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Strumpie
Dec 9, 2012

Beer4TheBeerGod posted:

So now that I'm playing Uumoz's Sector, I have a question. What exactly am I supposed to be doing? It seems like if I start as part of a faction everyone else hates me, but if I go independent I guess there's no way to get access to the faction shipyards? Is there a way to make people like you?

It's identical to vanilla in most ways.

There are many independent stations that sell every factions ships and equipment, and if you have an independent start you can then attack whoever you choose.
You can then join up with a faction you're not hostile to later in the game if you want their equipment specifically and can just as easily leave them to join another provided you're not hostile to them. Joining a particular faction will make you hostile to all the others they're hostile to, makes sense. I'm not up to date on making them like/dislike you as I've never bothered with it.

There's no end game goal yet because vanilla doesn't have one, but Uomoz is working on creating trade and factories for you to craft blueprint ships in.
If you want to get a specific starts, the system you choose decides what faction you will start as. Gneiss is for BRDY that our own SHAOLIN FUCKFIEND made and I highly recommend.
So go out and shoot space ships.

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a whole buncha crows
May 8, 2003

WHEN WE DON'T KNOW WHO TO HATE, WE HATE OURSELVES.-SA USER NATION (AKA ME!)

SHAOLIN FUCKFIEND posted:



The Asura phase monitor has a pretty inefficient phase cloak, but it speeds up the ship while submerged.

drat! That looks awesome

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
How do you swap factions?

Strumpie
Dec 9, 2012

Beer4TheBeerGod posted:

How do you swap factions?

On character creation or in game?

On character creation you choose the system and then say join a corporation to start with the faction of that system. (I don't have the exact path but that should be close enough)
In game as an independent you fly up to a station and choose the join faction. Then you can choose the leave faction option and join up with another the same way. I've joined Hegemony, left and then joined pirates right after.

So I'm not sure exactly how it works, it might reset your relations when you leave, will need to test.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
The Nomads apparently have a huge ship to ease supply concerns and supply drain. It would be handy if we had something like that for Blackrock, that way having bigger fleets would be easier, and more importantly it would make playing with a heavy fighter and bomber fleet more fun. Could we get something like that?

ugh its Troika
May 2, 2009

by FactsAreUseless
What's supposed to be in the next patch?

Strumpie
Dec 9, 2012

Artificer posted:

The Nomads apparently have a huge ship to ease supply concerns and supply drain. It would be handy if we had something like that for Blackrock, that way having bigger fleets would be easier, and more importantly it would make playing with a heavy fighter and bomber fleet more fun. Could we get something like that?

The 100 logistics cap is a bit low with high tech, high cost fleets like BRDY with massed fighters/bombers.

Eventually numbers can wear down and overwhelm you, with Uomoz taking on a large low cost fleet like the Hegemony SDF or an elite Sindrian Diktat spawn turns into a bloody war of attrition which is generally too much for high cost fleet. You can raise the player cap yourself but that's not really a solution as they're supposed to be tough fights.

Lowering the supply cost of fighters and bombers though can be a good way of making that kind of fleet composition more viable, (which you can do yourself) we'll have to see what SHAOLIN FUCKFIEND comes up with in his next patch.

Zudgemud
Mar 1, 2009
Grimey Drawer
I got this idea to make a faction based on the following traits. It should be almost solely frigate based. Based around the concept of hit them really hard and fast, because your battlefield presence is limited to a short timer.

Pro:
Super fast frigates (300 top speed with instant acceleration etc).
Awesome flux venting 500-1000.
Universal slots with good layout.
Moderately high OP.
Low supply/fuel usage.
Good shield coverage.
All ships have 8 burn (even the freighter, but the freighter can only store 700 and is slow as poo poo and defenceless on the field).
Low crew requirements.

Cons:
Frigates have peak performance time of 30-40 sec.
Really low flux levels (500 for frigates).
No armor, at all.
Sub 1000 hp for all ships.
Enormous repair costs (300-500 for common frigates).
Low repair rates.
Horrible cargo and fuel space.
Max crew are min crew +1.

I already have 4 models ready, and im poking it all together this weekend hopefully :-)

And what I would like to add is every ship having an atlas sized death explosion but I have no idea if this is actually doable, anyone have an idea how to actually do this in game?

Other than that I would welcome any suggestions on how to improve this idea because im sure it can't be 100% solid :v:

Gwaihir
Dec 8, 2009
Hair Elf
I'm really not a fan of the short peak performance thing for frigates, but I'm also not really a fast frigate kind of play either so I'm totally the wrong target audience for that mod, heh.

SHAOLIN FUCKFIEND
Jan 21, 2008

Super low flux capacities but high vent rates coupled with fragile ships... could work if you also implement a built in hullmod for all the faction's ships that reduces overload time. Or if their shields have a good flux ratio. Otherwise the frigs are going to overload from tanking one heavy blaster shot on their shield and then die. Or one mark 7 salvo. Or one hvel driver shot. You get the gist.

It would take a lot of effort to balance it, that's for sure.

Actually the old Neutrino ships used to have extremely low capacities but extremely high vent rates, and they weren't terribly exciting to play against, because they had to have really thick armor and really hard shields to compensate for it.

Gwaihir
Dec 8, 2009
Hair Elf
It sorta worked for Neutrino, since their shields were so narrow at only 30 degrees. Sure, it has a .2 flux per damage taken on the shield, so they're superb against single ships, but god help you as soon as you have to deal with fighters or anything flanking you.

Neutrino ship models are my favorites after yours, though. I love their aesthetic.

Pochoclo
Feb 4, 2008

No...
Clapping Larry
Jesus Space Christ, the Gedune Cruiser is one loving powerful ship against anything larger than a frigate. I slapped on two Hiigaran Singularity shooter things on it, three tactical lasers (with the point-defense hullmod), and man it simply wrecks anything under the sun in seconds. It can go one-on-one against two Conquests, no sweat.

Gwaihir
Dec 8, 2009
Hair Elf
Hiigaran weapons tend to be pretty OP, but the Gedune cruiser is really good, no doubt.

Dmaonk
Oct 15, 2007

Chinese Starcraft tomato ninja image

Gwaihir posted:

Hiigaran weapons tend to be pretty OP, but the Gedune cruiser is really good, no doubt.

Is the Storm Lancer a Hiigaran weapon? That thing eats ships, regardless of size.

Zudgemud
Mar 1, 2009
Grimey Drawer

SHAOLIN FUCKFIEND posted:

Super low flux capacities but high vent rates coupled with fragile ships... could work if you also implement a built in hullmod for all the faction's ships that reduces overload time. Or if their shields have a good flux ratio. Otherwise the frigs are going to overload from tanking one heavy blaster shot on their shield and then die. Or one mark 7 salvo. Or one hvel driver shot. You get the gist.

It would take a lot of effort to balance it, that's for sure.

Actually the old Neutrino ships used to have extremely low capacities but extremely high vent rates, and they weren't terribly exciting to play against, because they had to have really thick armor and really hard shields to compensate for it.

Well that is sort of the idea, you will have to invest in a lot of flux capacitors to not be oneshotted, and since all ships are so agile they will hopefully be able to dodge a lot of stuff.

The general idea of the faction could be likened to a swarm of fighterjets going in for a shock and awe that either wipes the enemy off the field completely or at least makes it crippled to the point where a small mop up crew can manage to mop it all up.

Also I just realized that I put anti-matter blasters as the primary weapon for one of the 500 flux ships :v:

The Chad Jihad
Feb 24, 2007


-Troika- posted:

What's supposed to be in the next patch?

http://fractalsoftworks.com/forum/index.php?topic=7279.0 , expect that to get another update or two of stuff before release

Fart Cannon
Oct 12, 2008

College Slice
Uomoz's mod went from good fun to the largest grindfest I've played since Everquest. I've tried both kadur and tri tachyon starts and it takes me hours to get anywhere, mostly due to the lack of supply drops coupled with CR. Am I missing something?

12 rats tied together
Sep 7, 2006

My favorite friendly fire incident so far was when I was fooling around with running massive 40 ship frigate fleets, mostly standard vanilla Vigilance class (with 1 medium missile slot). I had a Wolf use its blink ability to catch up to a fleeing Buffalo exactly as 25+ medium missiles burned out and started being able to hit friendly ships, naturally the Wolf blinks directly into them.

Never seen a ship blow up so fast in my life, there wasn't even a smoking hull left.

Dezztroy
Dec 28, 2012
Is there a way to make my PD weapons not fire at capital ships? I'd rather not have my lasers plink away at a destroyer while building up flux.

TastyAvocado
Dec 9, 2009
You can temporarily shut off your PD's autofire by hitting ctrl-whatever number your pd is grouped under. Not exactly what you wanted but I doubt that that's possible.

Gobblecoque
Sep 6, 2011
The latest patch somewhat went in the right direction by making burst PD weapons not fire at ships unless they had full charges.

SHAOLIN FUCKFIEND
Jan 21, 2008

Dezztroy posted:

Is there a way to make my PD weapons not fire at capital ships? I'd rather not have my lasers plink away at a destroyer while building up flux.

Turn off your weapon groups.

chami
Mar 28, 2011

Keep it classy, boys~
Fun Shoe
I wish there was a way to make point defense AI differentiate between targets without having to take up weapons groups for different types. I avoid using Swarmers or other missile based point defense because they're more likely to waste all their ammunition on ships than fighters or missiles.

Concerned Citizen
Jul 22, 2007
Ramrod XTreme
OK, I tried playing this game. I'm pretty lost. Every time I start, I get swarmed and eventually killed by giant fleets of pirates. How the hell do I do anything with my tiny frigate?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Concerned Citizen posted:

OK, I tried playing this game. I'm pretty lost. Every time I start, I get swarmed and eventually killed by giant fleets of pirates. How the hell do I do anything with my tiny frigate?

Run away from the big stuff, attack the scouts and other single ship groups.

Also sell your marines and use the money to buy a Lasher, having a second ship helps a lot.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

Concerned Citizen posted:

OK, I tried playing this game. I'm pretty lost. Every time I start, I get swarmed and eventually killed by giant fleets of pirates. How the hell do I do anything with my tiny frigate?

Go after small fleets with not much more than a single Buffalo II.

Waste no part of the Buffalo II.

Dmaonk
Oct 15, 2007

Chinese Starcraft tomato ninja image

Fart Cannon posted:

Uomoz's mod went from good fun to the largest grindfest I've played since Everquest. I've tried both kadur and tri tachyon starts and it takes me hours to get anywhere, mostly due to the lack of supply drops coupled with CR. Am I missing something?

Are you talking about the latest Uomoz, 1.0?

fishception
Feb 20, 2011

~carrier has arrived~
Oven Wrangler
I personally would like to see a specific faction put into the game, but I realize that I likely never will see it. The entire lore is completely and utterly fleshed out, to the point of being ludicrously in-depth, but unfortunately, I have NO skill with anything remotely resembling making ships, graphics, etc. But hey, I'll put down my basic design ideas.

Pro:
Fighters are not actually fighters, but MECHA. Mecha come in multiple forms, and it is perfectly viable to fly a carrier group doing nothing but carting around a crapton of mecha.
Fighters are viable for more than simply distractions, as some of the slower-moving ones have quite good firepower.
Fighters (mecha) each come with point defense shield drones.
Exceedingly powerful long range ballistic weapons.
Very fast, very mobile ships.
Excellent Flux.
Extremely stylish.
Average Cargo/Fuel.
Average Repair Costs.
Hard to damage engines or weapons.

Cons:
Limited OP.
Frail ships.
Poor PD.
Larger ships require escorts.
Fighters are just about required to round out fleet presence.
Exceedingly specialized ships, each ship will do one specific job, and be crap at just about anything else.
Requires a balanced fleet doctrine and formation movements in order to get the best out of your fleet.
Slow Shield Raising.
Poor shield coverage.
Weapons are mounted Broadsides-style, requiring you to increase your profile in order to bring to bear more firepower on your enemy.

In terms of stylistic cues, really the best way I can put it is very similar to the Imperial Fleet from Battlefleet Gothic, except less worn down-looking. It should look like someone decided to make a giant cathedral out of a spaceship.

How the fleet should operate is simple: There will be three main waves to the attack. The first are harrying craft, firing off massive amounts of relatively weak missiles towards the enemy. These craft are, of course, have like 6 weapons slots and 5 of them are dedicated to nothing but missiles. Secondary come the mecha squads, and then come the actual main gunships. The gunships are supposed to remain close to each other to cover each other in formation. An isolated ship would basically be designed to be a wide-open target.

I mean, I'd post all the crazy-rear end fluff and lore for this, but it isn't gonna even be picked up by anyone, so really, I should refrain unless people want me to.

fishception fucked around with this message at 14:51 on Nov 17, 2013

Strumpie
Dec 9, 2012

I can't tell if you and Zudgemud are joking or not.
Either way you're both great idea guys, well done. Although Zudgemud appears to actually be trying to create his personal vision so. :psyduck:

Fart Cannon
Oct 12, 2008

College Slice

Dmaonk posted:

Are you talking about the latest Uomoz, 1.0?

Yeah, I didnt play the beta release of it much.

Sedisp
Jun 20, 2012


So what's a decent faction for newcomers? Or is using Uomoz when you're new to the game a bad idea?

SHAOLIN FUCKFIEND
Jan 21, 2008

Just play vanilla ships if you're new. I'd recommend flying midline and low-tech ships, it's awesome and teaches you so much about the game.

Gobblecoque
Sep 6, 2011
Yeah, don't bother with mods until you know the gameplay mechanics and ship/weapon capabilities comfortably well.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Or go hi-tech vanilla. You can't really go wrong with fiddling with vanilla ships to figure out what works and what doesnt, and what you enjoy doing.

Zudgemud
Mar 1, 2009
Grimey Drawer

Strumpie posted:

I can't tell if you and Zudgemud are joking or not.
Either way you're both great idea guys, well done. Although Zudgemud appears to actually be trying to create his personal vision so. :psyduck:

Regarding that mod of mine, I just got it to work by simply mimicing and copying stuff from other mods since I dont know poo poo about programming, however the faction still lack a system/station of their own, but I'm working on that.

So far the initial tests suggest that my faction is OP as hell if you rely in beam weapons when facing them, however if you have kinetic ballistic weapons you will poo poo all over them, i guess this will need tweaking. :shobon:


A hilarious side effect of having superfast fragile ships combined with an AI that cant handle steering too well is that collisions are taking out numerous ships in prolonged crowded fights. :v:


Also, here is a view of some ships so far, all of them are mostly kitbashes and all but the two top right ones will probably get a makeover as I'm not satisfied by their looks. In the top row you see the 3 frigates currently, from left to right the first is the superfast heavy hitter, the second one is a superfast support, the third one is a fast frigate hauler with crappy steering. The two bottom ones are a heavy support destroyer and a hauler respectively.

Dmaonk
Oct 15, 2007

Chinese Starcraft tomato ninja image

Fart Cannon posted:

Yeah, I didnt play the beta release of it much.

Me neither, but the Uomoz thread on the official forum contains a number of complaints related to the relatively hard early game difficulty, especially as compared to the late game. I think it's really just a balancing issue which should/might be improved on in the next update.

Sedisp
Jun 20, 2012


Gobblecoque posted:

Yeah, don't bother with mods until you know the gameplay mechanics and ship/weapon capabilities comfortably well.

Alright I'll hold off on Uomoz'd stuff for now. Out of curiosity is there reference material to what each faction is good at?

Edit: Also is there any way to buy a certain number of crew instead of buying the whole lot? Right now the smallest option I have is 222 veteran crew. I also really suck at this game.

Sedisp fucked around with this message at 07:08 on Nov 18, 2013

Zudgemud
Mar 1, 2009
Grimey Drawer

Sedisp posted:

Alright I'll hold off on Uomoz'd stuff for now. Out of curiosity is there reference material to what each faction is good at?

Edit: Also is there any way to buy a certain number of crew instead of buying the whole lot? Right now the smallest option I have is 222 veteran crew. I also really suck at this game.

Hold down shift and drag your mouse horizontally to pick specific amounts.

And since the AI in this game is pretty decent you can press U for autopilot and then watch and learn how the computer handles those fights.

Sedisp
Jun 20, 2012


Zudgemud posted:

Hold down shift and drag your mouse horizontally to pick specific amounts.

And since the AI in this game is pretty decent you can press U for autopilot and then watch and learn how the computer handles those fights.

I grasp how to do them theoretically, (absorb or dodge salvos and continually try to position yourself where the opponent has no guns.) but doing it is completely beyond me. I usually end up flailing around like an idiot then get my engines clipped out.

Is there a certain upgrade path I should go about ship wise? I currently have a hound and a Lasher. Love the Lasher but I hate how slow it is.

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Zudgemud
Mar 1, 2009
Grimey Drawer

Sedisp posted:

I grasp how to do them theoretically, (absorb or dodge salvos and continually try to position yourself where the opponent has no guns.) but doing it is completely beyond me. I usually end up flailing around like an idiot then get my engines clipped out.

Is there a certain upgrade path I should go about ship wise? I currently have a hound and a Lasher. Love the Lasher but I hate how slow it is.

The round shaped dominion destroyer is really good and cheap as a first step away from frigates, and it has burndrive to get a big speedboost too. Other than that there is no real upgrade path shipwise, if you like speedy things stick to a swarm of speedy frigates and destroyers, but bumbling about in a big rear end capital like the onslaugh and just murder armadas by yourself is also fun, just try out what you like the best.

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