We are currently looking for help with skinning. We lack this extremely important job. If you would like to do this, please PM me. If you have things you have done in PS or GIMP, please send those as well.
Also, for more detailed information on what we are adding, you may click on the external link above which will take you to the Aurora Games forum which has backstories and statistics. Ultimately, it will have images as well.
Features:
9+ new ships
2 new capital ship classes: Lancer and Destroyer
2 new cruiser class: Troop Transports and a Utility Cruiser
2 new SC classes: Interceptors and Torpedo Bombers.
Reworked SC: Fighters are now multi-purpose and Bombers are Gunships
3+ new researchables that increase the power of capitals [for once]
Currently, we have five capital ships, each with their own capabilities. We have the support, the colonizer, the battleship, the dreadnought, and the carrier. This mod is dedicated to adding two more classes to that list: Lancer and Destroyer.
Lancer: These ships are the snipers of the game. They carry very heavy forward guns with little defense on their sides. They do not maneuver well, but have very long range and carry an axial cannon to damage targets from long range.
Destroyers: These ships are pure damage dealers. These are not to be confused with battleships as these have greater damage and less health.
Pictures: I will post these as I get time to do so.
Unfortunately, I'm do lazy to hunt through the thread to find the other pics of ships. I'll get around to it eventually. Here is one though.
Astrom:
http://i180.photobucket.com/albums/x111/VoltCruelerz/Astromv3.jpg
Special Thanks:
TheRezonator: created the thread that spawned this idea
Eadtaes: balanced many of the statistics
Guywhoyoudontknow/CI: created Sinners which is referenced in the Backstory
Whiskey: has posted here more than anyone else aside from me... (he's kept the thread alive)
Darvin: Came up with the idea of an Artillery Cruiser which caused me to think of a way to
Other:
If you see typos, pleas alert me to them.
EDIT: Wow... In the typo line, I type something wrong. Because of the irony, I'll leave it.
We lack someone who can skin, so if you are good at such, we could use you.
really? that much huh? =P
i am a little weary of introducing too many new SC types... there was the whole concept of interceptor fighters which act as a meduim between fighters and bombers... but then that made both fighters and bombers obsolete...
i think the bst thing to do with SC is to keep it simple... so, for instand, Distant Stars has whats called Elite Fighters and Elite Bombers, more powerful SC that only exist on Carrier Caps (and honestly this is the only reason i built sova's at all during the game) as well as this, EWS bombers can only be built on Caps and Hangar defenses so you really have to think about how and where you deploy your squadrons.
the hull masher sounds like an alright idea, but i think instead of a new SC type, just make it an ability for bombers to use (after research, most likely mid-late game when armor/shield tech has improved)
now, about the boarding parties... let me get it straight, there is a new ship (the boarding party ship) the spawns SC that crash into an enemy ship and cause Damage over Time and also shut down certain systems for 40 secs at a time right?
it sounds like a good idea, and you've balanced it well at first glance... personally though, im a little apprehensive... it seems like a bit too much micro (because honestly, why would you bother attacking an LF or HC or something small time like that with crippling attacks...) especially for TEC... however, as an anti-SotL/Cap/SB attack, it would be a great idea!
@Ryat: EXCELLENT, thanks for that... you can PM myself or Volt (probably Volt as im just a creative consultant =P)
p.s. sorry i havent gotten around to finishing the concepts for the Advent and Vasari SotLs, ive been helping my dad with work so as soon as i get a chance ill finish it up.
Typo... I meant to say, "Just another thing that crossed my mind..." I was tired at the time and took a nap right afterwards (spent the other day at a theme park, got three hours of sleep in three days, and as such was just flat out tired...)
Anyways, the Interceptors would have no ability whatsoever to kill anything bigger than a boarding party SC (BPSC). In other words, they are the bane of SC. Fighters would be anti-light/medium/heavy and bombers would be anti-v.heavy/capital/structure. Fighters would still kill bombers and BPSC's as well as LRF's. It puts fighters in the realistic position of being able to take out frigates and bombers, but not caps. Bombers are, well, bombers... They take out caps. Interceptors take out SC.
No no no no no.... That was a separate idea. It would be a researchable that would go on bombers... (or maybe BPSC). It would cause all attacks to drain AM from the SC but would deal +100% damage or so...
It "lands" in the ship. In lore, it lands. In the code, the game engine doesn't understand that, so as far as the engine is concerned, it crashes into the ship. But you are correct for the most part... I'll explain at bottom...
BPSC's would target exactly those things. They only work on caps and SB's. This way, the autocast doesn't waste these few but powerful ships.
Yep, you can PM me...
Ehh... Its fine... I haven't gotten around to making the new models yet so we're even...
Anyways, this is the TEC idea for the ship that would launch BPSC's.
Sorry about the "-"'s... The forum is being weird...
(and it won't let me edit)
okay, i see where you are going...
you know... i think we would be better off just making boarding party SC and repair SC as abilities, rather than actual Strike Craft.
reason for this is that repair SC and BP SC could be shot down (being SC) and therefore halting the ability. for instance, colonise ability has ships that fly down to the planet, but you cant acutally shoot them and stop the colonisation effort (though... that wouldnt be a bad idea...)
considering you said boarding party squadrons only have one ship in a squadron, it could easily be destroyed by an anti-sc ability/ship/fighter squdron... though one idea could be to have a squadron of fighters 'escort' it to the target. that way whichever ship survives to reach the target becomes the boarding craft, and any remaining escort fighters return to a carrier for reinforcements?
on that note... instead of a new SC, why not make it an ability for fighters on Carrier Caps (...or even Destroyers?) to launch a normal Fighter Squadron, but have it act like your BPSC in the fashion outlined above?
as for repair SC for TEC... we already have a relatively easy to spam ship that repairs (Hosiko) however the only thing that recharges TEC shields or AM is a Dunov Battlecruiser... so... if anything... maybe an SC or ability that recharges shields (emergency batteries?) or transferres AM (Fleet Resource Sharing?). For the same reason, im hesitant to make it an actual SC, because it can be shot down.
i mean, in reality, it would be awesome. a transport ship that tranfers AM between caps getting shot down half way and detonating in a spectacular explosion... mmm... juicy... but alas, it wouldnt work due to performance requirements. also, the fact remains that with most abilities, you want to be able to press a button and get a definite result.
as for the Troop Transport ship... i think it is too heavily armed... not in terms of weapons class (light, heavy etc) but in terms of the fact that it has a rocket launcher at the back, lasers on the sides and autocannons on the front... up until our mod (i think, im not including Total Conversion Mods) very few ships could fire behind them or even to the front and both sides at once, including cap ships...now, im usually the first one to jump up and yell MORE WEAPONS YAY!! but in this case... its essentially a Utility Cruiser (btw, i think a new Utility Cruiser is a great idea) which historically (and understandably), has fewer weapons for more abilities. However... i think arming them with some forward firing lasers plus some 360 degree flak weapons would be a better idea... that way the flak 'shields' the BPSC (if we are sticking with SC instead of an ability) as it launches, and afterward its on its own... while the Troop Transport itself acts as a sort of Flak Cruiser (which i know a fair few people have been asking for)
something i just thought of... will these BPSC be able to disable ship abilities? like an Argonev Big Red Button or Marza Missile Barrage? it would be good... but we have to be very careful because if it became abusable, TEC would lose two of its most potent abilities...
as for the Bomber ability (hull masher torpedos) sounds good to me. along with the EWS bomber squadron from DiSt and potential new Fighter abilities, we definitly have something here
i think that was all... im still a bit hesitant about too many SC types...
on a seperate note, i had the idea of new researchable ability for Trade Ports, where it assigns some light SC protection to Trade and Refnery ships when a pirate raid is about to begin... of course, it wouldnt be able to stop an entire pirate fleet... but an idea i had was that pirates could try to capture the trade ship (new ship/ability?) but in order to do that, they would have to deploy something that is very suceptible to SC.
so, if the pirates destroy the trade ship, you lose X amount of credits. but, if the pirates capture the trade ship, they get X credits x5 or 10, so its in your interests to stop them from capturing the trade ship.
just something that popped into my head
I know... That was the point. These things deal massive DoT's to the target. That is why they are SC. If not, 1200 damage on a non-cap would be insane. They are like that so they can be beaten before they get the chance to instill the target with a really powerful DoT.
I know that the Hoho's exist. I like them, but this is a more potent version. These stack on top of each other. Let's say the Arlow has 2 squads. You build two BPSC's and send them towards an enemy egg. The damage stacks. This means that over 2 minutes, the egg will take 2400 damage. That is a big loss of health.
Besides, this was just the one for the TEC... There would be ones for the advent and vasari as well...
I think you mean the BPSC... The Arlow doesn't have any guns... It only has 16.5 DPS spread out over five targets... That isn't all that much... The point was so that it could defend itself somewhat from attack. An ordinary fighter squadron has 11 DPS. If from a sova with the heavy SC passive, it becomes 14.3... That is almost the same amount. The point is, this thing just has the ability to return fire. It is spread out accross multiple enemies, so unless a bomber is attacking it, it won't make that much difference.
Yes, they disable cap abilities... Yes, that would work on the Marza, but you see.. The ability disable won't kick in until about a minute has passed. That gives you time to use MB or pretty much any other ability. This isn't made to act as something that is instant gratification like Hoho's are. These things take time to build, to fly to their destination, to damage their target, to systematically disable their target. Simply put, these things are made for microing. You can't spam them as they would never use the "Board Vessel" ability. Just a couple to be used manually.
I glad you like it... I thought of something for fighters...
FlaresAppearance: Fighter shoots lots of glowing stars out the back of it.Effects: Reduces damage taken by 50%Costs: 30 AMDuration: 10 seconds
I don't know what to give interceptors though... Maybe something like the missiles on the Mobius in Ace Combat V... Whatever the case, they need missiles and autocannons...
That won't work due to the game engine's definition of things... I might be able to find a very long and annoying way around it, but I don't intend to spend a month doing nothing but writing code for an ability...
Oh, and I'm working on the Eyron model now...
Fair enough... i didnt really look at the numbers but you are right, 1200 damage (stackable) guaranteed would be pretty insane... however im still a little cautious from both a defending point of view and an attacking one... when defending you wont be able to see one more SC (squadron or single) in amongst a large group of other SC or even larger ships... its like the MB (even with the graphics enhancement) you press the button and all of a sudden things start going pop... i honestly cant think of a way to make a single SC appear noticeable at a fleet level zoom... and, as i understand it, there is no way to stop the DoT effect once it has started so your only remedy is to destroy it before it reaches its target, or just slug it out... idn, could we somehow make repair abilities reduce the effectiveness of the boarding party until the effect is neutralised? at the very least we need some sort of graphic to affect the target ship so the owner knows what is happening to his ship.
from an attack point of view, like i said, a single SC could be very easily destroyed if you happen to run into a fighter/interceptor squadron or a flak frig's firing arc, then you are FUBAR'd. i know i am sort of contradicting myself, on one hand, its too powerful but on the other hand its too easily destroyed... im sorry about that, but i just want to thrash it out to make sure we have the perfect balance, because anything less than perfect will result in it being too powerful or useless...
yeah, i wasnt talking about Hosiko's damage capability, i was talking about the Repair SC, i was thinking instead of Hull repair, shield/AM restoring would be more beneficial as it fulfills a role that is rather obscure for the TEC (i know TEC shields arent that great in the first place, but if you had a hull repair ship/ability for the Advent, wouldnt you jump at it?)
however, upon reading what you said about Repair SC's can negate the effects of BPSC for 75% of the duration of their attack, i am certainly changing my mind... so long as every race gets something comparable... otherwise, like i said, how would defenders negate BP attacks.
As for Advent and Vasari BPSC... i dont see a need to alter the principal too much... its a lightly armed SC that runs into a ship and causes DoT... just armament, speed, damage values etc, and, of course, appearance. however, RSC are a different matter...
For Advent, their hulls are much weaker, relying on shields, so while 1200 hull damage for Vasari or TEC isnt a big deal, for Advent it is... so, while logically Advent RSC would replenish shields, they would in fact have to repair the hull because a shield without a hull is useless... so perhaps Advent RSC repair much better than counterparts... or the Advent have a research tech that dimishes the damage done by BPSCs... perhaps re-routing power from external shields to internal shields... dropping both hull and shields, but by half the rate at which a BPSC would attack the hull of a TEC ship, for instance. Advent BPSC, with more ships per squadron, could land at more places on the ship so damage/disruption is inflicted faster...For Vasari... they have more armor, but im uncertain about hull points... Vas RSC wouldnt have a problem with repairing hulls... or at least boosting armor somehow to mitigate the damage done... and their BPSC with Phase Mini(...) tech would definitly make them much more effective at penetrating enemy shields/hull...
you are right, my bad, i glanced over it and read BPSC weapons as the Arlow Weapons, still, i think maybe some flak weapons wouldnt be a bad idea? however now i am confused, will these weapons work on SC, larger ships or both? because rocket tubes, lasers and autocannons... just for SC which will probably fly circles around the BPSC anyway... however if its for larger ships as well (though i cant see it being all that useful in any case...) then i sort of understand... though i didnt think larger ships could attack SC unless they had a certain weapons attribute applied? in which case, that would allow all ships to fire on all SC...
in any case, i think just the 2 AC's or Lasers in front, plus some light flak weapons around the back and sides would be more than enough to defend itself against attacking SC... although... (sorry to be a pain about this) once again... how much do we want it to be able to defend itself? im thinking it would be more realistic to give it maybe just the 1-2 light Flak cannons with a 360 degree firing arc, and alot of Countermeasures/Flares (ala your ability idea for Fighters) to make it last maybe 10-20 more seconds in a firefight? thats all we want really, survivability, not superiority...
what cant we spam? the Arlow or the BPSC? if you build enough Arlows and just rack 'em with BPSC squadrons, you could potentially cripple and destroy a great many Cap Ships and Value Targets, and cause significant irritation to SB's and SotL's in such a way that is largely uncounterable (as in, you need Repair SC or equivalent to negate the effect, and if you dont have a RSC squadron for every BPSC squadron...). i know you said its all micro, but thats why God invented the Tab& Click, where you select your ships, zoom to the target, target the ability, press tab, rinse and repeat. Just imagine 15 Arlows with 30 BPSC. lets say 15 BPSC get through to attack a SB. As a defender, you would have to send at least 15, maybe 20 to negate the effect of the BPSC...
although... that pretty much mimics the current Status Quo with normal SC today... so... i guess its not such a bad thing...
i also just thought... what do Arlows and BPSC do when you havent given them a target? they arent like normal Light Carriers where they need to constantly maintain their Squadrons... with the Arlow its effectively like using a Fire and Forget missile... the SC launch and you move on to the next target... so would you need to target each ship individually or what? and... back to the topic of spamming... would an Arlow automatically rebuild its squadrons after they've been used? would it keep sending BPSC's to the same target? in which case spamming becomes a problem... also, if RSC kept repairing the same target, while next door there is a cap almost destroyed, we have a problem...
Once again, sorry if i sound like i am bashing your idea around too much. i do like it in theory, but like i said above, it has to be perfect or else it will be problemmatic.
one thing i was thinking... TEC tactics generally involve very little micro... this new ship/SC creates the need for micro with TEC, at least on a small scale. Conversely, Advent and especially Vasari require much more micro, so perhaps to maybe give a more general balance (in terms of feel and the demands of each races particular management style, not in fairness) BPSC and RSC equivalents for these races would do less damage, but be more automated... perhaps have the Vasari squadron launch, and attack two targets at once, without you needing to target it individually... because if you have alot of micro to do already, you arent going to want more...
as for Fighter abilities, i like it... but perhaps its a little too 'token' for a Fighter... but no, i do like it, leave it as is.
i had an idea for fighters to perhaps some sort of Signal Enhancer or "Cry Baby" (you've seen Serenity so you will appreciate this) that distracts nearby ships and either stops them from firing, stops them from firing and lures them to investigate the area where the "Cry Baby" was dropped or makes them fire in the general direction of the Cry Baby, rather than firing at real ships (and potentially damaging friendly ships under the influence of effect two?). i know the Cry Baby was used differently in Serenity, but i like the name.
the above could be an ability for Fighters, or even a secondary ability for EWS bombers (if we are going to use them) i can see that causing real havoc in a battle (evil glee).
As for Interceptors, yeah, i like the idea of a powerful missile with like 90% chance to hit with a one-time high damage output (perhaps also an extremely small AoE secondary effect like damage or EMP blast or both?). Also, just for the visual, why not give interceptors some lasers as their primary rather than the standard AutoCannons? it makes no difference, just a suggestion to make it easier to differentiate the two.
you are right... you would think though than an Interstellar Empire would have some sort of Police or Paramilitary Force or 'National Guard' equivalent to protect (at least to a small degree) against pirate attacks... but oh well... Cap Ship Trade Ships anybody? =P
Excellent, cant wait!
Well, the BPSC's would have an obvious logo and upon "landing" on a ship, would create something like a laser rifle sound... I have the audio tools to make such a thing.. Take a few laser pulse sounds, adjust the pitches of some of them and apply an echo effect. This would help the defender realize that they have been boarded...
Something I had thought of though was that you could have a second ability on BPSC's that allow them to send marines down to an allied ship to defend against a boarding party. Doing so would reduce the effectiveness of the enemy BPSC, but I haven't figured out how to tell the engine that yet...
I thought you were referencing their demo bots... TEC will repair the most hull, Vas will repair some hull and buff armor, Advent will repair shields and hull.
It is for defense against fighters, but would do very little against interceptors.. Their weapons are anti-light.
Maybe...
Because each one will require around 25-30 fleet supply... That's why...
Look, the reason that just pumping out BPSC's won't work is that they won't board anything unless told to specifically... It's like martyr. Even on autocast, it won't go kamikaze just because ships prefer not to die. Another thing is that these ships require 100 AM to build. That means very few... Shoot them down with flaks and you won't have to worry about many more coming your way...
Sounds too much like animosity... I don't like that attack, so I don't want to make another move just like it...
Probably would add splash damage... Or maybe have it just fire at multiple SC to begin with...
Another random comment, I was thinking about adding the colonization ability to TT's... That way, they would lauch BPSC's, RSC's, would colonize, and would have flak attacks...
As for the flak ability for defense, TT's would likely have something like a weakened flak burst... Maybe 80% the power of a level 1 FB?
Hmm... i think a pre-emptive sound effect would be more effective... or maybe even two sounds? one for launch and one for landing... because as we said, one major threat to BPSC is the fact they are SC... if you dont have time or dont know to scramble fighters/interceptors to defend against BPSC, then it might as well be a guaranteed ability. as for upon arrival, thats worthwhile, becuase then the defender can target RSC to negate BPSC effects
instead of reducing effectiveness, why not just give it a counteracting effect. so, x damage is done over y time, but the defending marine squad would 'repair' (in terms of game mechanics), effectively reducing the effeciency of BPSC main abilities. however... thats pretty much what the RSC does... if you mean making BP's take longer or even being unable to disable abilities... then i have no idea... there is no precedent in the game (as in there are no other abilities that i know of that directly affect another ability... stacking not included) if you can program it in, great but if not we need a new way to counter or mitigate BPSC
okay, but does each Race's BPSC do damage in the same way? as in, will they all do hull damage as a primary effect and disable abilities/ship functions like engines etc as a secondary? because if RSC are going to be the primary post-infection counter to BPSC, then each race's RSC needs to do something to counter the effects of BPSC
so would it also do very little against Flak Frigs and Anti-SC abilities? i thought the idea was to increase fighter survivability?
fair enough... still, with certain mods that increase fleet sizes, spamming would beome feasible. Just to point out, the Stargate Races mod page provides a standalone Fleet Sizes mod designed for integration with the standard game and any other mods.
on a seperate note, how many fleet supply points do we intend to make Lancers, Destroyers and SotLs cost? Also, should SotLs cost the usual 1 or should we make them cost 2 or more Cap Ship Crews?
so, after you launch and target a BPSC, what does the Arlow do? does it recharge AM, build a new one, at which point you need to target the new squadron? hmm... idn, it seems like that is flawed somehow.... way too much micro, even for Vasari players... i think it might be more beneficial to have BPSC do something else in the meantime until you target their Boarding Party ability... at least RSC can be built and left on autocast more or less... maybe have BPSC fulfill some sort of combat role? i realise its not a fantastic solution, but perhaps giving BPSC a 'preferred target' line in the code so as they target Caps, SotLs, SBs, Orbital Defenses and other TT's, and having the ability to set BP on autocast. To balance, Autocast cooldown would be longer than the actual time needed to build and deploy a BPSC if you were micro-ing it.
idn... i have to honestly say though... im not convinced... i personally prefer to control my fleet, FF-ing on some important targets, applying certain abilities where required... but generally let the ships fight by themselves. The need to manually build and target single SC squadrons over what could potentially be dozens of ships all over your fleet/battlespace... the way Sins works (at least to my understanding) doesnt really facilitate a system like this...
lets keep working on it, though. its a good idea, but i want it to be right.
if its going to be Colonisation as we know it now, where you destroy infrastructure and population and colonise from the beginning, then no, i dont like it. We now have 3 ships that colonise: Colony Frigs, Colony Caps and TTs. Honestly, its not needed... however... i know there is demand for a new way to seize and colonise planets, and one of these was sending troops down to a planet to kill population while seizing infrastructure, making colonisation take longer, but be cheaper if successful. this would be better. while Colony Caps and Colony Frigates use the traditional style, TTs could use this style. i dont know if its even possible to program in. if not, then forget it.
the way i see TTs are like specialised Light Carriers... a ULC if you will. atm, TTs have some weapons, as other Utility Cruisers do, but otherwise acts very much like a carrier... im wondering... do we just want to merge the two? give the LC some flak weapons, a few more SC types (BPSC, RSC etc) maybe some sort of ability? either passive, active, offensive or defensive... just to simplify things as much as possible...
another thing, is to just create a new type of Utility Cruiser, a mix between offensive and defensive abilties... the TEC version could have different types of chaneled abilities (ECM/EWS etc etc) ones that act like the BPSC and RSC respectively. Being channeled, they can be interrupted, or even mitigated (perhaps give LC's or Flak Frigs some sort of passive ability to mitigate these types of attacks by shortening the duration of the ability?). AM and cooldown will be appropriately high to immitate the functionality of your original idea with SC. the only problem i see with this idea is that its very similar to current Defensive Utility Cruisers (except agressive abilities only disable ships, not damage them).
the way to get around it is simply drop the repair ability, give the cruiser a simple weapons loadout, and make the BPSC style ability the main purpose of the cruiser. lore would be: experimentation in Uni-Directional Radiation Bombardment has lead to a new DoT attack that disables and cripples the targetted ship. the nature of the attack means shields are bypassed with all but minimal interrferrence (like, 1-5 shield points per second?) while the brunt of the attack is absorbed primarily by the hull, causing physical damage, and, as a surprising secondary effect, causing a chaotic, atypical, cascading systems failure on-board the affected ship, meaning that up to 2-3 ships systems (engines, weapons, abilities, Phase Drives etc) will be disrupted at a time. Power requirements are great, so the weapon cannot be fired often. It also means that too much interferrence, or too much damage sustained by the ship, will cause the weapon to stop firing.
thats just a basic outline... i think it makes life heaps easier, because the SC idea is just way too complicated atm...
also... could i ask something... please post quotes like i do and respond to those... sometimes i find it hard to correlate your responses to what i said and where.
Well, I would quote you if the forums were working properly...
Anyways, as far as sounds go, I'll try adding one somewhere else, but I don't know if there is any activation code elsewhere... I'll try though...
Same here... The game engine has nothing that I see as doing what we need here. And you are right... It would make RSC's obsolete...
No.. They will be different. Vasari will (among other things) decrease resistance to phase missiles. TEC will do the most total damage. The Advent will disable the most systems.
Well.. I see two options for the BPSC's weapons. It can have anti-fighter ordinance that helps protect it in transit, or it could have anti-cap weapons that fit its function better... I don't know what to do here... But the reason for interceptor resistance (or lack thereof) is because ISC's should kill these. These are the most powerful DoT's in the game.
Then don't use those mods... And probably around 3... That is of course assuming this is not hard coded...
It acts just like any other carrier.. It regens AM. As far as targeting goes, you will have to do that yourself. The only time the AI calls in these abilities is when they have around 5-10% hull left, but since these are the slowest moving SC's, you would need to target them to begin with...
I have a better idea than colonization... See the bottom of this post for details...
I don't really like that idea... I want these to be TT's not ULC's...
Anyways, my idea...
Invasion: invade a planet, causing massive casualties and possibly seizing control of it.
Appearance: Same as colonize, but causes random explosions to go off on the surface.
Effect: Damages a planet for 26 DPS and if the debuff is still active upon planet death, it will be auto-colonized by the troops stationed there.
Duration: 50 seconds
Total Damage: 1300
Stacks: No (as it would cause bugs with the auto colonize function)
That would be something new that this game doesn't have... And it fits perfectly with what this ship is. It is a Troop Transport, so invasion would likely be its primary role... Its just that sticking SC's on it was something so it could aid fleets. If we did this, we would likely cut down the duration of BPSC's from 120 sec to 60 sec, but that is still 600 damage and disables... (Then again, if we didn't, this would make hoho's obsolete... We may actually have to nerf the BPSC's more...)
sounds like the Fleet Diversification Mod is expanding past its original purpose to be more inclusive. I also like the Invasion idea. You should play the Battlefleet Gothic Mod, as the Imperial Navy's Troop Transports are pretty much 1-stop-shops for colonization/neutral extractor capturing/planet assault. They have an Invade Ability that is pretty much modified from the Marza's Raze Planet. Not sure if it could be rigged to auto-colonize though.
I've figured out the code for it... If it doesn't work quite as expected though, it would just make annoying beeping sounds every second so long as you had the planet selected... Aside from a possible "warning siren" (Yes.. Let's call it that... Its perfectly inentional... ) This thing would work...
OH!!! and I pretty well have the Eyron done. Just need to add guns and whatnot, but So far, its turning out to be my favorite (I like it more than the Gartel) I'll get a pic of it on here in a minute...
Could you possibly pass on that code you've figured out? PM it too me, it'll be something that only Volt_Cruelerz's and Whiskey144's mods will have, eh?
The reason I'd like it is because in my 'The Legions' mod, which is back up!, the Taun have a cap ship called the 'Manta Missile Destroyer', which can launch Skate Dropships that assault the planet and then would, if you share the code, then take control of the planet. Neat, I have to say.
Well, I could share the code if give some incentive to do so (like u doing something like skinning.) I'll probably end up giving it to you anyways because sooner or later, someone would use Harpo's program to decode it at which point everyone could use it...
Oh, and I believe you may want to see the Eyron...(I like this ship )
I'll explain the weapon mounts now... (since they don't exist yet...)
Fore: The Beam cannons will be on the fronts of the wings with the plasma cannon on the center cone.
Port/Starboard: one battery will be nestled inside the "dent" in the wings while the other will be in the trench near the engines.
Aft: These will be mounted on the platform behind the bridge.
Oh, and I added in some backstory about the origins of the Eyron.
wow! looks fantastic! i have no problems with this design at all
just a question, at the backs of the wings... those will appear to be engines as well as at the back right? i just think it will look silly if its just a blank space, and putting some 'engines' there wont affect anything negatively
how about, a sound when the SC is launched (like any other ability sound) and then do some crappy sound recording that sounds like the in-game announcer that says "Our ships are being boarded!" (ala "our fleet is under attack!")?
okay then, but then each RSC will have to be able to counter either all or the most common elements of the assault. for instance, if all BPSC did was damage hull and stop abilities, then all RSC would have to do is repair the hull and reduce intensity/duration/increase time between ability disbles. as it is, each BPSC assualt is different so TEC RSC may be more effective vs Vas and TEC BPSC than against Advent BPSC, and Advent BPSC may be more effective vs Vasari because Vasari use their abilities much more than TEC etc etc...
i was talking about fighters, in particular the proposed Flare ability...i was saying so Fighters have an ability that reduces damage taken from other fighters by 50%, but Interceptors still rip Fighters to shreds, so what about Flak Frigs and anti-SC abilities, are these also not affected by the Flare ability?
i do think BPSC need only anti-SC weapons... why would a slow moving StrikeCraft that is going to crash into a cap ship carry anti-cap weaponry? if by some stroke of luck you destroy the cap ship (in terms of reality, not game reality) before you are able to board it, whats the point?
yeah, but some smart-ass will always try to circumvent the rules (i know, i am one). or even not, they might just use our mod in conjunction with Distant Stars or any other mod that increases fleet sizes, (why? because why choose between chocolate and strawberry when you can have them both?) and presto, spammable. the only thing is if its possible to code in a security feature somewhere thats stops our mod from being used in conjunction with another mod that changes fleet sizes... but i doubt its possible, and it wouldnt be good to prevent players from merging mods just to ensure one of our ships stays balanced.
and 3 Cap ship crews... so long as we boost cap ship crew research from 16 possible cap ships to like 26 or something, then sure (considering we wanted to limit SotLs to 3 per faction, 16 crews wont be enough)
okay... let me get this straight... ill go through how i would use this ship in battle:
1. Build Troop Transport Ships
2. Once built, join with fleet.
3. Wait until AM has charged enough to build BPSC squadrons (however many)
4. Engage in battle
5. Send pre-made BPSC to attack certain targets (if you can find them, and if they havent been destroyed while sitting outside of their TT, not moving or attacking, like stunned mullets)
(it would have to be like that otherwise they would be built, fly out, try to attack something and get destroyed)
6. Once first salvo of BPSC has penetrated targets, build new BPSC squadron (AM permitting)
7. New BPSC built and launched. if you can find them, and they havent been destroyed already, target each squadron at new targets
8. Rinse and repeat.
Am i the only one who thinks thats a little convoluted/flawed?
um... no, i wasnt saying change the name or anything, i was talking about TTs being some sort of hybrid Utility Cruiser and Light Carrier, not changing name or classification. if you take the paragraph where i talk about ULCs by itself and dont look at the next paragraph, all ive said is merge LC and TT functionality into one ship, and give it some abilities or something. look at it from a movie point of view: couldnt you imagine a fleet of 'light' carriers seiging a planet, launching 'BPSC' style SC at the planet or other ships, running Fighter sorties/Bombing runs against targets on the planet and in orbit, having a passive fleet buff that improves Squadron cohesion (Note 1) or some such, launching engineer crews (RSC) to help with operations on the ground or on friendly ships, so on and so forth. i mean really, there is no need to have two ships that just field SC (Note 2).
Note 1: actually, thats an idea for an ability... something that makes 2 or more Squadrons of SC work better together? maybe have a fighter squadron be chased by an enemy squadron and have another friendly squadron chasing the enemy squadron in turn? mechanics would be increasing survivability of multiple squdrons and increasing combat effectiveness)
Note 2: i know ive said it a million times, but i really think instead of building the SC manually, then clicking on them, and targetting them, have an ability button on the TT/Carrier itself where you click it and target it like an attack order or targetted ability. it automatically builds a BPSC squadron for you, without using a command point (like SC fleet supply), and, when ready, it will lanuch it at the target. im sure its possible, have an 'ability' that builds an actual SC squadron and give it targetting co-ordinates for as soon as it leaves the TT/Carrier, and on the way the BPSC would be able to return fire with its flak cannons. that, in my opinion, REALLY simplifies things, while maintaining the micro needed and the balance of using SC.
so, i was looking at the backstory, i saw you updated it, but are still missing some things:
Ship of the Line class wasnt referenced in the basic changes at the very top of the page or in explaining what Lancers and Destroyers are/do (same goes for TT, but then we havent smoothed all that out yet so it can wait a bit)
Certain ability names we decided to change were left as is (for instance, Eyron Shield Depression was to be changed to Shield Assault and Unity was to be changed to Strength of the Unity)
ill finish the SotL backstory and specs sometime today (my time) so we can put them up top
and... i just had a hilarious random thought: what if the Arlow TT looked like the Serenity from Firefly =P
Hey, the forum is working, so I'll edit in blue...
wow! looks fantastic! i have no problems with this design at all Thanks. Just curious, but what do you like more? The Gartel or the Eyron? I like the Eyron more...just a question, at the backs of the wings... those will appear to be engines as well as at the back right? i just think it will look silly if its just a blank space, and putting some 'engines' there wont affect anything negatively It would be like the inside of the Kortul's "wings."how about, a sound when the SC is launched (like any other ability sound) and then do some crappy sound recording that sounds like the in-game announcer that says "Our ships are being boarded!" (ala "our fleet is under attack!")? That would only play for the person that launches it... Like I said, I'll check to see if there is a way...okay then, but then each RSC will have to be able to counter either all or the most common elements of the assault. for instance, if all BPSC did was damage hull and stop abilities, then all RSC would have to do is repair the hull and reduce intensity/duration/increase time between ability disbles. as it is, each BPSC assualt is different so TEC RSC may be more effective vs Vas and TEC BPSC than against Advent BPSC, and Advent BPSC may be more effective vs Vasari because Vasari use their abilities much more than TEC etc etc... Okay...i was talking about fighters, in particular the proposed Flare ability...i was saying so Fighters have an ability that reduces damage taken from other fighters by 50%, but Interceptors still rip Fighters to shreds, so what about Flak Frigs and anti-SC abilities, are these also not affected by the Flare ability? Flares affect everything. It gives fighters the chance to defend against flak (and ISC's, and anti-SC abilities)i do think BPSC need only anti-SC weapons... why would a slow moving StrikeCraft that is going to crash into a cap ship carry anti-cap weaponry? if by some stroke of luck you destroy the cap ship (in terms of reality, not game reality) before you are able to board it, whats the point? Okay.. Works for me...yeah, but some smart-ass will always try to circumvent the rules (i know, i am one). or even not, they might just use our mod in conjunction with Distant Stars or any other mod that increases fleet sizes, (why? because why choose between chocolate and strawberry when you can have them both?) and presto, spammable. the only thing is if its possible to code in a security feature somewhere thats stops our mod from being used in conjunction with another mod that changes fleet sizes... but i doubt its possible, and it wouldnt be good to prevent players from merging mods just to ensure one of our ships stays balanced. I know, but there is nothing we can do about cheaters... We balance it, they break it. Not our fault. Its like the people who are tired of being PWNed by the Orky so they make the Argonev move...and 3 Cap ship crews... so long as we boost cap ship crew research from 16 possible cap ships to like 26 or something, then sure (considering we wanted to limit SotLs to 3 per faction, 16 crews wont be enough) I want to leave it as is. You'll never truly need more than 6-8 caps. That is 7 which leaves you with 9, so you can get 3 SotL...okay... let me get this straight... ill go through how i would use this ship in battle:1. Build Troop Transport Ships2. Once built, join with fleet.3. Wait until AM has charged enough to build BPSC squadrons (however many)4. Engage in battle5. Send pre-made BPSC to attack certain targets (if you can find them, and if they havent been destroyed while sitting outside of their TT, not moving or attacking, like stunned mullets)(it would have to be like that otherwise they would be built, fly out, try to attack something and get destroyed)6. Once first salvo of BPSC has penetrated targets, build new BPSC squadron (AM permitting)7. New BPSC built and launched. if you can find them, and they havent been destroyed already, target each squadron at new targets8. Rinse and repeat.Am i the only one who thinks thats a little convoluted/flawed? There is this wonderful thing called the empire tree...I don't really like that idea... I want these to be TT's not ULC's...um... no, i wasnt saying change the name or anything, i was talking about TTs being some sort of hybrid Utility Cruiser and Light Carrier, not changing name or classification. if you take the paragraph where i talk about ULCs by itself and dont look at the next paragraph, all ive said is merge LC and TT functionality into one ship, and give it some abilities or something. look at it from a movie point of view: couldnt you imagine a fleet of 'light' carriers seiging a planet, launching 'BPSC' style SC at the planet or other ships, running Fighter sorties/Bombing runs against targets on the planet and in orbit, having a passive fleet buff that improves Squadron cohesion (Note 1) or some such, launching engineer crews (RSC) to help with operations on the ground or on friendly ships, so on and so forth. i mean really, there is no need to have two ships that just field SC (Note 2).Note 1: actually, thats an idea for an ability... something that makes 2 or more Squadrons of SC work better together? maybe have a fighter squadron be chased by an enemy squadron and have another friendly squadron chasing the enemy squadron in turn? mechanics would be increasing survivability of multiple squdrons and increasing combat effectiveness) I can't code that. Squadrons are independent... They don't interact with each other... Besides, the logo of the ship is just the average point of the squad. There is likely one behind the enemy ship anyways...Note 2: i know ive said it a million times, but i really think instead of building the SC manually, then clicking on them, and targetting them, have an ability button on the TT/Carrier itself where you click it and target it like an attack order or targetted ability. it automatically builds a BPSC squadron for you, without using a command point (like SC fleet supply), and, when ready, it will lanuch it at the target. im sure its possible (glad you are), have an 'ability' that builds an actual SC squadron and give it targetting co-ordinates for as soon as it leaves the TT/Carrier, and on the way the BPSC would be able to return fire with its flak cannons. that, in my opinion, REALLY simplifies things, while maintaining the micro needed and the balance of using SC. There is no way to do that that I can think of... You can't upload coordinates (and targeting info) from one ship to another...so, i was looking at the backstory, i saw you updated it, but are still missing some things:Ship of the Line class wasnt referenced in the basic changes at the very top of the page or in explaining what Lancers and Destroyers are/do (same goes for TT, but then we havent smoothed all that out yet so it can wait a bit) Yeah... Same reason.. Just not ironed out yet, so I didn't want to mention it...Certain ability names we decided to change were left as is (for instance, Eyron Shield Depression was to be changed to Shield Assault and Unity was to be changed to Strength of the Unity) Just haven't gotten around Just haven't done it yet...ill finish the SotL backstory and specs sometime today (my time) so we can put them up top. Okay... No offense, but I'll probably change a lot of it, but I'll keep as much of it as possible...and... i just had a hilarious random thought: what if the Arlow TT looked like the Serenity from Firefly =P No. Just no. I have an idea for it anyways...
Volt, the Eyron looks pretty nice, but I like the Astrom&Gartel, and also the Kramrock better. Unfortunately, I have no idea how to skin, AND I haven't got a 3-button mouse, so zoom is nonexistent on my Softimage install. Yes, the zoom would actually work, however I don't have the mouse buttons to use the control.
Also, what's an ~ time frame for the Nolane, and the Rashnak?
Also, moving Argonevs would be funny, but ultimately useless, as they would likely fail in the face of the Orkulus. And the Orkulus just looks better moving anyway.
Does that have to do with your hatred towards the Advent in general? Or is that just because you like the others more?
Try pressing down on the scroll wheel... Drag up to zoom in, drag down to zoom out... If you know how to use GIMP, then that is fine with me... I can teach the technicalities to anyone... The last mod I worked on, with Soviet, we wrote the guide on skinning... I know how, its just without a pad, I can't do anything... I am great at drawing, but without that all-important drawing pad (or skills with drawing with a mouse), I can't do anything...
Uhh.. For completion? Well, the Nolane hasn't even been started yet, but the Rashnak has the general shape done, but there is still a lot to be desired... I'll probably work (and finish) it next.
Its not funny... Its stupid, and I loathe (above hatred, but not quite to the point of abhorition...) the fact that people intentionally break the balance in this game so they can get their way. I want to add to the game to improve it. I see niches that could be filled while others see imbalance in perfect balance. They seek to make the game easier for them. I seek to make the game better for everyone.
And no, it didn't get destroyed by the orky... The Orky got slaughtered. Movement is an advantage. The Argo is good enough as is and movement made it unstoppable...
Well thank you for the scroll wheel tip. I just tried it on the site, and it did somethin', so I'll assume that that can work in XSI as well.
I have GIMP, but haven't really played with it much. I also haven't got a drawing-pad, especially as how I can't draw worth crap really.
Also, the Astrom is very similar to my Novalith Battlecruiser idea. Perhaps when both our mods are done a merged version? Most of the help with my mod that I need is in modelling the existing races new stuff. Particularly the Advent. LOL.
I'm surprised the Orky was eliminated. The Argo's weapons suite isn't as good. Was it the BIG RED BUTTON OF DOOM? Although a balancing thing would be to increase the damage of the Orky's weapons, and make it move faster or the Argo move slower. Either way the Orky would have a higher speed.
But a better alternative is the Mobile Star Fort. Check my post on my mod for info.
No problem... It took me forever to figure that one out... Actually, the way I did was my hand twitched (when someone poked my "funny" bone) and I accidentally pressed down the scroll wheel and shoved the mouse up. I realized that I had zoomed in so I could REALLY see the details on my ship... Needless to say, I started using that and now I'm good at modeling. I must say though.. Use Ctrl+D. It duplicates polygons and works kinda like an extrude function...
You never know, you might be good with mouse-art.
In the later stages, yes we will likely take some things from other mods. Ideally, Distant Stars, Legions, and Mad Scientist would be very much incorporated. MS doesn't really have anything aside from research, but it would also give a nice boost to this one. Its concept makes sense. Alien ships are advanced. As such, one of them can destroy 1000 tanks before going down. The same thing makes sense here.
Oh, and you do realize that if you want ur mod merged with this one, I am going to go nerf everything. You may not care about balance, but I most certainly do. As such, it looks like many of your ships are going to need a nerf of 50% of their damage.
Something I'd also like to do is go through and buff some of the Vasari ships. The Kortul needs to be fixed and have a slight DPS upgrade... The marauder needs to be buffed really badly because it is NEVER used. I also need to increase the power of the GRG because it does not even come close to DAM or PS (and requires more AM).
No it wasn't. It was just overall superiority. The Orky gets a better time in battle because of its movement. The Argo is better in just about every other way.
I've seen ur mod... I've responded to it...
GRG? what's that stand for?
While I USED to not use the Marauder much, I have quite frankly fallen in love with its ability to Stabilize Phase Space. Like you said, you can go anywhere with that one. But it does need some better combat capability. With the Kortul, I think that a slight DPS would be beneficial.
NERFING?! Well, there is a slight problem. While there should be SOME balance, there are some limits to what I can take. For example, the Taun'Shas Shadowsun MSF will have a lvl 6 ability called 'Activate Shadowsun Cannon'. Three guesses what this is gonna do. Essentially, the ULTIMATE DOOMSDAY DEVICE against enemy ships, NOTHING will survive it. Not even the an SB with full defensive upgrades and tier-8 research in armor/hull/shields and all that kind of stuff. What I want is it to do 40,000 damage.
You say OP? If it had the Kol's Gauss cooldown, then yes. But it doesn't. The Shadowsun Cannon can only be fired every say, 2-3 minutes. Additionally, about 75-85% of the Shadowsun MSF's AM is drained. That's some balance, but it won't save your SB. On the flipside, a lvl 10 Shadowsun will have nowhere near that much health overall, but will still have a hefty chunk. I think that to balance it, the other races' Lancers should get a lower AM cost and cooldown for their axial cannon ability.
That way, a pair or trio or even a quartet of Lancers will be able to take on the Shadowsun and win. The Cannon on the MSF will likely take out a Lancer, so a trio or quartet is a better idea. Closing range with a Destroyer or Battleship is a bad idea for the Shadowsun, as your ships will be within its range for longer than it will be in your ships range.
Guass Rail Gun
SPS is bugged.. It only works half the time...
Yeah, and in a previous mod, I discovered that having any ship destroy anything in one fell swoop is too much. It becomes a battle of who has the most of that ship... And you do realize how much people would hate u if u used that on their level 10 cap? They would spend the rest of their lives hunting you down.
That is more often than the superweapons which only fire once every 6 min... Try something more like once every 12 and cut its power in half and I might call it balanced...
Simply put, your mod is not balanced...
Wild guess, but the Eyron and Gartel would punch straight through the thing... Eyron's are darn near invincible and have the highest shields of anything in the game. Gartels have broadside...
No, as the Shadowsun Cannon has a fairly short cooldown for its power, but it consume 75% of the MSF's AM. Which means that it can't fire it often.
The Shadowsun would actually just chew up the Eyron/Gartel. Why? Here's why: 1st, the weapons give out high damage, particularly the Railguns.
2nd, the Shadowsun's weapons have much better range, so its already inflicting damage on the Eyron/Gartel or even the Lancers before the Shadowsun is in range of the destroyers' weapons.
3rd, the Shadowsun would likely fire its cannon at a destroyer, that's one down.
4th, the Shadowsun, at lvl 10 is a 7500 hull/5000 shield/15 armor ship. That's tough to take out with only a 60-65 DPS and abilities that can increase it to ~450.
Anyways, the Shadowsun Cannon will likely end up doing ~4000-5000 damage instead, but it bypasses shields.
Like I said... If we combine our mods, I'm balancing yours... Its gonna be a pain, but Legions will submit to my will...
Besides, I was talking about what would happen once its balanced... The Eyron is darn near invulnerable to anything that doesn't have phase missiles... Think Radiance, only with the shield/hull ration of a Guardian... When facing the TEC (or one of your races), the existence of an Eyron can make a big difference. It has the least power of any destroyer, but the most health. Every single ability it has has to do with shielding...
but the Shadowsun's Cannon will bypass shields. Besides, the fact is, I think that while I may not care much about balance, others do. So there will be some balancing in terms of the mod. Not quite everything equal, but fairly well set up.
An example- the Taun are good at guerilla warfare. They excel at engaging in neutrals, and have the research to render enemy colonies to dust.
My Scryers forsee a problem for the Eyron, and it comes from the Taun'Shas- the Manta Missile Destroyer.
The Manta is designed for flying through enemy fleets, shooting the place up. What makes it unique and what will allow it to simply pick apart an Eyron is the fact that the Manta will use Entrenchment's Fighter Physics. So it will be FLYING THROUGH enemy fleets. LITERALLY. While the Eyron unfortunately just sits there shooting things. Poor Eyron.
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