[New Mod-Tower Defense] Star Genesis 00

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Atarlost
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by Atarlost » Fri Jan 03, 2014 9:29 am

You might want to block the loot and jettison options: It's currently possible to transfer construction options between ships. You can still only upgrade from the ship that started with the constructor, but that itself is a needless interface obstruction.
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by Autohummer » Fri Jan 03, 2014 4:51 pm

An attack warning would be nice, too, my outlying mining rigs are being hit by a lone enemy fighter and this dragged the wave on until I realised what was happening.
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by Atarlost » Fri Jan 03, 2014 6:30 pm

You also might want to do something about the missile turret upgrade path.

The switch from Kytryn Blasters to Mark III howitzers is a significant downgrade even getting the Stealth launchers back.
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by Autohummer » Thu Jan 16, 2014 5:24 pm

(Somewhat unrelated tread bump:)

Potential end-boss(?)

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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Thu Jan 16, 2014 6:55 pm

Yeah, I was planning on having 3 playable factions (each with a different perspective on the game), so maybe I can use the Tabinka MkVII for the enemy capital ship for the last wave.
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Mon Apr 07, 2014 1:38 am

Updated at 329 downloads.

I'm redoing all of the levels for the tower defense portion so that I can move the Zaelon stuff to be an actual faction for the RTS version of Star Genesis. I need some peeps to just look at balance and the like.

Fixes:

Damage control parties draw zero power
missile turrets don't destroy wrecks but their upgrade path kinda sucks now
fighters cost 10 scrap per ship
extra docking port for hangar bay so fighters have a guaranteed docking spot
removed loot/jettison from capship dockscreen
added option to rename ships

New Features:
New engine exhaust effects for capships and fighters
Replaced standard shield effect for cooler one
Tower defense levels now use vanilla ships

Requested feedback:
-requested turret options
-how do the levels feel?
-personal difficulty rating
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by Atarlost » Mon Apr 07, 2014 8:26 pm

The Zealon playership is nonfunctional. It doesn't have nearly the power to operate its equipment, nor can it build anything. It probably should be disabled as a playership until you're ready to make it functional.

The missile launchers probably need a custom upgrade path. They're firing weapons that aren't missiles. Possibly make a cannon turret that fires projectile weapons.

The Heliotrope Destroyers are the toughest enemies for the Oprinem because of the high price of moving from laser to particle and their early appearance. The Durkham can upgrade missile turrets to flensers, but that's currently practically a dead end.

The defenses you can build top out much higher than the last enemies sent at you. If you're using vanilla attackers you should run more waves with higher level Dwarg, Ventari, Ranx, and Ares threats.

{edit}
Actually, the Durkham just isn't viable anymore. There are now too many enemies with too many nasty missiles for any defense not supported by asteroid mining to be viable.

The Durkham really needs access to something good than the Oprinem doesn't get.

{edit 2}
It looks like higher Dwarg, Ventari, and Ranx are used, but die so easily to beam spam I never noticed. A sixteenth wave with Phobos, Cometfall, and Tundra would be interesting though.
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by sun1404 » Tue Apr 08, 2014 3:02 am

A Phobos cannot be destroyed by stationary weapons, that's the rule. Except if you have extreme plasma resistance.
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by FourFire » Tue Apr 08, 2014 8:40 pm

Just discovered that I haven't been testing the game fully!

now, I want an inertialess Drive upgrade for the playership (or a clone which has the same speed as the PS) for presice station placement
I also want the ability to upgrade the sheilds and armor on the salvage ships, since they die easily in later rounds, and the ability to upgrade the weapons on the main station (and possibly the shield generator too, for a hefty sum) the main station should be able to support more advanced weapons and defences than, say fighters.
is there a particular reason we can't upgrade armor on things?
Add it!

The game is more difficult now I have not yet won.

More testing commences...
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by FourFire » Wed Apr 09, 2014 2:10 am

I've found that focusing on one type of defensive building can be... helpful, though not if it is hangars since fighters cost scrap to respawn, here are some images from my foray with energy turrets:
http://imgur.com/M8CUhtk
Oh, Holy Particle Spam!
http://imgur.com/m59Z2cs
They're still shooting.
http://imgur.com/smTTZRB
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by sun1404 » Wed Apr 09, 2014 8:51 am

Seeing that, I withdraw my words. A Phobos CAN be destroyed by stationary weapons. Lots of them, at least.
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by Autohummer » Wed Apr 09, 2014 5:09 pm

I haven't got the time to test the newest version, but can you build the battleship/battlecarrier and use those against the Phobos or are those ships not implemented yet?
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by Atarlost » Wed Apr 09, 2014 9:05 pm

First off, the Ion Streamer on the Aciman really needs to do ion damage. As it is now there are foes the biggest spinal weapon in the Gysol inventory can't scratch.

Second, I think the Opinrem needs to lose the laser turrets for hangars. As the most expensive things to upgrade and use they should go with the asteroid mines. Otherwise the asteroid and laser plan is just too trivially easy.
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by FourFire » Fri Apr 11, 2014 6:38 pm

Agreed.
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Sun Apr 13, 2014 4:17 am

@Atarlost
I also didn't see the ships due to beam spam :/
I will make the suggested changes but this weekend had RL in it and so changes will be made next week.
@Autohummer
Battleship/battlecarrier isn't available yet :(
I'll work on upgrading the ships themselves first.
@Fourfire
Good job, I never had the patience to make it to the phobos wave so I ended up calling it quits when the Sung wrecked me when I was using
Getting armor to switch is kinda hard since I can't even remove the old device for the fighters (If you use godmod you'll see that they still have their old weapons in the cargohold for some reason).
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