11:47 am

Oi! Thanks for your run with the Firestarter, man! I've added a link to it to the original post. : )

And yeah, the original idea was to have a shield-piercing beam that would have a 100% fire chance, then it kinda evolved from there and i came out with the thing you played with. : |
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BrenTenkage
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Re: [SHIP] The Moke & Firestarter (2.2)

Postby BrenTenkage » Wed Jan 22, 2014 6:27 pm

TaxiService wrote:Oi! Thanks for your run with the Firestarter, man! I've added a link to it to the original post. : )

And yeah, the original idea was to have a shield-piercing beam that would have a 100% fire chance, then it kinda evolved from there and i came out with the thing you played with. : |


Like I said I like it, didn't even know you could make the beam into a random laser fire. So thats impressive, I still think 100 percent burn all, would have been good, but you know what, I had fun either way
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AD_79
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Re: [SHIP] The Moke & Firestarter (2.2)

Postby AD_79 » Mon May 05, 2014 3:46 am

The Moke seems to work fine, but I can't get the Firestarter working. The game crashes when I try and view it in the Hangar. Is this an AE problem?
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TaxiService
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Re: [SHIP] The Moke & Firestarter (2.2)

Postby TaxiService » Mon May 05, 2014 9:59 am

Yes. TBH I already made an AE version, and I had already started to work on a C layout as well. I made all the gibs too, i just don't know what to make of the ship.

I guess i could release the two original ships in the meantime. :roll: why don't i ever release things?


Here's version 3.0 of the mod. It contains the Moke and the Firestarter with a couple of modifications:

    • Moke
    -- It now starts with a clonebay rather than no medbay.
    -- It now starts without a healing bomb and no missiles.
    -- The heavy laser has been replaced with a chain laser.
    -- It can now house all systems but artillery.

    • Firestarter
    -- The artillery now works with AE.
    -- Weapon slots are now 2 rather than 3.
    -- It now starts with two heavy lasers rather than two basic lasers.
    -- The artillery laser now fires five volleys rather than four.
    -- The artillery laser's color is now orange rather than green.
    -- It can now house all systems.

Download The Moke 3.0
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New Guy
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Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby New Guy » Mon May 05, 2014 2:44 pm

Dude, I love your work. They look and play wonderfully. :D

I wonder, if it isn't too much for me to ask, if you could rebalance a version of the Firestarter to shoot a 3 shot volley instead of 5 (unless you're using flak mechanics), because the game crashes when there's more artillery shots than rooms to select with.

This isn't a problem with vanilla; however it does present a few incompatibilities with Captain's Edition.
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TaxiService
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Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby TaxiService » Mon May 05, 2014 2:53 pm

Whaa-- really? Of course, like, i'll cook up a version with different artillery mechanics. I could do some flak thing too probably.


Also, if anyone has some idea about what the C layout might be like i'll gladly take them in consideration. I have the graphics and everything, i just don't really know what strategy the ship should have. I was thinking about a drone-based ship or something, but i couldn't create an offensive anti-drone drone..! : \

This was the ship recolour. It's just... that it's so bland, man! : \
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New Guy
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Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby New Guy » Mon May 05, 2014 3:11 pm

I'm... not really sure. We have a heavy artillery ship, and a burninator. If you wanted something different, I suppose you could go with cloneboarding with heal bombs and mind controls?

AFAIK, too OP for game balance.
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aaaaaa50
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Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby aaaaaa50 » Tue May 06, 2014 3:18 am

You could also try something gimmicky or ridiculous, like a chain flak or anti-bio artillery. Why do something normal like another drone ship?
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RAD-82
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Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby RAD-82 » Tue May 06, 2014 4:26 am

TaxiService wrote:Image

I see this and mile high horses pop into my head. :P

I don't even care for sports.

Sorry about my useless post. :oops: I think it looks okay.
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R4V3-0N
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Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby R4V3-0N » Wed May 07, 2014 7:47 pm

Maybe make it a Radioactive ship? with some green glow and zoltan crew... i don't know, just trying to think outside the box.
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