Biophysics, So I hered u liek customizable shipz?
Post #1
Biophysicist
Dec 9 2008, 11:30 am
Post #3
Biophysicist
Dec 10 2008, 1:52 am
Post #4
RoryFenrir
Dec 10 2008, 2:39 am
Post #5
Biophysicist
Dec 10 2008, 2:53 am
Post #6
RoryFenrir
Dec 10 2008, 3:23 am
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i dont know, its just like you have a bunch of ships with cool attacks and special abilities and there are all these explosions and chaos everywhere and then you have floating nests in the middle of space that have little sharky eggs in them and then there are flying sharks available for your ships to have a steak dinner. (sorry that was probably a little harsh)
I do like the vespine geiser thing though, but didnt someone make a mod a while ago with a similar system? something like planets that you captured and then gave minerals everyonce and a while... oh well. and when you say the units are customizable, is it just there are three types of bastilons, each with different specials, or you actually have a system that lets you choose what abilities they have? ![]() ![]() ![]() ![]() ![]() ![]() |
Post #7
ForTheSwarm
Dec 10 2008, 3:39 am
Post #8
Biophysicist
Dec 10 2008, 4:19 am
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:(){ :|:& };:
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I've never played Ad Astras or read much about it... Isn't that that mod where you're fighting for like the entire galaxy?
As for customizable ships, you can actually select what abilities you want on each ship, and give each ship up to two abilities. Each ship upgrades individually. Each ship may have /any/ combination of abilities. As for the eggs: The nests are there to make another objective besides "Capture asteroids and kill your enemy." Getting blasted by a Bastion with an uber attack spell (eg Psionic Storm, Yamato Gun, Mind Control) is bad enough, but if your enemy has found a nearby "steak dinner" and the Bastion can eat it and blast you a second time, it's twice as bad. It also rewards microing, something that I really want to be emphisised in the mod. (Hence the simplified mining system.) And btw, you can't Consume the adult Space Sharks, only the eggs. This post was edited 1 time, last edit by TassadarZeratul: Dec 10 2008, 4:32 am. ![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #10
Biophysicist
Dec 10 2008, 4:36 am
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:(){ :|:& };:
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@above: I can has link? And, can you customize your ships on the fly in AdAs? (No seriously, can you?) Keep in mind, the abilities you give to your ships have a large effect on their role, almost as much as their base type?
EDIT: @FTS: I'm not sure about the unit's speed. It'll be subject to balancing and playtesting so it's not too fast or retardedly slow. Also, you can upgrade units' speed, by selecting a speed boost or StimPacks for one of the unit's abilities. Oh btw, specials are added after the ship is built, kind of like how Mutalisks can morph at any time. This post was edited 1 time, last edit by TassadarZeratul: Dec 10 2008, 4:41 am. ![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #12
Biophysicist
Dec 10 2008, 4:48 am
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:(){ :|:& };:
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Yah, but AdAs customization =/= RoB customization. Here, modifying your units, both tactically and strategically, is a very large portion of the game. I suppose it is in AdAs too, but not nearly the same way.
![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #13
RoryFenrir
Dec 10 2008, 4:57 am
Post #14
Biophysicist
Dec 10 2008, 5:09 am
Post #15
MC˛Hercanic
Dec 10 2008, 6:22 am
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Ad Astra's upgrading is based on the idea that older ships you've sent out to attack your foe across the solar system wouldn't magically receive newer technology you just researched. Instead, ships must be built with said technology beforehand, creating a system of antiquation amid your fleets.
TZ's idea is different. Your existing ships can be mutated into new ships of your choosing, reflecting the upgrade. The similarity of the two ideas ends at the fact that they both involve individualized upgrades, instead of SC's instant apply-to-all-units upgrading. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #16
EzDay281
Dec 10 2008, 12:18 pm
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...performing empirical studies on selection bias.
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I'm failing to see the similarity to Ad Astras, besides that they're both fleet-based.
I've not played AA much, but judging by the extremely slow pace of the game, micromanagement is very de-emphasized in favor of well-planned assaults and tech. orders, something which TZ explicitly expressed opposite intentions for in his mod. Ship "customization" in AA was basically, "if you have the proper tech. level, you can get a better ship for more cost". That's like comparing the customization of most RPGs ( +1 weapon, or +1 armor?? you decide! ) to games like Temple Siege ( more hp, more armor, more weapon, more mana/regen, or a new spell?? you decide! ) . ![]() ![]() ![]() ![]() ![]() ![]() |
Post #18
Biophysicist
Dec 10 2008, 9:10 pm
Post #19
ForTheSwarm
Dec 10 2008, 9:53 pm
Post #20
Biophysicist
Dec 10 2008, 10:01 pm
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:(){ :|:& };:
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I'm assuming you're talking about new names for the eggs, right? The thing to keep in mind is that they respawn, so "Energy balls" or "Space bugs" wouldn't make sense... And wouldn't space bugs fly away instead of staying in one place?
Although Space Bugs might work for a name for the mod... EDIT: FaZ- had a good name idea: Biophysics. I'll be using that. THANKS FAZ-! ![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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