Difference between revisions of "Isis Interstellar"
Cholmondely (talk | contribs) (→Ships: Added Reduxed Vampires) |
Cholmondely (talk | contribs) (Added KW on his ships) |
||
Line 97: | Line 97: | ||
== Isis Interstellar OXP == | == Isis Interstellar OXP == | ||
The .oxp contains [[Vampire]]s for police, pirates, traders, a player purgatori vampire & a player reaper vampire with a selection of HUDs. | The .oxp contains [[Vampire]]s for police, pirates, traders, a player purgatori vampire & a player reaper vampire with a selection of HUDs. | ||
+ | |||
+ | == KW's thoughts on his ships == | ||
+ | '''Disembodied''': Everybody has different tastes. As has been said many times before, one person's uber is another person's nicely kitted-out. But I think it's a good idea for designers to keep their feet on the (imaginary ;)) ground. It's easy to make something that's better than everything else: it just needs bigger numbers than everything else. The real trick is exercising sufficient self-control to leave stuff out; to impose limits for no other reason than to give a creation more character and to make things more interesting for the player. For example (off the top of my head – I'd be interested to see what people thought about these, and if anyone has their own suggestions): | ||
+ | |||
+ | :1) a really hot combat ship that can't carry any missiles (or even can only carry 1); | ||
+ | ::or | ||
+ | :2) a fast bulk trader that can't fit a rear laser. | ||
+ | |||
+ | '''KW''': i tried stuff like that w/ my Vampires, they were well specced but to balance out they didn't have side or rear weapons points. it wasn't well received. | ||
+ | |||
+ | '''Disembodied''': I find that a bit disappointing, that it wasn't well-received. Personally I thought your Vampires and Werewolves were pretty well balanced. Might it be that lots of people were quietly happy, and a few were noisily upset? ;) | ||
+ | |||
+ | '''KW''': lol, mighta been! at the time, i took out the side guns because i'd never ever had a use for them in all my Elite/Oolite player. similarly, the rear gun just got my coordination all snafu, and IIRC Elite used one heat level so there was no point to switching to a rear gun. on release, a few people actually said they used the rear gun as a matter of course, which kinda surprised me. guess it goes to show you should never assume everyone else has the same levels of ineptitude as you do when it comes to flying in reverse :-D | ||
+ | in later releases i put the guns back, but i try to balance out missile carrying and cargo space etc - in my write-ups i blather about space being taken up by powerplants etc so you get a good fighter w/ not much cargo space, etc etc. the prob i have w/ each release tho, is that i'm starting to hit a "glass ceiling" : you naturally want each new ship to be better/faster/stronger to keep up the impression of technical advances etc, but you start running into the ubericity factor. i guess maybe if every new Vampire model had the same stats it might not bother people in gameplay, but for me i like to pretend things are real, and if Isis Interstellar's MkIII Vampire got xxx recharge rate and yyy top speed, i have to consider that if the Mark IV didn't get that "+ zzz%" then they wouldn't have bothered putting it into production. | ||
+ | <edit> BTW, thanks for the compliment on my ships :-) | ||
+ | |||
+ | Taken from the [http://aegidian.org/bb/viewtopic.php?p=119558#p119558 Antiebericity thread] (2011) | ||
== Download == | == Download == |
Revision as of 09:12, 9 October 2022
This page is devoted to the company. For the Isis Interstellar OXP, see the note below.
Isis Interstellar a subsidiary of Isis International. |
Nuit Space Station |
Sothis Space Station |
Hathor Trade Station |
Nephthys Station |
Contents
OXPs
Stations
- Hathor Trade Station - this elegant station is close to the sun and provides better profits for cheaper essentials
- Nephthys Station - on the far side of the planet, this station caters to the wealthy. Updated by Montana05.
- Nuit Space Station OXP Isis Interstellar formally announces the availability of their newest creation, the Nuit space station.
- Sothis Space Station - this one is quite beautiful - even the buoy.
Ships
Werewolf OXP Isis Interstellar are proud to announce the launch of their latest spacecraft, the Werewolf.
Vampire OXP Adds the Purgatori Vampire series of combat ships. A strong combat ship in numerous different versions and paint-jobs.
A Military version is used by the police, but several civilian versions of the ship are also available on the open market.
Reduxed Vampires The above Vampires but with shaders (Anniversary Edition).
Vampire Dominatrix OXP Adds the Dominatrix Vampire series of combat ships. A strong combat ship in numerous different versions and paint-jobs.
A Military version is used by the police, but several civilian versions of the ship are also available on the open market.
Vampire Diamondback OXP Adds the Diamondback Vampire series of combat ships. A strong combat ship in numerous different versions and paint-jobs.
A Military version is used by the police, but several civilian versions of the ship are also available on the open market.
Venom OXP From Isis Interstellar who previously also made the Vampire. This ship also provides three extra HUDs.
Cobra MK IV From Isis Interstellar. Has more energy than its famous predecessor and a "Black" variant with more upgrades.
King Cobra ~ Cobra MK VI From Isis Interstellar. This ship comes with new missiles and an integrated hardened Escape pod as well as other goodies.
HUDs
- Isis HUD
- Killer Wolf's Dynamic HUD - different HUDs for Green Alert (small scanner), Red Alert (large scanner), Damaged & Docked. This HUD comes installed with some of his ships.
- Killer Wolf's Steampunk HUD (with a foldable contrast lens)
- Wolf's HUD is also shown on the Dynamic HUD & Isis HUD pages
- His special HUDs for his Dominatrix, Vampire and Venom ships are shown on his own page.
- The King Cobra HUD is shown on the King Cobra page.
Isis Interstellar OXP
The .oxp contains Vampires for police, pirates, traders, a player purgatori vampire & a player reaper vampire with a selection of HUDs.
KW's thoughts on his ships
Disembodied: Everybody has different tastes. As has been said many times before, one person's uber is another person's nicely kitted-out. But I think it's a good idea for designers to keep their feet on the (imaginary ;)) ground. It's easy to make something that's better than everything else: it just needs bigger numbers than everything else. The real trick is exercising sufficient self-control to leave stuff out; to impose limits for no other reason than to give a creation more character and to make things more interesting for the player. For example (off the top of my head – I'd be interested to see what people thought about these, and if anyone has their own suggestions):
- 1) a really hot combat ship that can't carry any missiles (or even can only carry 1);
- or
- 2) a fast bulk trader that can't fit a rear laser.
KW: i tried stuff like that w/ my Vampires, they were well specced but to balance out they didn't have side or rear weapons points. it wasn't well received.
Disembodied: I find that a bit disappointing, that it wasn't well-received. Personally I thought your Vampires and Werewolves were pretty well balanced. Might it be that lots of people were quietly happy, and a few were noisily upset? ;)
KW: lol, mighta been! at the time, i took out the side guns because i'd never ever had a use for them in all my Elite/Oolite player. similarly, the rear gun just got my coordination all snafu, and IIRC Elite used one heat level so there was no point to switching to a rear gun. on release, a few people actually said they used the rear gun as a matter of course, which kinda surprised me. guess it goes to show you should never assume everyone else has the same levels of ineptitude as you do when it comes to flying in reverse :-D in later releases i put the guns back, but i try to balance out missile carrying and cargo space etc - in my write-ups i blather about space being taken up by powerplants etc so you get a good fighter w/ not much cargo space, etc etc. the prob i have w/ each release tho, is that i'm starting to hit a "glass ceiling" : you naturally want each new ship to be better/faster/stronger to keep up the impression of technical advances etc, but you start running into the ubericity factor. i guess maybe if every new Vampire model had the same stats it might not bother people in gameplay, but for me i like to pretend things are real, and if Isis Interstellar's MkIII Vampire got xxx recharge rate and yyy top speed, i have to consider that if the Mark IV didn't get that "+ zzz%" then they wouldn't have bothered putting it into production. <edit> BTW, thanks for the compliment on my ships :-)
Taken from the Antiebericity thread (2011)
Download
Use this mirror if the official site is down.
OR try https://app.box.com/s/m2jw4wo5fdjzu3b30ma4hg9fofypgudo
Copyright
KillerWolf refused to give copyright to any of his oxp's (the ones above) unless he was going to be forced to.
There is a context to this. There were two nasty debates on "the friendliest bulletin board this side of Riedquat" which took place in 2008-9. One was over Sung's shady ships, the second over Lestradae's mega-oxp's Realistic Shipyards/RS & Oolite Extended/OE.
This whole business led to an increased emphasis on licensing - and thus to creation of the Expansions Manager where the need for licensing is made explicit when one submits an oxp to it.
References
- Post by Killer Wolf on copyright (2007)
- Several posts by Killer Wolf on this (2009) - KW's position is not simplistic
- Mauiby deFug's synopsis (2013) (was he correct?)
Killer Wolf
Killer Wolf was also involved in producing the Anarchies oxp. - and a cover for Drew Wagar's Mutabilis novella.
His work has provided inspiration for many other oxps: Another HUD, the Coluber HUDs, SothisTC, etc.
He ended up being chased away by some leading members of the oolite community back in 2012.