Galactic Junk League Building Ship

Galactic Junk League Building Ship 5,0/5 2715 votes

.Galactic Junk League is an MMO that brings you a unique combination of tactical sandbox building and skill-based multiplayer shooter. Combine superior technology with forgotten galactic junk to build anything that moves and shoots - from agile frigates to lumbering battleships.You will get to choose from dozens of construction blocks, weapons, armours and even special abilities. Each ship will not only look but also behave uniquely. Feel free to build anything from the Enterprise to a pink unicorn-themed cruiser.Destroy your enemies in various galactic arenas.

Ships in Galactic Junk League are defined at least partially by their class, in addition to how they are built. Depending on their class, ships gain access to class-specific parts and abilities. Class also defines CPU and AP limits. Currently, Galactic Junk League has 5 ship classes available.

Earn rewards for each victory to unlock new and more powerful building blocks as well as visual perks to add some swag to your ships.Web:Forum:Discord Voice Chat. I used to be a fan of Robocraft, played a lot, enjoyed the game. Robocraft used to be a really good game, but then. It took an arrow to the knee. GJL is so much better, and here is why:.There is a ship core in GJL.

Robocraft used to have its own ship core, the 'pilot seat', but then it got removed, and the removal of the pilot seat was the first step in dumbing the game down. With pilot seat players had to design bots in order to protect that core. A good player could win vs a tanky blockspam by analyzing its structure and shooting in the right place. Slapping a bunch of blocks onto a pilot seat did not work well. You could get dismembered by a well placed shot to a wheel if you were not smart enough and ignored the damage propagation through your bot.

That, of course, led to a lot of whining amongst the stupidest, who assumed that having a lot of blocks should give them overwhelming advantage. The game got catered to that vocal group of professional whiners. The pilot seat got removed, and with that were removed the weak spots, the ability to counter block spam with marksmanship, and the necessity to actually be smart when building bots.

Now Robocraft is all about placing a bunch of blocks and adding a bunch of guns.There is no stupid healing and even more stupid auto-healing in GJL. When Robocraft was good, there was no healing and no auto-healing. Then kids whined, and healing got added. Before healing was added, even a small or a damaged bot could make a difference by using skills, placing shots well, and taking out enemy guns, wheels, rotors, etc. Healing and autohealing made skill irrelevant. Now it just does not matter how good you are at hitting vulnerable spots or ambushing an enemy - the enemy can just retreat or hide and get magically healed.

They wheels, guns, thrusters will be back in no time. All that means in Robocraft now is DPS and HP. Robocraft got catered to the kids with that cancerous 'damage per second' mentality.Unwitty gamers might say 'herp derp healing is for teamwork'. This is a very primitive kind of 'teamwork'. You know what real teamwork is? Taking out enemy's weapons to reduce the damage coming at your teammate. Shielding a teammate to get some damage for him and let him retreat.

Focusing the same enemy. Not rushing and not getting killed, thus giving the enemy free scores.

This is teamwork, not holding a mouse button to refill that silly health bar. Some might want to add the idiotic Robocraft's 'loot crates'. Yes, Robocraft's 'loot crates' are retarded as hell. But they were just logical and inevitable consequence of the first two steps.

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When developers cater the game to the dumbest, bullshit features like 'loot crates' follow. Dumbing the game down drives out smarter players and attracts the stupid ones. Primitive instant gratification mechanics like the infamous 'loot crates' is exactly what the stupid kids love. They don't want tech trees and planning their progression, because 'herp derp it is tedious'. Adding that stupid feature was the consequence of stupidifying the audience.

Loot crates are in demand among that kind of players who stayed in Robocraft and became the dominating part of the community.I have noticed that kids who got Robocraft dumbed down and catered to them are slowly creeping into GJL. They already demand bullshit features like healing, auto-healing, invisibility, they whine about unlocking and progression, and it is a question of 'when' they will whine about the ship core. They ignore their teams, they rush, they get gangbanged in a 'one dumb rusher vs whole enemy team' situation, and they whine profusely about their ship parts not growing back. It's all about business I'm afraid. So if majority of people wants healing and are willing to pay for rng crates (aka in-game lottery), then yes, that will happen. It's wise to not blame the developers alone for it, but yea we can blame the community of players that are supporting it and unfortunately are the majority. Others can either complain or adapt - there's still a lot of things to do and master, or exploit the system if you want to use their weapons against them.In any case, healing itself is not a bad thing, it just needs to be implemented in a way that it can't be used all the time and should be a rare thing.

Most team based games have healing and stealth in game, it's not something that 'ruins' the game.Auto healing in GJL is not required though as there already is the auto destruct feature. So that shouldn't be an issue.Cores will probably have to be balanced though, right now the HP pool of ships doesn't help much if you can drill the core easily. (ship's hp pool should boost the core's hp dynamically)Otherwise I don't have problems with them, but they still need a lot of work in building aspect of the game as well. Most games are not block-based building with per-block destruction, that is why healing does not ruin them. In games where blocks functionality matter, healing almost completely destroys a wide range of tactics.For example, without healing: a smaller bot ambushes a larger one, kills his mobility, retreats to attack from another angle or waits for his teammates to arrive. With healing: a small bot ambushes a larger one, kills his mobility, retreats, and the larger bot's wheels are back.Another example: without healing a larger bot bum-rushes, kills a smaller one, but gets crippled. The smaller bot's fight was not in vain, he died, but managed to make a difference and leave the attacker damaged.With healing: a larger bot rushes, kills a smaller one, gets damaged, then all the damage gets repaired.

Rinse and repeat. No matter how good the smaller bot was an targeting critical components - all the hard work of disarming and immobilizing was in vain. All that matters is DPS and HP pool. This is how healing ruins games and dumbs them down into 'whoever got more HP wins'.Here is what happens in Robocraft all the time: I fly above my teammates position, shoot at the enemy. I don't even bother to evade too much.

When enough of my rotors get disabled, I just fall, get magically healed, rise again. No matter how good my enemy was at placing his shots and disabling my weapons and propulsion - I will be back in no time, and he will get no kill.In GJL I often outsmart and outmaneuver even larget targets. I see battleships with 'double protected' cores - I shoot off their thrusters, gyros, guns.

I can make a difference even as a rookie ship. If healing gets added by demands of the worst players, I will no longer be able to do that. All that will matter is DPS, and the ability to out-DPS their healing or out-DPS their HP pool before they run to get healed.Auto healing in GJL is not required though as there already is the auto destruct feature.

So that shouldn't be an issue.There is a very important difference: if you use the self-destruct feature, a kill goes to whoever made you use it. Auto-healing and healing does exactly the opposite: prevents a skillful player who disabled his enemy from getting a kill.

Contents.Backstory The game is set in a desolate universe which is filled with trash. The only form of entertainment is the gladiatorial spaceship-fighting arenas is which the players compete. Ships are assembled from salvaged junk and sent into battle in the arenas.Gameplay Players must construct their own custom spacecraft, using combinations of blocks, armor plating, weapons and functional components like rocket thrusters, gyroscopes and special ability modules. All ships contain a core module, which if destroyed, destroys the player's entire ship.

Therefore, the core module is the most important component and must be protected at all costs. Three basic types of weaponry exist in the game, Lasers, and Missiles, each category having several variants for the player to choose from. There is also a wide variety of special ability components that do things like increase a ship's speed, allow it to teleport short distances, stun other ships, or buff its own stats when active. Some modules are usable on any ship, and others are usable only by certain ship classes, of which there are five, the Rookie Ship, the Frigate, the Cruiser, the Battleship, and the Destroyer.

Each ship has different stats for its component's health and performance, which along with class-unique abilities and components, gives each a unique playstyle.In battle, players are assigned to one of two teams, either the Fist Clan or the Zombie Hipsters. Each team receives seven players, and is spawned at opposite ends of an arena.

The game is a with he win condition being the first team to reach 20 kills wins. A timer starts counting down once the match begins, and if it reaches zero before 20 kills are achieved by either team, the team with the most kills wins. If the kill count is equal, the match results in a tie.

In addition to the PVP combat mode, there is also a practice mode that allows players to test newly built ships without bringing them into a match against other players.After a match is over, players are awarded Junk, the game's currency. Players that had a higher score in battle will receive a higher junk payout than players who did poorly.

The junk can be used to unlock new components and upgrade existing ones. Players also gain XP, which allows them to build larger and more complex ships to do battle with.References.