Official Ranx Extension!

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LordSutekh
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Some thoughts on the Ranx expansion

Post by LordSutekh » Mon Aug 23, 2010 4:50 pm

1. Since the player only comes into contact with the Ranx as enemies, I think it would be much more logical if the Guide came from the Ringers.

2. In terms of the gunship used to scout the Supah!Dread, is it supposed to offer an alternative to the playership? If not, I don't see why it couldn't be a scout ship. Fast, maneuverable (maybe even slightly stealthy?) with armor that stinks and only one barely decent weapon. That would probably encourage the player to run, instead of fight, which the game has encouraged up until then.

3. I think the idea of a traitor would be too hard to implement and would only confuse the story.

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Post by Wolfy » Mon Aug 23, 2010 6:24 pm

There are two ranx factions; the rebels & the empire - the empire are the enemies.
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Post by Wolfy » Mon Aug 23, 2010 6:33 pm

Well, to be a bit more exact; they rebels will become friendly; a major point of the extension is befriending them; sort of like the hauri. Joining the ringers would actually make that goal harder.
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Post by LordSutekh » Tue Aug 24, 2010 5:13 pm

That's my point. Up until the extension comes into effect, ALL Ranx will be enemies, and then for one faction to suddenly become friendly doesn't make sense. But if the Ringers "introduced" the player to the friendly Ranx (the rebels) that would make more sense. As opposed to a "friendly" rebel base suddenly appearing and some guy walking up to you and asking you to do stuff.

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Post by Wolfy » Tue Aug 24, 2010 5:22 pm

No it wouldn't.

The Ringers are enemies of the Empire, and the Rebels don't like the ringers much either; they only eventually give the intel to the ringers because they themselves don't have the manpower to take on the shipyards; they need the ringers to both act as a diversion and to wipe out the shipyards. (destroying the superdreadnought & drawing the fleet away from anhalt).

However, the Rebels & Empire both don't have the hardest of feelings for the CW, in fact, given that the combat is really over secessionist issues from what I can tell, with more of the CW in agression, they wouldn't mind being helped by the player & showing gratidude by marking them as a non-hostile.
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Post by Ttech » Tue Aug 24, 2010 8:38 pm

Originally were the ranyx not enemies of everyone? :D

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Post by Wolfy » Tue Aug 24, 2010 8:44 pm

In vanilla, but those were the warlords, who were kinda like that in TX2. The warlords do show up at the completion, being small warring factions created from the former leaders of the Ranx Empire (which by then is controlled by the former rebellion)
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Re: Official Ranx Extension!

Post by RPC » Sun Mar 20, 2011 12:37 am

Since the Ranx are miners, can we see them mine (as a sort of background fluff)?

Can I submit a weapon for the superDN?

Code: Select all

<!-- Ranx Beam Rifle-->
		<ItemType UNID="&itRanxBeamRifle;"
				name=				"Ranx Beam Rifle"
				level=				"7"
				value=				"0"
				mass=				"4000"
				frequency=			"uncommon"
				modifiers=			"MajorItem; NotForSale; Military"

				description=		"A Ranx Beam Rifle submitted for weapons testing."
				>
			<Image imageID="&rsItems1;" imageX="96" imageY="0" imageWidth="96" imageHeight="96"/>
			<Weapon
					type=				"missile"

					damage=				"ion:1d2+5; momentum3; mining5"
					passthrough= 		"30"
					fireRate=			"5"
					missileSpeed=		"100"
					interaction=		"15"
					lifetime=			"60"
					powerUse=			"1000"
					fireEffect=			"&efMediumCannonFlash;"
					sound=				"&snRecoillessCannon;"
					>
				<Configuration aimTolerance="10">
					<Shot angle="3d5-9"/>
				</Configuration>
				<Effect>
					<Bolt
						length=				"12"
						width=				"2"
						primaryColor=	"0xff, 0xff, 0x80"
						secondaryColor=	"0xff, 0xff, 0x80"
						/>
				</Effect>
			</Weapon>
		</ItemType>
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Re: Official Ranx Extension!

Post by Wolfy » Sun Mar 20, 2011 4:27 am

... Why would the superdreadnought have a /mining weapon/?
Anyways, I'll be going with weapons based off of the existing ones they are using. (As opposed to taking contributions, unless I decide to seek them out)

edit - also moved
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Re: Official Ranx Extension!

Post by Wolfy » Mon Mar 21, 2011 3:36 pm

I will be starting development on this on the way home; mostly this is just an implementation of topology.
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Re: Official Ranx Extension!

Post by Wolfy » Mon Mar 21, 2011 11:11 pm

Ok, the topology is in, now to make a very rudimentary set of systems.
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Re: Official Ranx Extension!

Post by Wolfy » Sat Mar 26, 2011 2:55 pm

Tomorrow, I'm heading back so I'm going to be able to get some more work done on TSB that isn;t just planning. :lol:
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Re: Official Ranx Extension!

Post by shanejfilomena » Thu May 05, 2011 4:51 pm

( scratch any previous comments: I am a bit too in love with the Super Ranx weapons and the challenge they give me, especially while testing my ideas because I really do not know what MY ideas might face if they go into the xml that I am doing for my V6 and it's sibling.....but I got to get over my Phobos Trauma and stop building Super Capitol Ships out of cargo containers...:) )


I look forward to your creations being GREAT.....
Last edited by shanejfilomena on Fri May 06, 2011 8:03 am, edited 1 time in total.
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Re: Official Ranx Extension!

Post by Wolfy » Thu May 05, 2011 5:01 pm

Ok, I hardly understood what you were saying there.

The Empire's SDNs would have weapons appropriate to its use,with a a primary armament of kilotons/kiltoton-derived weapons, and lighter secondary weapons to take out ships pestering it. A /mining/ weapon would be just silly and unfitting.

And don't worry, they will be challenging...

edit - I'm also not replacing anything, so I'm not sure what you are talking about...

edit 2 - Atarlost & I already planned out a lot of the weapons & other devices & balance, which is the main reason why I'm not accepting suggestions for weapons & whatnot at this time. At any rate though, putting utility 'weapons' on the SDN is just nonsensical. The SDN is a /warship/ not a /mining/ ship.

edit 3 - After checking some of your prior posts, I think you are getting a whole bunch of different unrelated things mixed up. Such as mention of super ranx & normal ranx in this thread: http://neurohack.com/transcendence/foru ... 395#p38395 ... or something. I also presume that English is not your first language?
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Re: Official Ranx Extension!

Post by Amariithynar » Fri May 06, 2011 3:39 am

I do believe the intent of it having mining is not so it can go mine, but rather it;'s a repurposed mining laser that has been dialed up to 11, which means it hits hard, and the mining aspect simply means that it causes chunks of ore to go flying around if it hits a laden asteroid.

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