crystlshake

crystlshake

Joined Member # 4208214
1 Posts 58 Replies 154 Reputation

The topic will be pirates, rebels, malcontents, and other sundry non-conformists. I'll present my ideas roughly grouped as I pull it from scraps of paper I've jotted various notes on. 1. Birds of a feather may stick together, but that doesn't mean they are all crows. I honestly haven't played enough or looked close enough at the current pirate faction ship designs to see if they stay toward a given theme as far as race of o

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@lorvar Thank You! That opens up all kinds of interesting techniques and choices. I assume that if you select all the parts it makes it easy to create groups of ships or use them for escorts. Ive only played with the animation a little bit so far. Is there a way to create non fluid movement? For example a ticking clockwork effect, or a square movement pattern. (I want to use the angular blocky movement pattern on the more retro designs.</

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Do the larger and more complex ships that use more parts bog down the game? If so, is there a good ball park number for the number of parts to use? (I havent tried my hand at any of the larger classes yet)

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http://dirkloechel.deviantart.com/art/Size-Comparison-Science-Fiction-Spaceships-398790051 An ambitious relative scale of a ton of different space ships. Is there a finite number of rounds to a combat? I was wondering if a full turtle or rabbit strategy would work (ie lots of defense or evade with no attack). Or is it possible for units to escape

1,569 Replies 7,896,650 Views

How do you guys manage the scale of ships for each size? Do you use the premade ones as a guide for size? Or is there some kind of limit based on class size? Also is there a means of fleeing from combat (ie wondering if a turtle or rabbit strategy would work) or is having weapons required? So far I haven't messed with the ship yard too much, I've only done an alternate constructor design and a simple fighter so far but had some

1,569 Replies 7,896,650 Views