Re: [SHIP][AE] The Black Shard v1.2.1
Posted: Fri May 02, 2014 5:45 pm
Estel: Thanks a lot for writing all that, I really appreciate it! Your suggestions are really good. About the balance issues, I don't think that the fact that the crystal launcher pierces all shields is op since it does no hull damage... until you take into account the fact that you can bring their shields down pretty easily and pummel them to death with your other weapons. I am planning to remove one weapon slot in the next version to make this strategy less viable.
The slug repair gel is there mainly for flavor since it's not like breaches are a problem for your crew. Maybe I should lessen the percentage of shots blocked by the rock armor though.
I especially like the idea of having your ship being chased by those who found the log, although I think it would make more sense if the rebels found it and diverted considerable forces to its destruction. I doubt it would A first step would be to rewrite the rebel pursuit/rebel random encounters/last sector events to reflect that. Converting all events is a little unlikely without someone to help me write them though, since it would take a huge amount of time.
If I make a CE version I will consider adding a holographic crew generator.Bringing echoes of defeated enemies "online" with enough time (read: an empty beacon) makes a lot of sense. The problem with CE is that some enemy ships, including the flagship, use holographic crew which wouldn't make sense when used in conjuction with my mod. This probably could be fixed though.
I am glad you like the ship's lore
. I loved the idea of an eldritch artifact coming in contact with a ship and taking control of it, as well as the space horror vibe it has. It's origins are up to the player to decide, although it is supposed to be related to the crystal race. Maybe I will add some events in the crystal sector to shed some light on it.
The slug repair gel is there mainly for flavor since it's not like breaches are a problem for your crew. Maybe I should lessen the percentage of shots blocked by the rock armor though.
I especially like the idea of having your ship being chased by those who found the log, although I think it would make more sense if the rebels found it and diverted considerable forces to its destruction. I doubt it would A first step would be to rewrite the rebel pursuit/rebel random encounters/last sector events to reflect that. Converting all events is a little unlikely without someone to help me write them though, since it would take a huge amount of time.
If I make a CE version I will consider adding a holographic crew generator.Bringing echoes of defeated enemies "online" with enough time (read: an empty beacon) makes a lot of sense. The problem with CE is that some enemy ships, including the flagship, use holographic crew which wouldn't make sense when used in conjuction with my mod. This probably could be fixed though.
I am glad you like the ship's lore
