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Custom fighters.
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Lobomoon



Joined: 23 Aug 2003
Posts: 15



PostPosted: Sun Sep 07, 2003 3:44 am    Post subject: Custom fighters. Reply with quote

Is there a reason to keep more then one cusom fighter in normal game? I mean if you lose it you can just reload your latest save.
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Val



Joined: 05 Sep 2003
Posts: 35



PostPosted: Sun Sep 07, 2003 3:50 am    Post subject: Reply with quote

Different builds...
Also for those who dont like doing what you said, viewing it as real, when you lose a ship, you lose it. Or lets say youve did a lot before your last save, and you dont want to lose all you did.

You may want a mining ship, something that can do large damage to a big area and has powerful gravity to suck in resources.

You may want a ship just for speed, make it light, lots of thrust, and some decent weapons, but the name of the game is speed.

You may want a tank, best hull you can get, put on all the weapons you can, big bangs but slow as molasses.

You may want something that can handle swarms, although the mining ship could likely be used here, just use area of effect weapons that spread instead of large damage to a single point.
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omechron



Joined: 04 Sep 2003
Posts: 16



PostPosted: Sun Sep 07, 2003 7:03 am    Post subject: Reply with quote

Also, you can just switch to another fighter instead of repairing your current one. This allows you to save some resources by mooching off your Xenarch buddies more effectively.
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Poo Bear
Pod Team
Pod Team


Joined: 14 Oct 2002
Posts: 4107
Location: Sheffield, UK



PostPosted: Sun Sep 07, 2003 9:35 am    Post subject: Reply with quote

That is my favourite technique in later zones. Go to the Xenarch with 3 fighters and get them fully repaired. Then venture out swapping fighters as they get hammered but before they die. When you only have one healthy fighter left make your way back to the Xenarch. You can use this technique on a deep strike mission to push into an enemy rich area of the zone to take out a mining ship and run back.
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SniperJoe3397



Joined: 06 Sep 2003
Posts: 26
Location: Guarding a corridor in BombMan's stage



PostPosted: Sun Sep 07, 2003 10:15 am    Post subject: Reply with quote

Different fighters for different capabilities and situations.

Me, I have one a designated "Missile Boat", loaded down with the best missiles and tons of extra ammo, but only two blasters, as well as two missile drones for extra hitting. The KianaMB can handle any heavy hitter that wants to tango.

My second one is energy only. 4 blasters, two Ion Cannons, two missile drones, and as many batteries as I can stuff inside it. With the spread and damage of its weapons, my KianaLZ will mop up ANY swarm of peons and can make short work of those lovely kamakazi worms to boot. Got an asteroid field that needs plowing? This baby will clear a path for ya.

Lastly is the KianaFTR, my Fighter of the group. 4 blasters, 2 plasma torps, and standard loadout of shields-generator etc, with two beam drones for the extra oomf, this lovely is the killer of any boss.

::strokes the KianaLZ's hull:: Don't worry my precious, I won't let those nasty wormses touch us, my precious. We hates those nasty wormses, don't we my precious? We kills them nasty wormses, won't we my precious?
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Val



Joined: 05 Sep 2003
Posts: 35



PostPosted: Sun Sep 07, 2003 10:41 am    Post subject: Reply with quote

*urge to customize ships and own enemies with massively upgraded fighters overwealms him*
*goes insane*
*wants full version now*
Anywho beat the first boss in demo mode, went to zone 3 and got utterly obliterated before the demo screen came up.

Ill post my ships on here when I get them....
I do have a question though, some people list drones, some dont...
If you could have a drone on any ship(my assumption from configurations) then why wouldnt you put one on, do they draw alot of power? I assumed since they were drones they wouldnt add to the mass and might only draw power, but im open to suggestions.
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SniperJoe3397



Joined: 06 Sep 2003
Posts: 26
Location: Guarding a corridor in BombMan's stage



PostPosted: Sun Sep 07, 2003 11:48 am    Post subject: Reply with quote

Well Val, Drones draw a good bit more than normal power than the weapon they represent. They take up one pod square, and do increase the mass and energy needs of your ship when they're installed (i'm guessing that represents the control equipment and housings inside the ship that's needed for the drones). The nice thing about them is that they don't have to be placed in a weapon pod area, they can be installed anywhere inside the ship. And the max amount of drones per ship is 2.
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yoyoyo



Joined: 31 Aug 2003
Posts: 13
Location: away from here



PostPosted: Sun Sep 07, 2003 10:08 pm    Post subject: Reply with quote

i only use one ship, i guess you would call it a tank. its a devastator hull with 4 ion cannons and two plasma torps. and it's about to have 2 missle drones too.
it works for everything and i don't worry about lossing a ship because i havn't lost one since zone 1. I'm now in zone three and i never let my ship get below 50 percent. not even the gravitron thing does that. but i've only taken out one so maybe it was just a fluck.
________
Mercury Commuter


Last edited by yoyoyo on Thu Feb 03, 2011 5:58 am; edited 1 time in total
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CidHighwindFF7



Joined: 31 Aug 2003
Posts: 104
Location: Mt. Savage, Maryland, USA



PostPosted: Mon Sep 08, 2003 12:04 am    Post subject: Reply with quote

That and the drones weapons are weak compared to their fully upgraded counterparts. Beam drones are sad.

Oh, I know it sounds wierd, but for some reason, I like Avengers better than Decimators. Faster and Simpler. Although I do use Decimators in bad situations...
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Val



Joined: 05 Sep 2003
Posts: 35



PostPosted: Mon Sep 08, 2003 4:30 am    Post subject: Reply with quote

eh.. the mining laser kinda hurts the prowler a lot..
I wonder what itd do to your lvl 4 hull?
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