Search found 32 matches

by TranquilRage
Mon Aug 06, 2007 4:26 pm
Forum: Ship Archive
Topic: Strafing
Replies: 3
Views: 2266

Strafing

I have tried this with a few designs. Please experiment and see how you get on. 1) Make a brawler style vessel. Set its acceleration to between 0.1 and 0.01. 2) Set its top speed to 5 or 6 3) Set its turn speed to between 0.5 and 0.75 4) Set its AI range to between 5 and 100 5) Spawn one in the top ...
by TranquilRage
Fri Aug 03, 2007 3:58 pm
Forum: General Discussion
Topic: Hestia Alpha
Replies: 67
Views: 8953

The first ships that have dedicated ablative armour that I can see are my Monoliths. But those are strengthened with deflectors.
by TranquilRage
Thu Aug 02, 2007 9:54 pm
Forum: Ship Archive
Topic: Old Official Ship Ideas Topic
Replies: 125
Views: 24826

In a short while (when I get home from work) I will post my not broken, alien dreadnought killing patrol craft.

One on one the Morning Star owns most dreadnoughts. Including the Hephestus and the Mars Cannon.

Go go useful Patrol Craft
by TranquilRage
Wed Aug 01, 2007 4:40 pm
Forum: General Discussion
Topic: Hestia Alpha
Replies: 67
Views: 8953

I don't think so tranq, 5 Hestia Gammas made 30 Blasters which very quickly ripped through everything, regardless of the amount of PD it had. Hmm thats a good point. Generally for balancing I use small engagements of only a few ships. Blaster fire scales very well because multiple point defence wea...
by TranquilRage
Tue Jul 31, 2007 5:05 pm
Forum: General Discussion
Topic: Hestia Alpha
Replies: 67
Views: 8953

To be honest its only over powered if you do not micro managed. If you bother with an extra 2 clicks during the fight, it ends up wingless and useless. Also, blasters are worth about a third to a half of a laser against any ship with point defence.

Balanced ships with proper AI Range set FTW
by TranquilRage
Mon Jul 30, 2007 9:27 pm
Forum: General Discussion
Topic: Hestia Alpha
Replies: 67
Views: 8953

Its not a "PD cruiser" its a cruiser that happens to have PD on it to defend itself. Maybe drop the PD masers to 2 if you think its encroaching on the Helios's territory.

Also, dropping the Helios's AI range to 250 or 300 would encourage it to take point.
by TranquilRage
Mon Jul 30, 2007 9:04 pm
Forum: Ship Archive
Topic: Ships by me :D
Replies: 16
Views: 2233

Was that the one where you laid out Hex shaped systems face down, and everyone got about 3 or something? If it was, the minbari rocked.
by TranquilRage
Mon Jul 30, 2007 7:38 pm
Forum: Ship Archive
Topic: Ships by me :D
Replies: 16
Views: 2233

I think they look great. any chance you could upload them to the ships database so i could give them a try?
by TranquilRage
Mon Jul 30, 2007 5:32 pm
Forum: General Discussion
Topic: Hestia Alpha
Replies: 67
Views: 8953

Single center line Laser Beam OR 2 one on each Forward section 2 Deflectors on Wing Struts 3 Point Masers one on each wing, one center line. AI Range set to 700 The point masers will greatly increase its defences against blasters and demeters. The deflectors will protect against laser fire and its A...
by TranquilRage
Tue Jul 24, 2007 11:07 pm
Forum: Ship Archive
Topic: Old Official Ship Ideas Topic
Replies: 125
Views: 24826

To be honest the nano matrix helps out only a bit in short violent fights. It would be of considerably more use in Grinder for instance. It also increases the ships over all resilience against tachyon weapons. But that was my goal, a well rounded ship. Some PD, some defence, some repair, some fire p...
by TranquilRage
Tue Jul 24, 2007 5:35 pm
Forum: Ship Archive
Topic: Old Official Ship Ideas Topic
Replies: 125
Views: 24826

OK, I have slowed them and reduced their turning speed. The point masers have been reduced to particle guns as well, but I have moved the rear particle guns forward a module to make them a little more effective. I have left the nano matrix in however, but have replaced the B variants Lancet with a n...
by TranquilRage
Mon Jul 23, 2007 11:29 pm
Forum: Ship Archive
Topic: Old Official Ship Ideas Topic
Replies: 125
Views: 24826

That's totally cool, its your game and your call and I thank you. However, back on topic. Has anyone else play tested those ships? I also have designs that im balancing for Bulwark : Shieldwall Meteor : Light Cruiser Megalith A : Heavy Battleship Megalith B : Heavy Carrier Megalith C : Command Carri...
by TranquilRage
Mon Jul 23, 2007 9:34 pm
Forum: Ship Archive
Topic: Old Official Ship Ideas Topic
Replies: 125
Views: 24826

Ok, il just reply in one. 2) If we can set the AI Range to a negative, I think the ship will attempt to fly through the enemy ship. Its that pass through behaviour I want to be able generate. That way small fast ships with fast tracking weapons can strafe the crap out of big slow ones. And being sma...
by TranquilRage
Mon Jul 23, 2007 8:01 pm
Forum: Ship Archive
Topic: Old Official Ship Ideas Topic
Replies: 125
Views: 24826

BTW, any chance of the following? 1) Adding all the other weapons to the ship maker. 2) Allowing us to set the AI range to negative numbers. 3) Allow us to set an approach offset angle and range, so we can design ships that will flank an enemy. 4) Weapon: Nutcracker Torpedoes: That penetrate quite f...
by TranquilRage
Mon Jul 23, 2007 6:59 pm
Forum: Ship Archive
Topic: Old Official Ship Ideas Topic
Replies: 125
Views: 24826

Just goes to show its a small small world. P.S. I still play subspace when I get bored with other games :) Its the ONE game I keep coming back to, even after all this time. Good work on BF though. I had envisioned a SciFi RPG with modular ships, where each module has colour coded attachment points f...