Faction: Bio-Lumen

Catch-all for all development not having a specific forum.
Death3D
Posts: 2288
Joined: Sun Nov 12, 2006 5:49 pm
Location: Panama City, Panama

Post by Death3D »

I love the look of it all, and the theme is incredibly well put together.

I don't want to sound like an int fanboy, but try to think of a reason why commanders would want to go expansion. Even belters have good enough reason with the Beastly Adv Cons/Miners, IntNans and incredible yield (despite the crapass defensive and offensive capabilities of ints, in the hands of most people [including me]).

Edit: Gotta read till end of the thread /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

Maybe you're onto something with the boosting HTTs/Bombers (with even more boosting with high speed intrams), and I guess I should leave balance issues for core implementation time, even though conception might be just as good /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Last edited by Death3D on Sat Aug 16, 2008 6:23 pm, edited 1 time in total.
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Evincar
Posts: 1139
Joined: Fri Mar 02, 2007 4:00 am
Location: The darkest side of the sun

Post by Evincar »

i'd take belter heavy ints over most of other ints (have you ever bombed with belter heavy int nans?)
Classifiable up to Trolleomorphism.
Death3D
Posts: 2288
Joined: Sun Nov 12, 2006 5:49 pm
Location: Panama City, Panama

Post by Death3D »

Yes, they're pretty good at defending stuff through increasing their survival, but I like being able to actually eliminate threats (also, kill miners a little easily... having DF doesn't)... and defend vs. HTTs, since a lot of teams go Exp on belters.
One short sleep past, we wake eternally and Death shalt be no more; Death, thou shalt die! Image
sambasti
Posts: 1054
Joined: Wed Mar 26, 2008 12:55 am
Location: the SF hiding in your home

Post by sambasti »

Death3D wrote:QUOTE (Death3D @ Aug 16 2008, 02:21 PM) I don't want to sound like an int fanboy, but try to think of a reason why commanders would want to go expansion. Even belters have good enough reason with the Beastly Adv Cons/Miners, IntNans and incredible yield (despite the crapass defensive and offensive capabilities of ints, in the hands of most people [including me]).
Since with most other factions the problem is finding a reason not to go exp, i think this is a nice change.
Hockfire
Posts: 196
Joined: Wed Aug 01, 2007 7:19 pm

Post by Hockfire »

Time for a little update:

High-Res versions:

Constructor: (No styrofoam on metal. Eek!)
Before:

After:


Constructor: (Close-up on metal. Oh damn, I just love the scratches.)
After:


Interceptor: (What? No shields?)
Before:

After:


Interceptor: (I guess i would also run away if i had that kind of boosters...not!)
After:


Fighter: (Hard spines)
Before:

After:


Fighter: (Soft Belly)
After:


QUOTE Since with most other factions the problem is finding a reason not to go exp, i think this is a nice change.[/quote]
Well, at first glance, every tech path is nerfed in some way: Sup has soap-bubble shields, Exp has poor hulls and Tac has lousy cloaks/nonexistant hulls. But as you go and understand the faction (Beta-playing it), you'll see there are alot of nice perks to go with it: the boosters, naturally low sigs (exept bases), the range, damage, consumption and precision of EW/PW guns, scan range, and nice, fast upgrades (tech only).
Stalk your prey, and shoot it in the right moment. That's, afterall, what they have been doing all those years. /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" />

Its going to be a mind-puzzle to balance, but its going to be damn worth it!

EDIT: Added comparison images for the lazy ones who refuse to go to page 1 /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Last edited by Hockfire on Sun Aug 24, 2008 11:02 pm, edited 1 time in total.
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

awesome, but i'm not sure about the orange on the tips of those rods (guns?), doesn't quite look right, the rest is very good though /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
beeman
Posts: 630
Joined: Sat Nov 18, 2006 3:01 am
Location: Huntsville, AL

Post by beeman »

To be honest, I was a bit on the fence...but the updates sold this faction to me.

Well done. /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
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"What if, star sailor, I were to come over your house and punch you in the $#@!ing face?!
Will that finally get you to shut the hell up?!?" -- neotoxin
Hockfire
Posts: 196
Joined: Wed Aug 01, 2007 7:19 pm

Post by Hockfire »

*scratches head*

I've been tinkering with the High-Res bases from some while, and i came out with this. I call it... Bio-Lumen 2.0.
Ogg. Its weirder. /ninja.gif" style="vertical-align:middle" emoid=":ninja:" border="0" alt="ninja.gif" />

Before:


Before:


After:


After:


Now, i need some time to get used to my own faction! /rolleyes.gif" style="vertical-align:middle" emoid=":roll:" border="0" alt="rolleyes.gif" /> Still, the yellow is beautiful - a goldish, electronic colour. I wonder what are your thoughts.

QUOTE awesome, but i'm not sure about the orange on the tips of those rods (>guns?<), doesn't quite look right, the rest is very good though[/quote]
Their metal heat preservation does that. Doesnt cause degradation though, its like trying to melt a slice of bread.
I guess i'll tinker with it.
beeman
Posts: 630
Joined: Sat Nov 18, 2006 3:01 am
Location: Huntsville, AL

Post by beeman »

I like the original blue...just my opinion.
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"What if, star sailor, I were to come over your house and punch you in the $#@!ing face?!
Will that finally get you to shut the hell up?!?" -- neotoxin
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

both have good points, do blue as basic version, gold as upgraded version?
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