Sleeper Service wrote:Resizing will decrease the image quality a whole lot. You could consider loosing the entire right section though, up to you.
I would say actually loose the right side, but swap it with the Crystal part of the left wing. I actually like the right side the most. Also, the top wing seems a bit too cut off for me, I think the Crystal part should hang off the metal portion a little bit more.
Sleeper Service wrote:Russian Rockman wrote:The Baton Beam's length is extremely small...
Even the vanilla mini beam has a length of 45 and other mods have given it a length of 55 just to make it easier to aim. This weapon has no shield piercing so if it isn't a focus beam I have to ask, is it intended to have such a small length?
Also, I feel like the "stun beams" weapons could use at least 1 level of shield piercing, but that's just a personal preference.
All this is of course not as good as a beam that deals actual damage, if you aim to destroy ships. But if you can't get your hands on anything else then the Baton and Bo still can make effective support weapons. And for any crew killing strategy they are of course more valuable.
Good argument of course.
I agree that the "anti-system" beams should stay as support weapons. I was just confused because the Baton beams length is sooo much smaller than the Bo. I don't think it would be a bad idea to increase the length to 55 still though.
Just to make it easier to aim, it wouldn't actually be able to hit any more rooms that way.
Sleeper Service wrote:Russian Rockman wrote:Also, I noticed that there is a sort of ion Artillery in the files...
Interesting.....
You got me. I started to work on player artillery a little. Thats for the "Waveform EMP", the Artillery weapon of the Engi ships. Already works pretty much like a pulsar for the enemy only. But I#ll have to wait till superluminal is updated to continue with this, cause I don't want to bother adding rooms to the player ships via xml editing.
Um... I'm not sure if you know how far Open Artillery has come, but dmi3 and I have already added artillery rooms to every single player ship.
I even made custom interior images for each of the rooms that match vanilla pretty well. And each type of ship has its own unique artillery weapon.
I went through the new version the other day and corrected every last bug so a "working" release will come very soon. It's really just a matter of balancing the different artillery now. I'd have to ask dmi3, but I don't think he would be opposed to CE using some of the stuff we've done, it would sure make our job easier if CE added player artillery directly, then we wouldn't have to make a compatibility patch.
(By the way, I keep saying we when technically it's dmi3's mod. I've just helped on it a lot and it was my idea originally and I really want to see it completed. So I just wanted to make that clear so I don't sound intrusive.)
I like the name "Waveform EMP".
Dmi3 came up with the name "Ion Storm Inducer" which is basically just a flak ion that shoots a ton of projectiles. (It uses the lightning sounds
) I admit that some of the weapons in Open Artillery may seem a bit gimmicky, but we were just trying to make each one unique. If think you have some good ideas I'd love to hear them, but we could probably help you get player artillery into CE if that's something you want.
Most weapons in Open Artillery make a lot of sense though, i think you'd have basically the same idea. Kestrel shoots 6 generic lasers. Stealth Cruiser fires 3 cloaked missiles. Slugs use cluster bombs which cause nightmarish hazards inside the ship. Mantis fires projectiles (still need to decide if they're going to be missiles or not) that stun crew. Rock uses a fire beam. Zoltan uses basically a shield piercing anti-system beam. Crystals fire 3 partially shield piercing piercing projectiles that also lock down rooms. Lanius use a beam that cause breaches (which will probably be changed to some sort of flak weapon for reasons similar to the Anti-Bio drone).
Dmi3 made artillery available at stores and everything already. I believe he gave it a cost of about 130... He also thinks we might be able to have artillery that fires at different speeds by having a graduated artillery charging bar and changing the description in misc.xml from 50-40-30-20 seconds to %125-100-75-50 and just stating in the description of the weapon the actual base charge time. That's a new concept though so we haven't tried that out yet.
One last thing I think important to point out is that RAD-82 found that using "Burst" Artillery each projectile will hit a different room, the blast will not be focused around a single room. This solved our problem with the game crashing when using artillery that shoots more than 3 projectiles. We just changed them to Burst. If you give the artillery a radius of 0 the weapon will not miss any more than any normal weapon, all projectiles will land right in the center of a room and they can even hit multiple rooms. This is why the Federation C's flak artillery only has a radius of 35 but seemingly covers the entire enemy ship.