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Endgame? Hybrid ships? Stuff to do? 
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Joined: Thu Jul 23, 2015 4:50 pm
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Having reached 8000P with most factions I care about playing, I've come to realise something...

There is no endgame.

There needs to be something to do beyond making ship variation #105895.

I would love to unlock pieces from other factions. I realize that the factions are restricted to their pieces to maintain flavor and ... well, balance? but I for one would love to earn access to all pieces. It would give more reasons to keep playing.

Yes I know you can mod in a faction with all pieces unlocked but where's the fun in that? Anyone can do that. Boring. That's not gameplay, that's just instant gratification through modding.

As for balance, I wouldn't worry too much about that, because as it stands I have ships that completely wipe anything well beyond the screen edge (Tinkrell 9rng/9vel/9dmg sustained death ray), or can simply fly straight through anything (Sentinel sawblade/wedge/wall of spikes), while other factions seem to be more modest in their means of mass destruction.

So give me parts from other factions! Let me make hybrid ships!

Maybe have parts "drop" from destroyed ships as blueprints or something?

Just give me something to do after maxing out the factions..


Thu Jul 23, 2015 5:05 pm
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Joined: Sun Apr 12, 2015 3:13 am
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Currently, the endgame come in the form of the Workshop mods XD
There is new faction to unlock and master.
New difficulty level.
Ability to add 100 agent in your galaxy.
The Reassembler mod that allow the creation of an hybrid ship, but with a quite harsh start...

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Sat Jul 25, 2015 3:32 am
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Joined: Thu Feb 05, 2015 6:07 am
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Yeah, find GATC's and z0mbiesrock's faction mods, and Agent S-315's Arsenal Forge, and install em all. Things get really fun!

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Sat Jul 25, 2015 4:50 am
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Joined: Tue Jun 23, 2015 2:51 pm
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There's also the wormhole feed.

I am currently (slowly) optimizing my fleets. Currently, my Tinkrell fleet has a destroyer with the maximum possible DPS obtainable off of a single weapon (over 100k, and the AI knows how to use it), and a set of resource producing ships such that the AI can very quickly thoroughly claim space and generate new ships. I am as I write working on my Sentinel fleet. There, too I am building ships with the maximum possible DPS for the given amount of P, an insane amount of armor (they are solid Armor Spikes at scale 2), and enough thrust to chase something down (and potentially bulldoze it). The Sentinal station has as many flurry missile launchers as is possible to cram on an 8k P craft such that there is enough power to fire them all continuously.

I haven't yet gotten to my other fleets. I'm going to do the Farmers next. I have a game for every faction, and I've unlocked everything on all of them.

Basically, Ima make a whole bunch of hyper-optimized agents, and let them loose on the world. I cannot wait until statistics are available on our agents.

Also, you can make your ships not only powerful, but pretty. I'm trying to work on this as well, although my Tinkrell fleet needs a visual makeover. Bricks are not pretty.


Sat Jul 25, 2015 5:55 pm
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Zistack, this sounds like my Sentinel Agent 'Real Men Fly Pink Spaceships'. I don't minmax the dps, but I do use the plasma bolts as deck guns and the flurry missiles as pd. Main guns are either one or two Annihilator beams, or an Annie and a Nuke. Hull is solid armor using spikes scaled as large as fittings allow.

I'd like to see your Tinkrell destroyer's cannon and generator set.

EDIT: Found em! http://www.anisopteragames.com/sync/pag ... 83956.html

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Sat Jul 25, 2015 6:35 pm
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danny420dale wrote:
Real Men Fly Pink Spaceships


I like this. I like this a lot. It is true that, with the default color scheme, my ships would be pink.

Incidentally, Plasma Bolts are the best damage/(second*P) (energy cost included), so I'm actually using them as my main cannons on most of my craft. Since Plasma Bolts and Annihilators have the same range, there is virtually no reason to ever use Annihilators. I would recommend switching over. Besides, the more guns you have, the more targets the AI can shoot at at once.


I reverse-engineered the formula for the the weapon modifiers, and actually used an optimizing function to figure out what the right combination of amplifiers is. Effects/costs are applied piece by piece, in the order that they are attached to the weapon from the cannon out. Never use the rate amplifier endpiece, and always put the range modules last. The energy generation on that craft is nearly exactly matched to the energy consumption, so there's no P wasted on excess generators. The thrusters are matched to the kickback too. Holding forwards and firing, you still move forwards, but not very fast.


Sat Jul 25, 2015 7:52 pm
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Impressive. *Most* impressive. I gave your Agents a plug in the forum chat earlier!

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Sat Jul 25, 2015 8:45 pm
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danny420dale wrote:
Impressive. Most impressive.


FTFY.

Thanks. It'll be some time before the other fleets are as optimized as the Sentinels and Tinkrell.


Sun Jul 26, 2015 8:13 am
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Zistack wrote:
I am currently (slowly) optimizing my fleets. Currently, my Tinkrell fleet has a destroyer with the maximum possible DPS obtainable off of a single weapon (over 100k, and the AI knows how to use it), .


Yeah I already figured out that the order of the pieces matter. I kind of half expected it to just do fixed costs first, then the multipliers, but apparently it's processed in order of attachment from the cannon base.


Sun Jul 26, 2015 11:46 am
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I wonder what cannon assembly order would cause a maximum recoil/energy cost. This would make a dandy recoil-compensator or AMAZING thruster!

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Muzzle Brake. Because not everyone is a fan of Noisy Crickets!

Empire of the Red Sun


Sun Jul 26, 2015 11:55 am
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