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Messages - floundericiousWA

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1
Bugs / Re: Manual is missing gun slots / launcher slots information
« on: August 20, 2011, 07:37:19 AM »
Oh man the thing I miss from the original privateer is the twin missile launchers on the tarsus.  Packed with IFF missiles, you could "double tap" the enter key at 6000m, break on afterburners and either outiright KILL the pirate/retro or leave them a shattered wreck.  You could spend 2000 on missiles and rack up 16000 in mission fees! :-)

2
Everything Else / Re: Other 'Classic' Space Exploration Games
« on: March 10, 2011, 12:47:16 AM »
Look up the re-coding of First Encounters into a modern coding language...

http://www.youtube.com/watch?v=u3srzdBAsdQ

Direct3D First Encounters

3
Everything Else / Re: Games which are like Asciisector
« on: November 04, 2010, 07:50:43 PM »
Quote from: "Iltsuger"
ARGH! Off-topic!! :P




Yeah, you can't go off-topic...this is the off-topic forum!

4
Congrats, CK!!!

5
Development Discussion and Suggestions / Autopilot and Fleets
« on: October 29, 2010, 11:37:27 PM »
CK, just looking at your last status update in the development updates thread...

Do the fleets move on the map while the player is in autopilot or do they only appear on the [N]av display?

6
General / Re: Zapped in the head (!)
« on: August 22, 2010, 11:14:02 PM »
yeah, anyone know how to get a cuffed opponent back onto your space ship? right now it doesn't seem possible

7
General / Re: "But how does he smell?" "Badly"
« on: August 20, 2010, 02:46:01 AM »
Quote from: "Lexus"


I bet I can even take out a kilrathi...


I demand an ascii-sec movie of this! :)

8
General / Re: Anyone else think the Centurion is a little underwhelmin
« on: August 18, 2010, 03:35:05 PM »
Well, it depends what you expect the centurion to be and do.

The original privateer had the tank (Orion) which was massively armored, relatively slow, and could only mount two guns forward.  The thought was you keep the nose pointed at the foe and mount REALLY heavy firepower so you only need a pass or two.

The Centurion sacrificed much of that armor, but gained superb speed (a little slower than the Stiletto and Dralthi) and had good energy levels (four tachyon cannon were a VERY stiff armament!).  It also had a rear turret (I think that was to allow for carrying a tractor beam, but I could be inferring wrongly).  It really was a supreme bad-arse...the combination of maneuverability, speed, firepower, and decent armor made it the craft of choice.

I've not yet played in a centurion in AS, but my Orion is a freaking monster!  I've got a decent gun out front and a neutron gun on the rear and I can thrash my way through several kilrathi at once!

9
Development Discussion and Suggestions / Re: Jump-point Zone
« on: August 15, 2010, 11:25:49 PM »
The limitation of having one ship jump in at a time reminds me of the starfire series (David Weber)...warp point defenses consisted of parking your best weaponry at varying ranges from the warp point.  Assaulting a warp point meant coming through blind and disoriented...totally at the mercy of the opposition for several seconds until your systems recover.

10
Everything Else / Re: Wing Commander: Privateer
« on: August 08, 2010, 04:13:31 PM »
yes yes, dosbox rocks!

the latest ones do CPU speed automatically, but if you must set it manually, you'll want something around 9000 or 10000

11
Bugs / Re: Merchant infighting
« on: August 08, 2010, 02:33:08 AM »
Quote from: "Christian Knudsen"
Boy, this was a tough one, but I was finally able to reproduce this today:



Ships, shots and missiles can move in 32 directions. But for some reason the shots' direction were set to something other than 1-32. That meant that the game couldn't move the shots and couldn't find a fitting icon and just used the smiley icon instead.

Now I just need to find the bug that sets the shots' direction to something other than in 1-32.


this becomes an epic win if you say you deliberately told the program to drop smilies when it doesn't recognize the shot type!

12
Everything Else / Re: Hostile Takeover Discussion & Questions
« on: August 07, 2010, 05:25:34 PM »
Quote from: "Christian Knudsen"
DISCLAIMER: All of my answers may change! :D

Quote from: "Lexus"
-How much will the asciisector code be used for Hostile Takeover?

I'll be using as much of the ground code as possible, mainly AI, damage dealing, and stuff. That also means that when I want to add a new ground combat feature for Hostile Takeover, I'll very likely add it in Ascii Sector first.

Quote from: "Lexus"
-How big will the 'game universe (planet)' be compared to AS?

I'm thinking about having a "cityscape" that the player can click on to go to missions, meetings, equipment store, etc. It won't be nearly as sandboxy as Ascii Sector -- much closer to Syndicate/X-COM.


I was thinking yesterday while walking from meeting to meeting at work (LOL, daydreaming saves my sanity)....

It would be cool to have the isometric combat view for boarding actions.  Have the ships joined by a docking tube and airlocks at both ends.  The docking tube can be damaged by explosions and large caliber firepower.  The airlocks would automatically shut if there were a depressurization.  

The scene I could envision is being boarded by pirates or a crew of marines from a customs ship.   If you chose to resist, you'd have to choose where to make your stand and how to do it.  A timely rocket or grenade in the docking tube, in addition to wounding/killing some of the boarders, would also depressurize the tube and give you a chance to (temporarily) thin their numbers.

The docking tube itself could be made of advanced organic somethingorother materials which would self-heal rapidly, but it could buy you four or five rounds of combat plus whatever time it took for the survivors to get to the airlock and open the door.

If they're wearing armored pressure suits, they could always set a charge on your airlock door and depressurize your ship (calculated risks are the very core of combat, right?).

13
General / Re: Centurion equipment
« on: August 07, 2010, 03:45:48 AM »
yeah the centurion in WC:P was a real serious badass!!!!

14
General / Re: Comments: The future of Ascii Sector
« on: August 06, 2010, 05:30:08 PM »
FWIW, Christian, I could care less if they look like the Priv ships.  I think striking out on your own opens up some significant opportunities to improve on the model.

I'd love to have the option to buy light fighters like the (ex) Talon.  The variety of ships available for purchase could be significantly larger.



It'd be cool to have a ship large enough to have its own fleet of light fighters associated with it...my very own carrier! :-)

15
General / Re: Comments: The future of Ascii Sector
« on: August 06, 2010, 03:34:55 PM »
Quote from: "Lexus"
I wish I had a commodore 64, unfortunately before my time....
How does it work, is it cool?


No, in fact, it was quite hot!!  Keep your coffee warm on top of it while playing!

;-)

It was a simple computer system which had many fine games and is generally held in a fond remembrance for those games.

http://en.wikipedia.org/wiki/Commodore_64

It was a perfect example of what computing life could have been if not for the Microsoft-alypse

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