Wow! So much activity happened today/yesterday!
Russian Rockman wrote:Since you can't actually increase the cost of buying reactor power how do you plan on limiting the power the player can have? You could possibly lower the cost of system upgrades and the scrap gain you can get from events and defeating ships I guess. It's also too bad that you can have only 8 crew because that means you can't implement your whole Zoltan idea as deeply as I would have liked.
Lowering the cost of everything and the scrap gain certainly works as a method. I assume system upgrades can be even cheaper, since you usually won't even need that much power for one system.
Actually, we could constantly apply the Plasma-Storm event, so you only get one power bar for every two you buy.
R4V3-0N wrote:my first drone and possible hardest choice for me to do as my first.
I realized it is hard to do a propeller that is 3 pixels wide from the view point or 1 pixel wide without it looking like random lines. Perhaps you can edit it a bit.
I got some other ideas in mind that would be easier due to lack of prop.
That looks amazing! The propellers aren't that bad...
xlandar wrote:i've been working on some steampunkish weapons. I know this is still very similar to the vulcan, i'm still figuring out a good steampunk style.
The weapon looks pretty solid. I think it certainly has a steampunk "feel" to it.
Gencool wrote:Thanks guys!
Have some thoughts on workarounds re:downward walking
My opinions; Jet/steampacks just for mantis, as they have the speed to no make it look awkward
Could have steampunk base, maybe one race a bit deiselpunk (mantis?) and maybe one with verne/tesla attributes (Rock?) and another more clockwork (engie?)
Remember races/ships/augments don't have to line up the same as vanilla.
A Tesla race could use zolt shields+the new zolt sheild drone as defence- make it a tesla coil of sorts.
I believe the whole "race" thing needs to be redefined.
All the ships will be composed of mostly humans (with the zoltan passive). That means that between factions, the people's outfits won't be able to be drastically different.
I think i'll call the actual different races "classes" for now.
The worker class is a reskinned Zoltan. The most common and most useful, every ship starts with at least two of them... They are human, and can be from any faction. The worker class is the main source of power on all the ships.
The fighter classes are reskinned Mantis and Rockmen. These classes are really only useful for fighting and manning a couple stations, since most energy comes from the worker class. They could be human, or automatons, or both??
Another boarding class would be a reskinned Lanius. It might be interesting for an automaton that can depressurize/freeze/produce a lot of smoke inside the ship.
Humans and Engis could be removed from the game or used as quest-specific characters.
The important thing to note is that this means that the crew inside the bee-ship won't be able to be mostly disguised as bugs ( sorry Gencool, the sprite could still be for the fighter classes though)
The different factions only change the ship's design and their main play-style, and
not the crew within.
Gencool wrote:With hull/sheild;
Shield could mostly be replaced w/ dodge or cloak.
If all ships have at least 1 autopilot, it gives them free, innate defence.
With weps;
I like the idea of hull damage being rarer.
Maybe have the majority of weapons use 'blast' targeting (meaning it's harder to hit exactly what you want to)
Beam weapons could all be much shorter and slower (less ship-cutting)
Dodge and cloak are probably going to be a must-have to survive most of the mod. I like the idea of blast targeting! I can see a whole line of hull damage weapons, mid-damage blast damage weapons that could hit systems and system-only damage weapons.
R4V3-0N wrote:Using the 'frill' and balloon design, I made this 'mosquito'
(add prop engine for finished drone).
I like it very much! It fits perfectly with the steampunk theme.
R4V3-0N wrote:Edit: normally I won't help 'to much' with overhauls especially since I'm helping one and (forever) alone on my own. But your work is a LOT more harder then me, practically removing or altering every weapon, augment, drone, race in game into your own or own cover. As well as events and names and everything.
It makes my one seem easier/ shorter. hehe.
Thank you very much for the help! I appreciate it a lot
I'll make sure to help out with your mod if you need it!
R4V3-0N wrote:I found a good sprite to replace the mantis in your mod!
Unfortunately, like explained earlier, there won't exactly be a "mantis race" in the mod, since that would defeat the whole energy rework aspect of the mod. I'l make sure to include this in the mod somewhere... (actually)
Russian Rockman wrote:Really nice to see that this is all coming along! I really like your ideas Gencool. Especially the idea for a Tesla race that is the only one to use Zoltan shields. "Steampacks" is an awesome name. The tesla race will be cool because they can rely on things like hacking and "ion weapons" (whatever your planning to turn those into).
The next ship will definitely be form the tesla-race... It sounds like it could be really awesome.
Russian Rockman wrote:Also, I realized that "humans" if given the Zoltan ability, will also explode when killed and I believe they will explode in a green cloud so keep that in mind as well.
That might be a small problem... Maybe the steampunk lore can explain it.
Russian Rockman wrote:And I was thinking about some ideas for hazards the ion storm will just be a normal lightning storm, which will be cool because you could still use the clouds and you can even keep normal nebulas as storms (would also look cool on the world map). Suns could be I guess just a big heat wave, say you're traveling over a desert region. Asteroids could even be like hail storms. And pulsars I'm not sure, maybe some kind of anomaly related to the Tesla race? Or another kind of lightning storm.
[/quote]
These hazard ideas are all pretty nice! I believe the ion storm won't be extremely effective though, since most energy comes from the worker class anyways.
Gencool wrote:Ionisation would probably have to be changed to something akin to 'locking up'.
Ionisation makes sense as "locking up". Although I fear ion weapons might be too powerful without shields.
Russian Rockman wrote: Were not really in the process of writing events right now though, but it's cool to brainstorm. I'm thinking that most hazards would probably just involve various storms, but if you can think up something else interesting please say so.
I'm sure ionization can be easily explained by overloading or shorting various systems, electrically.
Hazards being meteorological storms seems so perfect. It makes so much sense!
I'm not so sure that electricity was widely used in steampunk...
R4V3-0N wrote:I do have some awesome ideas with defense drones though that will require a broken UI but oh well.
Sounds interesting... I can't wait!
dalolorn wrote:I think you could use Zoltan shields around the main hull, making the balloons more vulnerable than the wooden framework.
I would have imagined it being more logical to have Zoltan shields around the balloons, since they the most vulnerable part of an airship... But for the mod it makes sense for it to surround the hull, or everything.
Wow, this reply took me so long to write... Thank you everyone for all the ideas/art/suggestions! I updated the main post to credit you guys