Reassembly

Reassembly

Laps's The Rikosheshium Empire
27 Comments
Luke AP  [author] 5 Jun, 2017 @ 8:14am 
hatmadder2001 - Thanks! :)

ABoringPerson - One day... haha. ;)
ABoringPerson 4 Jun, 2017 @ 6:34pm 
Will we ever know what the "Starglow" is?
Will there be a mod?
0neye 21 Jan, 2017 @ 12:40pm 
nice new mod laps
Luke AP  [author] 9 Jan, 2017 @ 5:06am 
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Update 8 is out!

- Guidance buffs to the ULTAARIA, and other End-Game equipment.
- Regional P-level buffs.
- New 8000p Dreadnought.

- And probably a few other thing's I've forgottten...

Enjoy!
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Senhara 6 Jan, 2017 @ 10:43am 
and the thing with a missile firing missile is it reduces the chance of missing, if the main missile misses, thats good, more missiles appear than if it were to hit.
Senhara 6 Jan, 2017 @ 10:37am 
Cool! "When in doubt, fire the missile firing missile" - Ormsfang & JTJSniperBee, 2017
Luke AP  [author] 6 Jan, 2017 @ 10:33am 
Ormsfang & JTJSniperBee -
Well. Funny you should mention it.
That's exactly what I've been working on for the past two days.

Comming soon!
Senhara 6 Jan, 2017 @ 10:29am 
i have an idea for a super dreadnought weapon, a missile launcher that fires missiles that explode.
Luke AP  [author] 4 Jan, 2017 @ 11:00am 
Hope everyone had a good new years!
Update 8 is on it's way.
New missile drones!
New Dreadnought!
New Tweaks!

VENOM - No worries. I never put you in the "mods gotta be OP" boat in the first place. :)
I entirely get it, and I have been spending the last few days fiddling with the ULTAARIA, in an attempt to make it more viable.
For players, and for AI.
I think I've fixed the bulk of you and I's issues with it.
Handling, tracking, and "catching" should be vastly improved.
Though it may need far more tweaking. We may have to see.
NIH 1 Jan, 2017 @ 10:05am 
I can see where you are coming from, Laps. To be fair I'm not in the "mods gotta be OP" boat. The problem with the two massive endgame missiles is that they need the player's hand to function properly, in my opinion. The AI makes them count pretty much 2/10 times at best, which makes cheaper missiles geometrically better than end-game weaponry at the moment.
Luke AP  [author] 1 Jan, 2017 @ 5:12am 
HissingWalnuts -
Massive amounts of fighters?
Would you be kind enough as to give me a screenshot to look at, so I can see exactly what craft are being over-spawned?
It may also just be that your stations are gaining resources rapidly, and constructing the cheapest ships they can mannage.

But I will look into it.

VENOM -
Ah, interesting... Allright. I'll see about buffing thruster strength.
The thing is, that I want players to still be able to battle these guys. And thusly, thing like the ULTAARIA need to be far more sluggish as to only truly be effective against capitol ships.

But yes, all the "Late Game" missiles will get an "accuracy" and speed buff!
However I may just give them a higher weight to compensate.
Which may also inadvertantly help them fly through any "knockback" PD as they'll he heavy enough to shrug other forces off.
Orange Juice Goose 31 Dec, 2016 @ 9:11pm 
Im going to have to say pretty good balancing overall, while I would say theres still plenty of tweaks to be made, most factions can fight back if they remember to add PD. However one thing I find odd is the amount of chaotic movement in their sectors, from the massive amounts of fighters, perhaps you could add some 4k-8k power ships or lower the amount of points a fleet can spawn with to make it less chaotic?
NIH 31 Dec, 2016 @ 4:02pm 
I've made it to the late-game equipment like ULTAARIA and the likes, and I'm kinda unsure as to how these weapons are supposed to perform. These very damaging, yet super slow moving missiles have a hard time hitting anything, despite of their very high "health". I've seen many instances in which an ultaaria got hit by a series of projectiles and never damaged anything as a result of being knocked out of their route. Eventhough the damage is insane, they barely ever deal damage. With a splash-radius of that size, with such a slow re-arm (which I like), they should be more accurate/reliable. A regular Sentinel Nuke is like +5 times as good in comparison.
Luke AP  [author] 31 Dec, 2016 @ 4:23am 
VENOM - Yes, I've been thinking about the Betas' and their usability lately...
The idea is to provide more of an "Alpha Strike" with more missiles and such, and if Reassembly could give me the functionality, I would have it rebuild all missiles at the same time.
But yes, for now they need a buff.

And yes! The "Hull Triangles" ( storage ) were broken in terms of the "2" scale version not having an appropriatly greater storage capacity.
But I fixed them in Update 7.

Also note that lately Reassembly has been having a bug, where it dosen't update block data after you scale it. I've noted this in my Terran save. :)
NIH 30 Dec, 2016 @ 7:12pm 
I would also like to add that there are 2 different types of "hull triangles" which, when scaled in size, have the same shape and HP, eventhough their original version has a different shape. A minor point perhaps, but who doesn't like different shapes of blocks? ;-)
NIH 30 Dec, 2016 @ 7:10pm 
I did some more playing around, and some more things came to mind.

Since you have an alpha and beta weapon system for the different types of rockets, it occurred to me that there's not much purpose in using the beta variant, because their regen time is the same as the alpha's version, so in a situation of prolongued firing, they perform pretty much the same, at which point I don't see the incentive to use the more expensive beta-variant over the alpha variant.
Luke AP  [author] 30 Dec, 2016 @ 6:41pm 
------------------------------------

Update 7

Additions:
- PD Laser Mk2: A stronger and far morepowerful laser, designed to specifically deal with missiles.

Changes:
- Nerfed "Slapper" lifetime to 1.65 seconds.
- Increased all Thruster power by roughly 1.6x

To Come:
- Buff to Mk1 Laser damage.
- More fine-tuning of the "Slapper" and it's bretheran.

Enjoy!

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Luke AP  [author] 30 Dec, 2016 @ 5:30pm 
VENOM - I see, excellent.
Yes, infact I had already noticed that the lifespawn was a tad too long. Good to see you think so too. That should be adressed soon.
Mm... you make an excellent second point too.
I'll get to work on a 'T2' PD laser that I can comfortablely give a higher damage level.
Just as buffs to the Slappers made them a tad too powerfull. I also want to avoid anyone using the Lasers as their actual weapon systems.

And thanks for the shot of your ship. Allways good to have more testing craft!
NIH 30 Dec, 2016 @ 5:05pm 
messed the link up... Here's the proper one:
Here's the proper one:
NIH 30 Dec, 2016 @ 5:03pm 
So I have been looking at the lower tier missiles once more, and at this point I find that the slappers are a bit too strong. The short range missile burst has almost become a long range barrage. I think a "lifespan" decrease of about 10%, maybe even 15%, would be OK to ensure the purpose of the slappers remains what you originally had in mind. I would also consider their point defenses to be a bit lacking in terms of damage. Rockets with a decent time to accelerate towards your ship will usually penetrate the point defenses due to their lack of damage to rockets. I also made a screenshot from my current campaign ship so you can rebuild and test it.
click me
Luke AP  [author] 30 Dec, 2016 @ 5:46am 
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Update 6

- Heavily buffed all missile systems damage.
- Heavily increased thrust and torque of "Slappers" amongst others'.

Enjoy!

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Luke AP  [author] 30 Dec, 2016 @ 5:20am 
VENOM - Excellent data! Appreciated.
Mauroghen - Yes, sadly I cant fix update registry.

Excellent feedback you two. I shall be restructuring and upgrading the loadout as soon as possible.
Mauroghen 30 Dec, 2016 @ 4:29am 
few bugs such as changing the thruster's rotation doesnt register as a modification to the ship so it doesnt save, and doesnt "reassemble" upon said changes but otherwise the small starter unguided missiles are remotely usesless as you have to direct hit enemy cores to destroy them. so slappers are the only viable option.
NIH 29 Dec, 2016 @ 8:06pm 
I found the idea appealing, and had the most frustrating early game imaginable. I kinda liked that, but I don't see where this faction is supposed to be going. If the intention was to create a faction that is even more difficult to play than vanilla red faction, then I'd say this is it. Though I will add the reds are easier to play than people give them credit for.

The rockets I have seen in one hour of trying to get literally anywhere are either totally underpowered, or ridiculously overpriced for what they do.

The cheaper available homing rockets behave similar or worse than what I remember from the crystalline faction in terms of maneuvarabilty. Bigger enemies will point defense this faction into nothingness, and smaller ships are easily outrunning/ranging the "slappers".

Not sure when I'll keep playing this faction any further than I have in this rather short period of time, but the early game with it is very annoying for me at this point.
Luke AP  [author] 29 Dec, 2016 @ 3:11pm 
5am Spelling fixed!
Appreciated all.
𝄈𝄈 Husk 𝄈𝄈 29 Dec, 2016 @ 2:21pm 
Missile only faction, sold.
Vyr 29 Dec, 2016 @ 9:26am 
You Can Make Circles Out Of Thrusters. I Dont Know Why You Would Want To Make A Thruster Circle.... But You Can.