Previews from the impatient
- TaxiService
- Posts: 204
- Joined: Mon Dec 23, 2013 6:04 pm
Re: Previews from the impatient
Woah, dude! Those ships look promising!! Did you come up with the second ship's design yourself? (i mean, is it a famous ship or something?) The details on it are neat!!!
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- Posts: 78
- Joined: Sat Aug 22, 2015 2:29 pm
Re: Previews from the impatient
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: Previews from the impatient
Looks quite cool =)
However the size of the ships is questionable if they are for FTL... for eg the room sizes.
However the size of the ships is questionable if they are for FTL... for eg the room sizes.
R4V3-0N, a dreamer.
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- Posts: 78
- Joined: Sat Aug 22, 2015 2:29 pm
Re: Previews from the impatient
Yeah, I made them smaller on purpose. They are going to be "fighter" type ships with less room space.
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- Posts: 248
- Joined: Sun Apr 13, 2014 4:36 am
Re: Previews from the impatient
Wow, that is really close to the photocasters I made before I went on my summer hiatus.R4V3-0N wrote:
Barrage laser mk II (5 shots, spreads more)
barrage laser mk III (7 shots, spreads even more)
Barrage laser mk IV (WIP, under consideration)
Though still, I wish there was a way to make a chain weapon that gets lass accurate the more it's fired so they were more in line with what I had in mind for them. Also nice sprite. I've been geting into FTL again and so far my modding has been fruitless on other games, since FTL is easy to mod, think I should continue my work?WhiteWeasel wrote:Hey guys, I'm back and I have another weapon concept from ring runner to add. These weapons are called photocasters. Essentially little weak spammer weapons. Due to chain weapon limitations I can't make them get more inaccurate the longer they fire, but instead I made them really inaccurate (As bad, if not worse than flak). They typically fire more projectiles than a burst laser of the same power usage, so it has greater damage potential, but it's unlikely that all of them will connect. In fact their aim is so bad, you might even want to aim at a spot get the most rooms in your target area to increase the chances of actually hitting the ship rather than trying to snipe out a system. However, like the flak they are still good a breaking down shields.
This is the more accurate of the photocasters. A two power four shot one.

- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: Previews from the impatient
Please do! It's always good to have more talent around in the modding pool.WhiteWeasel wrote: Though still, I wish there was a way to make a chain weapon that gets lass accurate the more it's fired so they were more in line with what I had in mind for them. Also nice sprite. I've been geting into FTL again and so far my modding has been fruitless on other games, since FTL is easy to mod, think I should continue my work?
- stylesrj
- Posts: 3638
- Joined: Tue Jul 08, 2014 7:54 am
Re: Previews from the impatient
A gun that gets less accurate the longer you fire it?
One could cheat the system and power the gun down after each shot. I think that's why the Reverse Vulcan never took off as an idea.
Too bad you can't make a gun that fires faster with each shot but gets less accurate. Now that would be something.
One could cheat the system and power the gun down after each shot. I think that's why the Reverse Vulcan never took off as an idea.
Too bad you can't make a gun that fires faster with each shot but gets less accurate. Now that would be something.
- 5thHorseman
- Posts: 1665
- Joined: Sat Mar 02, 2013 2:29 am
Re: Previews from the impatient
Funny, I thought that's what they were saying.stylesrj wrote:A gun that gets less accurate the longer you fire it?
One could cheat the system and power the gun down after each shot. I think that's why the Reverse Vulcan never took off as an idea.
Too bad you can't make a gun that fires faster with each shot but gets less accurate. Now that would be something.

My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
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- Posts: 248
- Joined: Sun Apr 13, 2014 4:36 am
Re: Previews from the impatient
Though It can't be modded and there was a comment saying the devs have no plans for a sequel or updates so there's no point in making it a suggestion. If It were possible, I'd overhaul the augment system. You'd still have only three augment slots, but the augments will be changed into two categories. Major and minor augments. Major augments are the same as regular ones, but two minor augments can be placed in the augment slot. So you can have three Major augments, two Major with two minor, one Major with four minor, etc...
Essentially this is a system that makes the less useful augments such as fire suppression, Slug repair gel, life form scanner, emergency respirators, and others like them less of a "this is a waste of space augment, gotta sell so I have room for something good". And obviously augments that have a big impact like shield charge booster, pre igniter, zoltan shields would be classified as Major augments.
The second thing I'd do is make it so that "side-grade" augments can be toggled on/off (though you can only switch it once per jump as a balancing feature) so you can not use them if needed. This would all but erase the woes of the scrap recovery arm. Also this allows more room to play with more side-grade augments. Such as I'd love to add an augment called "Flex shielding" that lowers your maximum shield power by one point, but increases their recharge rate by 25%.
Essentially this is a system that makes the less useful augments such as fire suppression, Slug repair gel, life form scanner, emergency respirators, and others like them less of a "this is a waste of space augment, gotta sell so I have room for something good". And obviously augments that have a big impact like shield charge booster, pre igniter, zoltan shields would be classified as Major augments.
The second thing I'd do is make it so that "side-grade" augments can be toggled on/off (though you can only switch it once per jump as a balancing feature) so you can not use them if needed. This would all but erase the woes of the scrap recovery arm. Also this allows more room to play with more side-grade augments. Such as I'd love to add an augment called "Flex shielding" that lowers your maximum shield power by one point, but increases their recharge rate by 25%.

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- Posts: 78
- Joined: Sat Aug 22, 2015 2:29 pm
Re: Previews from the impatient
Shading sort of done on this ship (though not too well). I Scrapped the other ship cause I didn't think it fit the FTL aesthetic enough, and it was more of a nostalgia project anyways.
I'll be making a different ship and ship art to replace it though soon.


