Search found 1411 matches

by JohnBWatson
Tue Feb 20, 2018 7:33 am
Forum: Off-Topic
Topic: Frontier Download Link
Replies: 10
Views: 117

Re: Frontier Download Link

Updates on what I have discovered: - Systems aren't stored before loading, but some are preset. - George hid secret items in the areas around those evil green things that steal your fuel. I have yet to kill one, but so help me Oracus, I intend to kill all of them. - The secret items are special. The...
by JohnBWatson
Tue Feb 20, 2018 4:08 am
Forum: Off-Topic
Topic: Frontier Download Link
Replies: 10
Views: 117

Re: Frontier Download Link

Testing confirms that my save - load configuration works. I'm running Ubuntu 16.04 on a Virtual Box, and opening Frontier.exe using Wine. Anyone interested in setting something similar up can contact me with any questions.
by JohnBWatson
Mon Feb 19, 2018 2:17 pm
Forum: Off-Topic
Topic: Frontier Download Link
Replies: 10
Views: 117

Re: Frontier Download Link

WITNESS ME

Image
by JohnBWatson
Mon Feb 19, 2018 1:26 pm
Forum: The Drawing Board
Topic: The Final Strike
Replies: 36
Views: 4176

Re: The Final Strike

In case you're still working on this, I'll answer to the best of my ability. On the wiki, it says that the Ares Sect relocated to Ares Prime. Is this the name of the mars-like world, the system, or just the name given to the area? The planet. Also, do we know roughly when the Ranx broke-away from th...
by JohnBWatson
Mon Feb 19, 2018 12:43 pm
Forum: Off-Topic
Topic: Frontier Download Link
Replies: 10
Views: 117

Re: Frontier Download Link

What OS did George say would be best for running Frontier? Are there any that would logically be publicly available? Would any Linux variants work?

If all else fails, it's easy enough for me to install Windows 10 on it. I'd just prefer something lighter, if feasible.
by JohnBWatson
Mon Feb 19, 2018 2:49 am
Forum: Ideas & Suggestions
Topic: Weapon Balance Observations and Suggestions
Replies: 4
Views: 65

Re: Weapon Balance Observations and Suggestions

I've made headway here. It's not all that difficult to write a script that mimics the function of a 'passthrough' value. It's not difficult to have said script create a different kind of weapons fire instead of another of its own, or to have it increment a value stored on the projectile. It's not ha...
by JohnBWatson
Sun Feb 18, 2018 8:48 am
Forum: Ideas & Suggestions
Topic: Weapon Balance Observations and Suggestions
Replies: 4
Views: 65

Re: Weapon Balance Observations and Suggestions

I think we should look into whatever's made the Kiloton Cannon so weak in recent builds. It can't even breach a Class V deflector most of the time. Is it possible that the balance algorithm overestimates the number of fragments that will hit when a projectile is set to preemptively explode at a larg...
by JohnBWatson
Sat Feb 17, 2018 7:07 am
Forum: The Drawing Board
Topic: Change Ship mod
Replies: 5
Views: 1609

Re: Change Ship mod

I've modified the VOTG version to increase the reactor power and to prioritize the targeted object if it is valid rather than just using the nearest ship. Overall a major usability improvement. In addition, I removed the library declaration that caused Ares and Teraton encounters to show up outside ...
by JohnBWatson
Sat Feb 17, 2018 5:06 am
Forum: Ideas & Suggestions
Topic: Chassis Upgrade
Replies: 4
Views: 79

Re: Chassis Upgrade

PM wrote:
Sat Feb 17, 2018 2:01 am
In part 2, reactors (in mechanist, biotech, and archaeotech ships) cannot be swapped.
George has made a lot of design improvements like that in part II. Most notably, every enemy faction has at least one unique gimmick that affects their behavior.
by JohnBWatson
Fri Feb 16, 2018 11:09 pm
Forum: Ideas & Suggestions
Topic: Chassis Upgrade
Replies: 4
Views: 79

Re: Chassis Upgrade

George suggested this a while back, and I agree wholeheartedly. It gives players a reason to use ship classes that would otherwise be ignored, like the slow, conspicuous Centurion and Britannia. It also adds a much - needed money sink, and makes it a bit more difficult to just skip through system af...
by JohnBWatson
Mon Feb 12, 2018 9:43 pm
Forum: Ideas & Suggestions
Topic: Minotaur class
Replies: 32
Views: 457

Re: Minotaur class

You understand correctly. The tag's up on ministry now.
by JohnBWatson
Mon Feb 12, 2018 6:16 pm
Forum: Ideas & Suggestions
Topic: Minotaur class
Replies: 32
Views: 457

Re: Minotaur class

@ JBW: I have no problem with base .27+c ships, especially if they have other weaknesses. No, it cannot outrun missiles since most are .40c or more, although it can probably get shot at less by avoiding enemies that shoot those missiles more easily, assuming its agility is as good as top speed. Mis...
by JohnBWatson
Mon Feb 12, 2018 4:20 am
Forum: Ideas & Suggestions
Topic: Linked-fire options
Replies: 6
Views: 150

Re: Linked-fire options

For the Minotaur class I would like to have an omni weapon linked to the primary. That is, when you fire the primary weapon, the omni weapon also fires. The problem is that you can't fire the omni weapon without firing the primary. Imagine there's a Hornet flying around you. It would be nice if you...
by JohnBWatson
Mon Feb 12, 2018 4:10 am
Forum: Ideas & Suggestions
Topic: Minotaur class
Replies: 32
Views: 457

Re: Minotaur class

I prefer to see a new, different playership with that gimmick, perhaps something with .27c, .28c, or even .30c, but with few segments. Something that fast would be able to easily avoid taking damage from anything. It'd even outrun most missiles. Now that I've done the image for the Minotaur, I agre...
by JohnBWatson
Mon Feb 12, 2018 3:53 am
Forum: Ideas & Suggestions
Topic: "No-selling" mode
Replies: 2
Views: 52

Re: "No-selling" mode

I think a better idea is to rework the loot system to be more similar to other roguelikes. Make wrecks and intact loot a lot less common, and limit the number of capital ships any given station can call, while reducing the number of pieces of equipment sold by each merchant. In most roguelikes, loot...