[Ship] Missing But Not Gone
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- Posts: 90
- Joined: Sun Dec 15, 2013 3:00 pm
Re: [Ship] Missing But Not Gone
Looks even better than before, nice job! I like the fact that there is no door system as it makes a bit of sense. You should however add a bit more boarding friendly party member, just a single rockman to make up for the Zoltan's health and engi's turd combat skills. If you haven't already, I suggest lowering the reactor power to about 3-4. As the ship was formed by a giant wreckage, it'd take time to actually even construct reactor power, and even if there was a decent amount it would've been distrupted by the crashing ships and the new reactor would be a makeshift from the survivors which wouldn't be perfectly functional. It would also put more emphasis on boarding until you get enough reactor power to power your weapons.
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Re: [Ship] Missing But Not Gone
Well that just looks super awesome. I hope you get the shield problems fixed!

First ever AE-exclusive ship mod: The Extra Features!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
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- Joined: Tue Mar 11, 2014 2:32 pm
Re: [Ship] Missing But Not Gone
Okay, I think I have the shield issue fixed. Please reply to let me know if the issue persists. Also, if you download, let me know what you think! I love hearing from you guys!
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- Joined: Fri Nov 08, 2013 8:37 am
Re: [Ship] Missing But Not Gone
Nice work! I like the new layout a lot, and cutting the reactor power to 4 was a cool idea that poses some nice challenges.
I decided to take this one to the Flagship, and it's lot of fun in some ways, but, well, it's still really overpowered. Admittedly, it's not easy to make a ship with a 4-man teleporter balanced. Here are a few of my comments:
--The ship's drawbacks, namely the lack of doors, sensors, and power, work well together, and they fit the theme very well.
--You gave this ship practically everything that makes some other ship special--4-man teleporter, Zoltan shields, artillery beam, three drone slots. It really doesn't make sense that this ship cobbled together from the remains of shipwrecks would randomly end up with so much rare, top-of-the-line equipment. I would cut all of these "special features" except the Zoltan shield and the 4-man teleporter, since they're the things that make the ship "work."
--In fact, I would cut the weapons slots to three, as well. You don't need so many weapons when you're boarding all the time.
--The starting weapons are still too good to go with a 4-man teleporter. Remember, the 2 best vanilla ships each have zero starting weapons and a 4-man teleporter. This ship has stronger drawbacks than those, so I think giving it a weak/situational weapon is the right call. Maybe just the mini-beam. That's enough to kill some autoscouts and to get through Zoltan shields early on, although it may still be better to run away so as not to get hit too much. Maybe just an artemis missile, with relatively limited ammo. That way, you can fight ship-to-ship when you have to, but if you overdo it, you're back to pure boarding for a while.
--I miss the 4-man medbay. It's not that big of an advantage, but it's a huge convenience. If you're worried it makes boarding too strong, you could move the medbay away from the teleporter. If you stick with the 3-man medbay, you should probably update the graphics to match.
***Cloaking shows up in shops, but if you buy it, you just lose 150 scrap. Obviously a bug. I take it you didn't want cloaking to be available at all, due to the artillery beam.
My endgame loadout (all systems maxed) and score: http://imgur.com/a/KcfUE
I decided to take this one to the Flagship, and it's lot of fun in some ways, but, well, it's still really overpowered. Admittedly, it's not easy to make a ship with a 4-man teleporter balanced. Here are a few of my comments:
--The ship's drawbacks, namely the lack of doors, sensors, and power, work well together, and they fit the theme very well.
--You gave this ship practically everything that makes some other ship special--4-man teleporter, Zoltan shields, artillery beam, three drone slots. It really doesn't make sense that this ship cobbled together from the remains of shipwrecks would randomly end up with so much rare, top-of-the-line equipment. I would cut all of these "special features" except the Zoltan shield and the 4-man teleporter, since they're the things that make the ship "work."
--In fact, I would cut the weapons slots to three, as well. You don't need so many weapons when you're boarding all the time.
--The starting weapons are still too good to go with a 4-man teleporter. Remember, the 2 best vanilla ships each have zero starting weapons and a 4-man teleporter. This ship has stronger drawbacks than those, so I think giving it a weak/situational weapon is the right call. Maybe just the mini-beam. That's enough to kill some autoscouts and to get through Zoltan shields early on, although it may still be better to run away so as not to get hit too much. Maybe just an artemis missile, with relatively limited ammo. That way, you can fight ship-to-ship when you have to, but if you overdo it, you're back to pure boarding for a while.
--I miss the 4-man medbay. It's not that big of an advantage, but it's a huge convenience. If you're worried it makes boarding too strong, you could move the medbay away from the teleporter. If you stick with the 3-man medbay, you should probably update the graphics to match.
***Cloaking shows up in shops, but if you buy it, you just lose 150 scrap. Obviously a bug. I take it you didn't want cloaking to be available at all, due to the artillery beam.
My endgame loadout (all systems maxed) and score: http://imgur.com/a/KcfUE
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- Joined: Tue Mar 11, 2014 2:32 pm
Re: [Ship] Missing But Not Gone
Thanks a lot! I'm very glad you did a playthrough of it and posted screenshots! Thank you for the info, did you notice an issue with asteroids or was it fixed? Thanks again for responding!
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- Joined: Fri Nov 08, 2013 8:37 am
Re: [Ship] Missing But Not Gone
The asteroids worked fine, as far as I remember. I don't specifically recall whether I went through an asteroid field or not, but it would be weird if I didn't hit at least one, and I definitely would have noticed if the asteroids bypassed my shields.
Edit: went back to check. Asteroids seem to be working fine.
Edit 2: Looks like the image used for the high score screen is giant. It covers up everything on the screen.
Edit: went back to check. Asteroids seem to be working fine.
Edit 2: Looks like the image used for the high score screen is giant. It covers up everything on the screen.
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- Posts: 6
- Joined: Thu Mar 20, 2014 7:44 pm
Re: [Ship] Missing But Not Gone
If you want, I can make a vanilla-like cloak (like this one: http://imgur.com/EqXYzZW), I'd be more than happy to do it! Great job on the base ship btw, looks awesome as hell.
EDIT: finished first version, use it if you want (just give me a little credit
). Link: http://imgur.com/nwSNtx6

EDIT: finished first version, use it if you want (just give me a little credit


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- Posts: 12
- Joined: Tue Mar 11, 2014 2:32 pm
Re: [Ship] Missing But Not Gone
WOW! Thanks man! I will add it shortly and post an update. Ill be sure to credit you! My cloak was a bit low tier xD so this is a nice change! Thanks!
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- Posts: 6
- Joined: Thu Mar 20, 2014 7:44 pm
Re: [Ship] Missing But Not Gone
I'll clean it up a bit when I get home, and add it to this post when I finish it. Just realized I forgot to remove some of the red shading..RocketFlash wrote:WOW! Thanks man! I will add it shortly and post an update. Ill be sure to credit you! My cloak was a bit low tier xD so this is a nice change! Thanks!

EDIT: Aaaand.. finished! Here you go:

Glad I could help! Have fun with it!