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Re: Captians Edition : Asteroid-belt-Bases.
Posted: Thu Dec 05, 2013 10:44 am
by R4V3-0N
um... the rebels ARE focused....
They focus on Burst Lasers, Dual Laser, Anti ship drone 1, Boarding drone, Beam drone, and Missile series (Artemis, hermes, etc)
everything else already has flavour.
Rock: Heavily Missile based, and also bomb(s), Burst Lasers.
Engi: Ion Drone (it is removed but in the engi list), Ion bursts/ heavy ion, beams, heavy lasers.
Fed: same as rebel
Mantis: Burst Lasers (nearly exclusively) and (I think it was bombs?...)
Slug: Fire Beam, [Anti Bio Beam], Breach bombs, burst laser (literally all/ most of the anti personal weapons)
Zoltan: Beams, Ions.
Auto: Burst, Bomb small, Missile series.
Crystal: Crystal, Lockdown, more obvious things.
Pirate: nearly all rounder, because there pirates, they TAKE stuff from other ships, same way how you can get that nifty pike beam from boarding an enemy ship. And the asteroid base seems more logical to be rock outcasts or pirates because if it is more of a strategic purpose then it wouldn't be an outpost but a smaller orbital artillery / support or ambush fighters and interceptors, or huge anti ship mines, etc. A hidden out post would rather stay hidden unless it's detected (translation, an encounter only found with high level sensors/ advance sensors or what ever) because the least you want to do when hiding is blow your position away.
Also doubt there would be an asteroid race.
If it is an asteroid themed weapons, I would go with bombs and (CE) Mines nearly exclusively with the acceptation of artillery laser, dual shot lasers, etc.
UNLESS it's a pirate out post, then it'll be random.
how ever I do like an idea of a bomb launcher looking weapon that launches asteroids.
Re: Captians Edition : Asteroid-belt-Bases.
Posted: Thu Dec 05, 2013 6:59 pm
by Knightmarez
hmm, i agree that the above paragraph is how it IS not how it should be.
Making the pirates the true 'use anything' race makes more sense than the rebels now you mention it.
'asteroid race' isn't quiet the intention, but i suppose it is a sub-race of human, in the same way 'corporation' is a mini-side-story in some of the new events in captains edition.
But to be fair it does make sense that a mining base would have it's own weapon list...and that the weapon list would be
not heavy on ammo (they make ammo and sell it, or their cargo is full of refined ore) so no missiles, bombs
Heavy on Mining equipment that they turn on enemies (all 'normal' beams....no fire or anti-bio)
Drones that either mine, or defend the base whilst people sleep.
Ion weapons that disrupt shields so ''the belt can take care of them''.
Re: Captians Edition : Asteroid-belt-Bases.
Posted: Thu Dec 05, 2013 10:08 pm
by R4V3-0N
See, this is 1 reason why we are debating on what weapons the asteroid should have.
We do not know if it is a simple rebel/fed/anything; Out post.
Or maybe it is a pirate base or out casts hiding from the law or just ambushing civilians and other ships as they wonder to close to the asteroid belt (or ambush miners specifically and steal there equipment for sell on black market and ores)
It may be a group of Rockman who gone crazy due to fungi spores or a virus or what ever that decided it was a good idea to make an asteroid base when they got isolated due to the disease.
Now that you mention it, I think we should have different encounters for that base. (can be done via different layouts or just different race/ level settings, like the difference between rock assault and rock assault elite)
Friendly/ Unfriendly mining base.
Federation outpost.
Pirates.
Rockman Outcasts (reason why I think it would be rock rather then say mantis is due to there ships, not them. Rock platting will ensure more easy getting there and making the hollow asteroid into a base, rather then other things like mantis)
So beams can work for the mining base one, I can see your reason now behind it. How ever we do not know if that is what people in FTL use to mine in the first place, for all we know it's plasma saws or bombs (explosives) etc. But beam is as good as it gets, think it shouldn't focus on the 1 room beams though and also should be mainly the... forgot the name of it but in CE it's description was a modified mining beam.
This was a lovely debate, wished my English was more satisfactory or better so it can be more friendlier. ^^
Re: Captians Edition : Asteroid-belt-Bases.
Posted: Thu Dec 05, 2013 11:30 pm
by Knightmarez
it's pretty clear that beams are used for mining, from the scythe industrial beam, to the blue option for carefully cutting a ship out. That proves that mining beams are beams,.....
Re: Captians Edition : Asteroid-belt-Bases.
Posted: Fri Dec 06, 2013 12:51 am
by R4V3-0N
But for all we know in the FTL universe there is a 'saw' or a light sabre like tool that can cut to extreme higher efficiency. But there is no evidence to support either theory in detail. this argument can go the same way as how fire beams work or how cloaking disrupts enemy recharge. etc.

Re: Captians Edition : Asteroid-belt-Bases.
Posted: Fri Dec 06, 2013 2:48 am
by Knightmarez
Its about making the game a more immersive experience, just the word mining beam works.....and we DO know beams are used for mining, because we get the blue option 'carefully cut the ship out of the rocks'.
Mining isn't a feature in the game, so lets make it one

Re: Captians Edition : Asteroid-belt-Bases.
Posted: Fri Dec 06, 2013 9:31 am
by R4V3-0N
Mining is already in vanilla... using the scrap recovery arm (and I think drone recovery arm or repair arm at 1 specific area I think...)
And it said cut the ship out of it, for all we know it vaporised the rock that got the pirate ship stuck. Making your ores and asteroid turn to oblivion isn't an effective way of mining. As I said we don't know.
But what we DO know is mechanical close up arms are better for mining because blue options using the arms actually GIVE you recourses (Scrap and I think random chance of other stuff).
Re: Captain Edition: what i can add.
Posted: Fri Dec 06, 2013 4:38 pm
by Knightmarez
Good point, but if that's the case then scrap arm + mining beam = epic mining combo........
With regards to the asteroid bases being racial specific...why not? we could make some new models of race-specific-asteroid-bases.......
Re: Captain Edition: what i can add.
Posted: Fri Dec 06, 2013 11:37 pm
by R4V3-0N
yes but if we do it replaces ALL modles of that race, we can't make new races not even doubles.
how ever it will be only the enemy version, say if you want the asteroid race to be a rock mix crystal red guy and you replace the race mantis with it, all enemy mantis will have the same name and looks of that asteroid guy.
Before you bring this up, NO ghosts are not a new race, they're one that was removed from game. Same story with Anti-ship ion drone and anti-ship missile drone and a few removed events.
Also fun fact: the Rock Cruiser type B is missing a weapon, in game it has a fire bomb and a heavy pierce one.
how ever both it's blueprint and on superluminal suggests it was an error or a lazy nerf because they both show it has 3 weapons, the 3rd being a small bomb. the problem is the weapon count list is 2 when it should have been 3.
Re: Captain Edition: what i can add.
Posted: Sat Dec 07, 2013 1:48 am
by Knightmarez
Yeah i noticed that when i was re-making it.....
What i ment by 'race specific asteroid mining baces''.
was that you can have specific asteroid-base- models for sector-based-asteroid-minig-base-encounters.
That is to say you make lets say 8 asteroid bases
then in the sector event list you only have the 'rock themed' mining base turn up in the rock sectors.
you then fill it with rock people....