[MOD] Various Skunks v0.2 Missile Skunk in work | Agile/Heavy available
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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I'm just about starting to mod X-games. ^^Hornet108 wrote:How about seeing if we can stick some turrets on the skunk?
Ambitious I know, but... ?
I really have a hard time figuring out how all this stuff works, i didn't do much more then just edit some values...
It may need quite some time until i'm actually able to pull those things off.
It should be possible, just not yet or not by me.

But i'm working on it.

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Alright, i'm working on a missile based skunk right now.
Which means it probably won't be able to upgrade its weapons / not be able to use some / will have extremly lowered damage.
About the stats, i'm just not sure yet.
"But wow, what's the deal with a missileskunk?
Increasing missilestats would be just cheating."
Well, this one is just regenerating fired missiles slowly over time.
I actually started this type of the skunk to learn something about cues and stuff.
Question is, would you even like it?
What kind of missile should be regenerated or maybe all?
How long should the reg process take?
Another goal of this is going to be making use of inventory items.
I'll try to use fitting inventoryitems to transform them to missiles.
(Yes, that makes perfectly sense, i know it! Just... just... go away! *sulking*
)
What do you say?
Which means it probably won't be able to upgrade its weapons / not be able to use some / will have extremly lowered damage.
About the stats, i'm just not sure yet.
"But wow, what's the deal with a missileskunk?
Increasing missilestats would be just cheating."
Well, this one is just regenerating fired missiles slowly over time.
I actually started this type of the skunk to learn something about cues and stuff.
Question is, would you even like it?
What kind of missile should be regenerated or maybe all?
How long should the reg process take?
Another goal of this is going to be making use of inventory items.
I'll try to use fitting inventoryitems to transform them to missiles.
(Yes, that makes perfectly sense, i know it! Just... just... go away! *sulking*

What do you say?
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Start with dumbdires, like photon torpedos that looks almost exackly like the dumbfires in the game, and are pure energy based so they can regenerate 
Anyhow this is kinda tricky since the skunk have a limit of missilles and you need to actually buy them to shot them so balancing it will be hard even with regeneration.
Bum Bum Skunk:
Velocity : +20%
Agility / Strafe / Rol : - 20%
Weapondamage: -30% -40%
Weapon Range: +50%-60% (Missile frigates are usually long ranged so)
Shieldrecharge : -20%
Hull: + 10%
Missilestorage: -20% to +30% ( Depends on the balancing of missiles)
Also you could add a longer cooldown between missiles shots and maybe shoting from more then one tube or barrage style.

Anyhow this is kinda tricky since the skunk have a limit of missilles and you need to actually buy them to shot them so balancing it will be hard even with regeneration.
Bum Bum Skunk:
Velocity : +20%
Agility / Strafe / Rol : - 20%
Weapondamage: -30% -40%
Weapon Range: +50%-60% (Missile frigates are usually long ranged so)
Shieldrecharge : -20%
Hull: + 10%
Missilestorage: -20% to +30% ( Depends on the balancing of missiles)
Also you could add a longer cooldown between missiles shots and maybe shoting from more then one tube or barrage style.
MK3 Optimization "If you get stinky rich its his fault"
IEX - Sector Visual Enhancement "Dont enjoy the view navigating thrugh asteroid field, Seriously!"
Marine Repair 2 "Tip 19: Modern coffie cup`s are made of hull plating, beware"
IEX - Sector Visual Enhancement "Dont enjoy the view navigating thrugh asteroid field, Seriously!"
Marine Repair 2 "Tip 19: Modern coffie cup`s are made of hull plating, beware"
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Reeeeaaaally sensitive topic, especially if we start talking about barrages (would be possible, but rediculously overpowered)...mrowka wrote:Start with dumbdires, like photon torpedos that looks almost exackly like the dumbfires in the game, and are pure energy based so they can regenerate
Anyhow this is kinda tricky since the skunk have a limit of missilles and you need to actually buy them to shot them so balancing it will be hard even with regeneration.
Bum Bum Skunk:
Velocity : +20%
Agility / Strafe / Rol : - 20%
Weapondamage: -30% -40%
Weapon Range: +50%-60% (Missile frigates are usually long ranged so)
Shieldrecharge : -20%
Hull: + 10%
Missilestorage: -20% to +30% ( Depends on the balancing of missiles)
Also you could add a longer cooldown between missiles shots and maybe shoting from more then one tube or barrage style.
Nice ideas, i like them alot!
Points i don't really agree would be the speed and gunranges.
Those ships normaly are heavier, so they should be slower.
And increasing the gunrange just doesn't fit. ^^
Using crushers would make it to my personal problem to find a fix if the person would play with Improved Missiles. xD
If that would be the case, both mods would turn out completely rediculous. xD
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Well yes this ships should be slower and less agile and they basicly should be a support unit only, but we are talking about player ship and thats kinda change things. As for range unless you use aim assist its not easy to land a hit on a fighter( im not talking about that snails in vanilia
) even with rapid fire weapons especialy at its max range so its more as a defesive than ofensive suggestion.
Barrage is a balance problem, sure you can shot 30 crushers at the time but again we are talking about player ship, then we got max missile storage, cooldown, missile damage and speed. You wouldnt shoot 30 crushers at one fighter when you got only 70 of them in storage. Even with regeneration thats depends purly on balancing, but some players would prefer to go and buy missiles than just wait from them to regenerate.
Still this are suggestion but the player ship thing you must take from the beginning of the game to the end.
So yehh the hardest part is still ahead of you

Barrage is a balance problem, sure you can shot 30 crushers at the time but again we are talking about player ship, then we got max missile storage, cooldown, missile damage and speed. You wouldnt shoot 30 crushers at one fighter when you got only 70 of them in storage. Even with regeneration thats depends purly on balancing, but some players would prefer to go and buy missiles than just wait from them to regenerate.
Still this are suggestion but the player ship thing you must take from the beginning of the game to the end.
So yehh the hardest part is still ahead of you

MK3 Optimization "If you get stinky rich its his fault"
IEX - Sector Visual Enhancement "Dont enjoy the view navigating thrugh asteroid field, Seriously!"
Marine Repair 2 "Tip 19: Modern coffie cup`s are made of hull plating, beware"
IEX - Sector Visual Enhancement "Dont enjoy the view navigating thrugh asteroid field, Seriously!"
Marine Repair 2 "Tip 19: Modern coffie cup`s are made of hull plating, beware"
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Nah, i don't think i'm going to involve barrage at all until it is possible to add more missiletypes to the game. Or at least not before doing some long testruns.mrowka wrote:Well yes this ships should be slower and less agile and they basicly should be a support unit only, but we are talking about player ship and thats kinda change things. As for range unless you use aim assist its not easy to land a hit on a fighter( im not talking about that snails in vanilia) even with rapid fire weapons especialy at its max range so its more as a defesive than ofensive suggestion.
Barrage is a balance problem, sure you can shot 30 crushers at the time but again we are talking about player ship, then we got max missile storage, cooldown, missile damage and speed. You wouldnt shoot 30 crushers at one fighter when you got only 70 of them in storage. Even with regeneration thats depends purly on balancing, but some players would prefer to go and buy missiles than just wait from them to regenerate.
Still this are suggestion but the player ship thing you must take from the beginning of the game to the end.
So yehh the hardest part is still ahead of you
I'm mostly done with the regenerating part.
How to use inventory items and what stats i am gonna use is still open. ^^