Fractal Softworks Forum

Starsector => Mods => Topic started by: AxleMC131 on March 13, 2017, 05:22:48 PM

Title: [0.8.1a] The Silent Armada (DISCONTINUED) v0.14 - Patching Things Up!
Post by: AxleMC131 on March 13, 2017, 05:22:48 PM
The Silent Armada (DISCONTINUED)
              Demo version 0.14 - For Starsector 0.8.1a              



(http://i.imgur.com/svN5jJ0.png)


IMPORTANT - PLEASE READ!
I really don't need to be saying this, but I should do this properly to make sure we don't have any confusion in future (and I'll replicate this in the OP shortly).

The Silent Armada is officially discontinued.

Sorry to those who were quietly awaiting a 0.9 update or patch. TSA was my first public attempt at a real mod, and while it was extremely useful in teaching me the basics of modding Starsector, it won't end up being a proper faction mod or anything like that, for several reasons:
   - The mod kicker was poorly thought out and would require a complete backstory and concept overhaul
   - The ship sprites are of low quality and were made with bad techniques
   - A number of fundamental concepts of the mod, such as the Phoenix Hull Composition and Flux Sink ship systems, were completely overambitious, overengineered, and I now see as a balancing nightmare that I really don't want to have to deal with.

So, apologies for leaving it hanging for so long - unless you've been on the Discord and you've caught my periodic mentions of TSA being discontinued - and I guess this is farewell to The Silent Armada.

BUT

That doesn't mean to say I don't intend to one day take inspiration from this mod in creating something new and original from scratch. It's definitely on my bucket list, and I've had a lot of time to think about it and play with new ideas. It won't be "The Silent Armada 2.0", but it would be a spiritual successor - and if you still have a liking for WWII naval ships, I'll be doing my best to imply that design; just a little more sensibly in a sci-fi setting.

And if you doubt my conviction, well...

Spoiler

... less fun for you I guess.  8)

(https://imgur.com/DdB9p8A.png)
[close]

For that reason, I will not accept any requests from people to update TSA to 0.9 on my behalf; use TSA sprites or scripts in other mods, or otherwise attempt to bring the mod or its content into the current Starsector modiverse. When/If I eventually have no need for my latent, original TSA content, I'll be sure to let people know. Until then, please be courteous and give me time to create something profoundly better from what was (in my opinion) a strong, if poorly thought-out, start into Starsector modding.

With that, until further notice, this is The Silent Armada checking out.



If you have a question related to compatibility or plans for the mod, please check the FAQ at the bottom of this page before you make a comment.


Download here:
http://www.mediafire.com/file/5o119rc0i1escc2/TheSilentArmada_Demo_v0.14.zip (http://www.mediafire.com/file/5o119rc0i1escc2/TheSilentArmada_Demo_v0.14.zip)



"Arrival"
(Backstory)

Spoiler

Three cycles ago, they arrived. A Hegemony outer system patrol was the first to pick them up on long-range scanners. A silent armada of unknown, unregistered spacecraft pushing their way through Hyperspace. The numbers where vast, the sensor signatures otherworldly, the power readings never before seen... Yet not a single vessel showed any lifesigns. As a single autonomous unit, they ponderously edged their way into Sector space, making no moves to attack. Scouts were sent to investigate, and confirmed previous suspicions – the vessels were uncrewed, running on the barest of autopilot essentials, and possibly had been for dozens of cycles. Maybe hundreds.

But the strangest bit? The ships carried no data. Other than the most basic of computer programs, not a single ship had any form of flight data stored on their drives, leaving the sector dumbfounded as to their purpose and origin. While clearly intended for human use, these ships were built from technology either far in advance of our own, or ancient to the point of being forgotten to the grips of time. They were built for war, that was certain. But a war against who? Or what? The sector couldn't know.

 Where had they come from? Were they sent many cycles ago by the old Domain, to travel through hyperspace until they reached the sector? If so, why would they carry no recordings or information? Perhaps they were merely leftover war vessels dismissed as junk, or the remnants of an ancient civilization making a desperate attempt to help their technology survive. Maybe the sector was not their final destination, but a waypoint in their endless, autonomous travels across the infinite star-speckled blackness of the universe.

Either way, the Hegemony has easily gained control of the plethora of warships. They have been relinquished of their autopilots and moved to Hegemony space where they may be examined by the best scientists, engineers and archaeologists the sector has. If they are lucky, some facts may be revealed, but for now, these weapons of war are an asset that cannot be wasted. So, they are being put to good use in the best way possible: Active military service.

[close]



"The Armada"
(Ships)

"The ships recovered from this Silent Armada, while in fairly good condition, do not appear to carry any forms of registration or classification. They appear to meet with Domain-standard conventions for tonnage, so the Hegemony has decided to classify many of these mysterious yet familiar vessels to help keep them organized. We have also noted that the flux-handling cores on each of these ships are uniquely configured to maximize ballistic firepower and resilience, at the expense of out-of-combat additional drive thrust. Now, I should like to introduce you to some of the craft we have so far examined and how we believe they would have performed in a military situation. Can I have the next holo-slide please?"
- A Hegemony military representative explaining the logistics of "adopting" ships from the Silent Armada.

Spoiler

Buckler Interceptor Drone Wing

(http://i.imgur.com/SS7kMLQ.png) (http://i.imgur.com/SS7kMLQ.png) (http://i.imgur.com/SS7kMLQ.png) (http://i.imgur.com/SS7kMLQ.png)

Pew pew pew!


Leadspitter Heavy Fighter Wing (UPDATED!)

(http://i.imgur.com/52ZepiH.png)   (http://i.imgur.com/52ZepiH.png)   (http://i.imgur.com/52ZepiH.png)

Does exactly what it says on the tin.


Encounter Torpedo Bomber Wing

(http://i.imgur.com/PjyGXge.png)   (http://i.imgur.com/PjyGXge.png)

Great balls of fire!


Sidewinder Rocket Skiff Wing

(http://i.imgur.com/a97LIGm.png)   (http://i.imgur.com/a97LIGm.png)   (http://i.imgur.com/a97LIGm.png)

I hope your point defence is up to the task...


Gatekeeper Heavy Fighter

(http://i.imgur.com/gsWx5Ia.png)   (http://i.imgur.com/gsWx5Ia.png)

Here to ruin your day.


Strider-class Corvette

(http://i.imgur.com/cMWcgxA.png)

Catch me if you can!


Reliant-class Gunboat

(http://i.imgur.com/aFcZrTq.png)

Out-think, out-gun, out-last.


Challenger-class Battleline Frigate

(http://i.imgur.com/2lhPMqi.png)

Everyone's favourite kiter.


Rambler-class Missile Boat

(http://i.imgur.com/29mchdL.png)

Nothing special, but it won't let you down.


Explorer-class Transport Scow

(http://i.imgur.com/SS7kMLQ.png)  (http://i.imgur.com/0fmbZHZ.png)  (http://i.imgur.com/SS7kMLQ.png)
(http://i.imgur.com/SS7kMLQ.png)  (http://i.imgur.com/SS7kMLQ.png)

Everyday military support ship. Features a dedicated Buckler escort.


Gambit-class Tug

(http://i.imgur.com/JHf6PEp.png)

Someone call for a tow?


Voyager-class Combat Carrier

(http://i.imgur.com/pYPTcEF.png)

Get into the thick of the battle.


Vengeance-class Battleline Destroyer

(http://i.imgur.com/5ARKG52.png)

Beware its deadly gun-play when its flux is high!


Triumph-class Hunter Destroyer (UPDATED)

(http://i.imgur.com/fcE359D.png)

Find, chase, kill.


Thunderbolt-class EW Artillery Destroyer

(http://i.imgur.com/XePdmkr.png)

Do you like massive lasers? Of course you do.


Haven-class Recovery Barge

(http://i.imgur.com/gNNOrSg.png)

The Silent Armada's answer to the Salvage Rig.


Matchmaker-class Battleline Cruiser

(http://i.imgur.com/uJWZw0j.png)

The epitome of sub-capital broadside combat. FIRE ALL THE GUNS!


Stronghold-class Hauler Cruiser

(http://i.imgur.com/5SnSXjE.png)

The combat freighter to end all combat freighters...

[close]



"The Arsenal"
(Weapons)

"... Not only did the Hegemony recover these ships from hyperspace, they found their cargo holds to be littered with blueprints and disassembled parts for a full military arsenal of mothballed weaponry. Missiles, cannons, you name it and these ships were carrying it. We have offered the Hegemony some of our best engineers, weapon technicians and archaeologists to assist with their investigation of the hardware, and in return they have granted us some 'prototype' assembled versions of these weapons for live field testing against our common Pirate enemy. The weapons that will soon be made publicly available to all Independent sub-nations are as follows..."
- A public service announcement by the Independents.

Spoiler

KIRB Launcher
(http://i.imgur.com/4aLVVlF.png)  (http://i.imgur.com/ehqCtWx.png)(http://i.imgur.com/ehqCtWx.png)(http://i.imgur.com/ehqCtWx.png)(http://i.imgur.com/ehqCtWx.png)
Low cost, EMP damage, maximum levels of chaos.


Fireball-class Torpedo Rack
(http://i.imgur.com/rYgiXli.png)  (http://i.imgur.com/VI43eIz.png)
Can you say "starburst"?
(Also available as a single-shot rack)


Goshawk ASM Launcher and Goshawk ASM Dual Launcher
(http://i.imgur.com/JDNIg6l.png)   (http://i.imgur.com/DaVODmn.png)   (http://i.imgur.com/zwqwnkw.png)
Give it time, then watch it fly!
(Also available as a single-shot rack)


Ares-class Torpedo and Ares Torpedo Launcher
(http://i.imgur.com/34Pc0np.png)   (http://i.imgur.com/dw40mJP.png)   (http://i.imgur.com/mU6rp4Q.png)
Armoured warhead, nuclear payload. Named after the Greek god of war for a reason...


Micro Repeater (NEW!)
(http://i.imgur.com/1vW8mKw.png)
An ultralight PD gun for hard times.


Light Flak Gun
(http://i.imgur.com/vaDjRSA.png)
Also known as the 'Anti-Missile Pop Gun'.


Woodpecker HMG
(http://i.imgur.com/KBvEUQA.png)
Dak-dak-dak...


Eris-class Salvo Cannon
(http://i.imgur.com/Il33nkC.png)
Charon's baby brother


Hades Gun
(http://i.imgur.com/FTdOWUx.png)
A sniper's best friend.


Dual Hades Guns
(http://i.imgur.com/1pOJEPS.png)
When you want more bang for your buck.


Cascade Autocannon
(http://i.imgur.com/xR6npET.png)
Riddle them with holes!


Hellhound Scattergun
(http://i.imgur.com/6s4CUe1.png)
A PD shotgun with a bite as bad as its bark...


Electra Phase Howitzer
(http://i.imgur.com/lkFPo6P.png)
Strike from afar.


Charon-class Salvo Cannon
(http://i.imgur.com/WvPiSKV.png)
I don't know what "composite lattice" shells are, but they pack a punch against shields!


Hellhound Battery
(http://i.imgur.com/y1BErfy.png)
Let nothing stand in your way.


Styx Phase Howitzer
(http://i.imgur.com/4z4UZbB.png)
The ultimate mortar weapon...


'Odin' Siege Laser
(http://i.imgur.com/cEDempt.png)
Split the battlefield in twain.
(Permanently fixed to the Thunderbolt-class destroyer)

[close]



"Combat Methods"
(Tips for piloting added ships in combat)
NOTE: The Silent Armada ships are highly unique and require a certain playstyle to use properly. While it is not vital to follow this guide, and you may choose to ignore it in order to maintain the sense of mystery the mod's backstory offers, it is recommended that confused or curious players take note.

Spoiler

General Spacecraft Traits
You will quickly find ships from this mod tend to have...
- Poor agility and low speed
- Decent armour and high hull integrity
- Broadside-focused weaponry usually using slightly larger-than-stock mount sizes for their class
- Almost exclusively ballistic weaponry, with the occasional missile mount thrown in and extremely rare energy mounts
- Low flux dissipation but high flux capacity

Further balancing is still to be done for campaign gameplay, with further traits (relative to stock vessels and within lore and reason) possibly including:
- High maintenance costs
- High minimum crew requirement
- Inefficient engines (high fuel usage per light year of travel)
- Weak stellar drives (low burn speed)

Combat Specialization
The Silent Armada vessels are mostly designed as highly standoffish, frontline, broadside combat vessels, able to damage-tank a fair amount and gradually push their way forward against an enemy force. This is portrayed in two key ways, using custom systems that are unique to TSA ships:

"Phoenix Hull Composition" is a shield alternative used by TSA ships as their primary defensive tool. It can be toggled like other types of shield with the right mouse button (or whatever your "toggle shield" keybind is) to engage a Damper Field-like ability. While active, the Phoenix Hull will greatly reduce damage taken by the ship, and actually repair damaged hull at a slow rate, while at the same time preventing passive flux dissipation, slowing turret turn rate, and generating hard flux at a fairly high rate.

"Flux Sink" ship systems come in several forms, on most TSA frontline combat ships (less common among support vessels). Their purpose is to generate a buff to an area of the ships' stats that scales with their current flux level, while also bleeding off a large quantity of flux in a short time. For example, the Vengeance's "Autoloader Flux Sink" increases ballistic rate-of-fire relative to the ship's flux level, dynamically changing as its flux goes up and down, as well as dissipating flux at a high rate. At 0% percent flux capacity, the buff is only minor, but at 100% capacity ballistic RoF is increased by up to 300% of its normal rate!

Spoiler
(http://i.imgur.com/JxqvrEw.gif)
[close]

The two above systems are designed to function in tandem. Though mutually exclusive in operation (Flux Sink systems disable the Phoenix Hull if it is active), they work together to produce exceptionally tough and powerful vessels provided their captain knows what they're doing. It may take some practice to fully get to grips with the TSA playstyle, but this is the basic checklist:
- Take pot shots at an enemy from range and a side-on position;
- Strafe closer when comfortable, enabling the Phoenix Hull to tank damage and build flux while keeping your guns on target;
- When you think you have enough flux stored up, activate your ship's Flux Sink system to unload fire/accelerate away/do something else with maximum effect;
- Through whatever means, deal a bunch of damage to the target and back off;
- Repeat.

Spoiler
(http://i.imgur.com/9dIXncg.gif)
[close]

The systems are also designed to be extremely versatile. The Phoenix Hull's ability to reduce damage means it can be used at a moment's notice to block heavy or even lethal damage to your ship - say, from torpedoes or a missile barrage. The Flux Sink systems, with their massive increase to flux dissipation, can be used as an alternative to active flux venting, which TSA ships are decidedly poor at doing, allowing much more control in combat when you need it most.

It should also be noted that TSA ships, with the radical uniqueness of their combat systems, do not benefit from the classic zero-flux engine boost sported by most ships in the sector. This makes them deceivingly slow off the mark, but once in a brawl you might not even notice.

TSA ships function best in a traditional battleline. In all circumstances, they will perform at their maximum capacity when adequately supported by a capable frontline of combat vessels - stock or not - allowing them time to fall back and repair hull when necessary. Without that it can prove a challenge to maintain an upper hand. When surrounded, cut off from support or under constant pressure, TSA ships will quickly falter, due to the cooldown of the Flux Sink systems and the constant flux generated by the Phoenix Hull - note that the Phoenix Hull, if left running until the ship reaches 100% flux, will cause the ship to overload just like a Phase Cloak, leaving the ship vulnerable. The Phoenix Hull also has lowered damage absorption against EMP damage, so TSA ships are often extremely vulnerable to ionizing weapons, having no reliable way to defend against them. You should also remember that while Flux Sink systems are active, the Phoenix Hull is disabled and so situational timing is vital to ensure you don't leave yourself defenseless.

To summarize: TSA ships focus on tanking damage, broadside gunplay, and abilities that scale with their flux level to create powerful ship-of-the-line vessels that trade mobility for firepower, resilience and extreme grace under pressure. Flux is no longer an overheat meter, but a power meter, and TSA ships can maintain combat potential even - and especially - at high flux levels, without needing to actively vent. The best combat performance will always be experienced with a capable supporting fleet, and a well-commanded TSA frontline can be used to deadly effect. You would do well to use them as such.

[close]



"New Discoveries"
(Changelog)

Version D 0.14 (Demo quickfix #6)

- Added weapon "Micro Repeater":
   - A cheaper, simpler, less mean alternative to the Vulcan Cannon

- Altered characteristics of hullmod High-Power Rangefinder:
   - Changed name to "Rangefinder Add-on"
   - No longer increases sensor strength
   - Now increases autofiring weapon accuracy
   - Cannot be installed on cruisers or capital ships

- Altered characteristics of Triumph Hunter Destroyer:
   - Changed medium turret types from COMPOSITE to MISSILE
   - Changed side small turret types from MISSILE to COMPOSITE

- Altered characteristics of Leadspitter Heavy Fighter:
   - Changed role to "Heavy Interceptor"
   - Replaced stock Light Machine Gun with Woodpecker HMG
   - Replaced stock Vulcan Cannons with new Micro Repeaters

- Added "Testbed" variants (armed with TSA weapons) for the following stock ships:
   - Lasher
   - Enforcer
   - Drover
   - Dominator
   - Onslaught
   NOTE: These variants will spawn in Hegemony fleets, and as a result of which Hegemony markets will usually stock more plentiful
   Silent Armada weaponry than other bases.

- Standardized engagement range of all fighters (except Buckler drone) to 4,000 to match stock baseline
- Flux Submunition on-hit EMP arcs now have a chance to pierce shields
- Added a slight detonation-at-range variation to Light Flak Gun projectiles
- Lowered range of fighter-specific Woodpecker HMG from 450 to 350 units
- Lowered projectile lifetime of Chaff Packets from 6 to 3 seconds

- Reconfigured several ship variant presets


Older changelogs:

Spoiler

Version D 0.13 (Demo content expansion #5)

- Added ship "Gambit-class Combat Tug":
   - A tugboat with more capable defences than its vanilla rival
- Added ship "Stronghold-class Hauler Cruiser":
   - A cruiser-sized combat freighter with an impressive defensive arsenal
- Added ship "Haven-class Recovery Barge":
   - The TSA answer to the stock Salvage Rig
- Added weapon "Hellhound Battery":
   - A triple-barreled large mount of the Hellhound Scattergun
- Added weapon "Styx Phase Howitzer":
   - A large rotary mount of the Electra Phase Howitzer
- Added weapon "Fireball-class Torpedo Rack" (and single-shot variant):
   - An atypical strike weapon that fires 'starburst' torpedoes
- Added hullmod "High-Power Rangefinder":
   - Slightly increases weapon range and sensor strength
- Added ship system "Chaff Packets":
   - An rapid-fire alternative to the stock Flare Launcher
- Added mission "04 - Brute Force"

- Altered characteristics of Thunderbolt EW Artillery Destroyer:
   - Changed role to "EW Destroyer"
   - Altered sprite (stole midsection from Triumph)
   - Removed two of the amidships turrets
   - Adjusted positions of other two
   - Raised flux dissipation from 250 to 300
   - Raised flux capacity from 5,200 to 5,500

- Changed Explorer ship system from stock "Flare Launcher" to new "Chaff Packets":

- Altered characteristics of Buckler Interceptor Drone:
   - Lowered hull integrity from 200 to 100
   - Lowered LPC fitting cost from 3 to 0 OP
   - Raised wing size from 3 to 4

- Altered characteristics of Encounter Torpedo Bomber:
   - Removed Hammer-class Torpedo Rack
   - Added Fireball-class Torpedo Rack

- Altered characteristics of Odin Siege Laser:
   - Raised turn rate from 2 to 5
   - Raised damage per second from 800 to 1,000
   - Lowered flux per second from 1,000 to 800

- Altered characteristics of Hellhound Carronade:
   - Changed role to "Area Denial"
   - Added tag "PD_ALSO" (Weapon will still target missiles, but will prioritize fighters and ships if in range)
   - Changed firing sound (now uses stock Devastator sound file)

- Slightly modified tags and hints for Goshawk missile variants
- Added new custom texture for single-shot missiles (used by Goshawk ASM (single) and Ares-class Torpedo)

- A selection of TSA ships can now be spawned as Simulator Opponents
- Previously missing ships now appear on the title screen
- Reconfigured several ship variant presets


Version D 0.12 (Demo quickfix #5)

- Added fighter "Buckler Interceptor Drone":
   - A cheap wing of agile, short-range drones each armed with a single machine gun.

- Altered characteristics of Gatekeeper Recon Fighter:
   - Changed variant name from "Recon" to "Heavy"
   - Changed wing name from "Recon Fighter" to "Heavy Fighter"
   - Enabled market spawning and dropping as loot (ie. removed tags "no_sell" and "no_drop")
   - Increased firing arc of rear turret from 270 to 360 degrees
   - Replaced wing-mounted Woodpecker HMGs with Hellhound Scatterguns
   - Lowered top speed from 200 to 150
   - Raised OP cost from 0 to 18
   - Lowered engagement range from 10,000 to 5,000 units
   - Increased wing size from 1 to 2
   - Raised rebuild time from 10 to 18 seconds
   - Raised base purchase cost from 4000 to 10,000
   - Raised rarity from 0 to 0.2

- Reconfigured fighter handling for Triumph Hunter Destroyer:
   - Removed fighter bay
   - Removed built-in Gatekeeper wing
   - Added stock hullmod "Converted Hangar" as built-in
- Reconfigured fighter handling for Explorer Transport Scow:
   - Removed built-in Gatekeeper wing
   - Added built-in Buckler wing

- Updated the mod-pointer line in each ship/weapon codex description to be less immersion-breaking.
- Updated several codex descriptions


Version D 0.11 (Demo quickfix #4)

- Added weapon "Hellhound Scattergun":
   - A shotgun-type weapon intended for point defence or short-range area denial

- Altered characteristics of Electra EM Mortar:
   - Changed name to "Electra Phase Howitzer"
   - Changed sprite
   - Changed projectile appearance
   - Changed collision type (no longer counts for friendly fire and can pass through objects)
   - Raised proximity trigger range from 60 to 100 units
   - Raised chargeup time from 0 to 1 second
   - Lowered chargedown time from 4 to 3 seconds
   - Added charge sound (stock "phase collision" sound effect)
   - Updated codex description
- Altered characteristics of KIRB Launcher (fighter-specific version):
   - Raised burst size from 2 to 4
   - Changed firing method from LINKED to ALTERNATING

- Reconfigured several ship variant presets


Version D 0.10 (Demo content expansion #4)

- Added ship "Triumph-class Hunter Destroyer":
   - A relatively quick destroyer with a powerful missile payload and a dedicated Gatekeeper fighter for escort

- Added ship system "Flux Submunitions"
   - Deploys swarms of guided submunitions that deal energy and EMP damage to ships
   - Drops the ship's hard flux level by 20% of its base flux capacity when used
   - Can be used up to three times in quick succession

- Thunderbolt EW Destroyer now uses system Flux Submunitions
- Gatekeeper Recon Fighter now uses system Flux Submunitions
- Reliant Gunboat now uses system Flux Submunitions
- Challenger Battleline Frigate now uses system Autoloader Flux Sink
- Altered various stats for Leadspitter Heavy Fighter:
   - Raised hull integrity from 300 to 500
   - Lowered armour rating from 75 to 30
   - Raised flux dissipation from 50 to 80
- Altered various stats for Gatekeeper Recon Fighter:
   - Raised hull integrity from 750 to 1000
   - Lowered armour rating from 100 to 75
   - Removed flare launcher
   - Now uses system Flux Submunitions

- Altered characteristics of 'Odin' Seige Laser:
   - Lowered damage-per-second from 1000 to 800
   - Lowered range from 1800 to 1500
   - Lowered turn rate from 5 to 2

- Altered characteristics of ship system "Supercharger Flux Sink" (now unused, may end up being removed):
   - Removed "jitter" effect on ship sprite
   - Changed weapon glow colour
   - Lowered chargeup/down times from 1 to 0.5 seconds
   - Raised cooldown from 10 to 15 seconds
   - Now uses stock "High Energy Focus" icon in status bar
   - Now disables shields while active
   - Energy weapons now generate 0% flux while active
   - Raised baseline buff to energy damage from +0% to +50% (still caps at +200%)

- Altered characteristics of ship system "Injector Flux Sink":
   - Now increases top speed by a flat value rather than a percentage modifier
   - Raised flux dissipation bonus from +50% to +100%
   - Raised maximum boost from 100 to 150
   - Raised base boost from 20 to 30

- Updated several codex descriptions


Version D 0.9 (Demo quickfix #3)

- Reconfigured weapons loadout for Gatekeeper Recon Fighter:
   - Replaced forward cannon with a Swarmer SRM Launcher
   - Replaced wing-mounted missile launchers with Woodpecker HMGs
   - Slightly altered weapon positions
- Reconfigured weapons loadout for Leadspitter Heavy Fighter:
   - Removed flare launcher
   - Replaced forward dual machine gun with a single machine gun
- Reconfigured weapons loadout for Sidewinder Rocket Skiff:
   - Added flare launcher

- Altered characteristics of Goshawk ASM Launcher:
   - Now has a ready-rack autoloader (similar to stock Pilum LRM Launcher)
   - Base 3 ammunition
   - Regenerates 1 ammunition every 20 seconds
   - Lowered cooldown from 30 to 10 seconds
   - Lowered ordnance cost from 6 to 5 ordnance points
- Altered characteristics of Goshawk ASM Dual Launcher:
   - Now has a ready-rack autoloader (similar to stock Pilum LRM Launcher)
   - Base 12 ammunition
   - Regenerates 2 ammunition every 20 seconds
   - Lowered cooldown from 30 to 10 seconds
   - Lowered ordnance cost from 12 to 10 ordnance points
   - Raised purchase base cost from 1600 to 1800 credits
- Raised the ordnance point cost of several weapons:
   - Cascade Autocannon:      10 to 11
   - Charon-class Salvo Cannon:   20 to 24
   - Eris-class Salvo Cannon:   5 to 7
- Electra EM Mortar now also deals 250 EMP damage per shot

- Lowered base ordnance point count of several ships:
   - Matchmaker:   180 to 170
   - Voyager:   75 to 70
   - Thunderbolt:   60 to 50
   - Challenger:   45 to 42

- Slightly altered all fighter sprites
- Reconfigured several ship variant presets


Version D 0.8 (Demo 0.8 compatability update - It's a coincidence I tell you!)

- NOW COMPATIBLE WITH STARSECTOR 0.8!
   - Ship, fighter wing, weapon and hullmod files all updated to match the new system
   - Reconfigured ships with flight decks/drone bays:
      - Voyager features 2 flight decks and stock "Reserve Deployment" system
      - Explorer features 1 built-in flight deck and stock "Flare Launcher" system
   - Reconfigured several ship variant presets
   - Reconfigured missions to match new carrier/fighter mechanics

- Added fighter "Gatekeeper Recon Fighter" (single-unit wing, built-in only)

- Changed Leadspitter primary weapon from Light Autocannon to Light Dual Machine Gun
- Lowered all fighter armour/hull values
- Raised all fighter speed/acceleration/turn rate etc. values
- Lowered all ship fuel capacities
- Balanced Ordnance Points for Thunderbolt and Voyager to match hullmod and carrier changes, respectively
- Updated several codex descriptions


Version D 0.7 (Demo combat overhaul #1)

- Introduced a new custom shield alternative for all TSA ships, "'Phoenix' Composite Hull":
   - Described in an inert built-in hullmod on all TSA ships (alternative description in the codex under "Ship Systems")
   - Can be toggled like a normal shield with your normal "activate shield" keybind
   - While active:
      - Reduces incoming damage to armour and hull by 90% (some discrepancy - EMP damage is only reduced by 45%)
      - Slowly repairs hull integrity
      - Doubles weapon and engine repair rate (not noted in description)
      - Reduces turret rotation speed by 75%
      - Prevents passive dissipation
      - Generates hard flux at a constant rate
   - Has adopted the additional static bonuses of the "Exotic Flux Core" hullmod (and replaced the latter):
      - Ballistic weapons generate 25% less flux in combat
      - Weapon mounts have 50% increased health
      - Ships do not benefit from zero-flux engine boost

- Altered characteristics of ship system "Autoloader Flux Sink":
   - No longer reduces weapon turn rate while active
   - Removed "jitter" effect on ship sprite
   - Changed weapon glow colour
   - Added 0.5 second cooldown time (for visual purposes)
   - Now uses stock "Accelerated Ammo Feeder" icon in status bar
   - Raised baseline buff to ballistic rate of fire from +0% to +50% (still caps at +200%)

- Altered characteristics of ship system "Injector Flux Sink":
   - Increased acceleration bonus to double that of the speed bonus
   - Changed visual effect to engine contrails
   - Now disables shields while active
   - Now lowers turn rate while active
   - Now uses stock "Burn Drive" icon in status bar
   - Raised baseline buff to top speed etc. from +0% to +20% (still caps at +100%)

- Lowered armour ratings of many TSA ships:
   - Reliant: 450 to 300
   - Challenger: 400 to 250
   - Explorer: 400 to 200
   - Rambler: 400 to 200
   - Strider: 180 (No change)
   - Vengeance: 750 to 500
   - Voyager: 600 to 500
   - Thunderbolt: 600 to 450
   - Matchmaker: 1300 to 1000

- TSA ships now carry the built-in hullmod "'Phoenix' Composite Hull"
- TSA ships no longer carry the built-in hullmod "Exotic Flux Core"

- Lowered Hades Gun turn rate from 50 to 35
- Lowered Dual Hades Guns turn rate from 30 to 25
- Removed clip-loading ammo system for Light Flak Gun (now fires same as prior to vD 0.5)

- Added a custom hull style for all TSA ships
- Fixed description not showing for ship system "Dedicated Fighter Escort" (x3, as on Voyager)
- Slightly extended KIRB Launcher rocket flight duration after flameout
- Updated mission tactical briefings with more up-to-date tips, as per above combat system changes


Version D 0.6 (Demo content expansion #4)

- Added ship "Strider-class Corvette" with:
   - New ship system "Injector Flux Sink"
- Added weapon "Ares Torpedo Launcher"
- Added weapon "Eris-class Salvo Cannon"

- Lowered purchase base price of Explorer-class Transport Scow from 9000 to 6000 credits

- Raised tech-level of Charon-class Salvo Cannon from 1 to 3 (hidden stat, affects the spawning of weapons in campaign markets)
- Altered several stats for ship system "Autoloader Flux Sink" (balancing attempts):
   - Now disables shields when activated
   - Now reduces weapon turn rate by 90% when activated
   - Venting rate is now a constant +50% (previously changed with flux level)
   - Raised maximum buff to ballistic rate of fire from +150% to +200% (at max flux level)
   - Removed charge up and down times (were 1 second each)

- Reconfigured several ship variant presets


Version D 0.5 (Demo content expansion #3)

- Added story-based mission "01 - Learning On The Job"
- Added story-based mission "02 - House Party"
- Added story-based mission "03 - Wild Goose Chase"
- Added a generic icon for TSA missions (placeholder, subject to change)
- Added fighter "Sidewinder Rocket Skiff" with:
   - KIRB Launcher (fighter-only variant with altered characteristics)
   - Woodpecker HMG (fighter-only variant with alternative smaller sprite)

- Raised KIRB Launcher emp damage from 150 back to 200
- Light Flak Gun now reloads on a 5-round clip
- Lowered Hades Gun and Dual Hades Guns range from 750 to 700 units
- Altered characteristics of Cascade Autocannon:
   - Removed ammo limit (was 12)
   - Removed ammo reload
   - Removed burst delay
   - Raised chargedown time from 0.1 to 0.3333 seconds
   - Raised damage from 60 to 75
   - Raised flux per shot from 75 to 90
   - Raised range from 700 to 800
- Altered characteristics of Electra EM Mortar:
   - Lowered proximity range from 100 to 60
   - Lowered inner damage range from 100 to 75
   - Lowered outer damage range from 250 to 180

- Altered various stats for Vengeance-class Battline Destroyer:
   - Changed front small missile turret arcs from 225 to 270 degrees
   - Changed amidships small ballistic turret arc from 210 to 360 degrees

- Changed name of hullmod "Rewired Flux Dispersal" to "Exotic Flux Core"
- Ship system "Autoloader Flux Sink" now allows ballistic weapons to fire at 0 flux cost while active (experimental, subject to change)
- Reconfigured several ship variant presets


Version D 0.4 (Demo content expansion #2)

- Added weapon "Ares-class Torpedo"
- Added weapon "Woodpecker HMG"
- Added weapon "Charon-class Salvo Cannon"
- Added weapon "Goshawk ASM Dual Launcher"
- Added ship "Matchmaker-class Battleline Cruiser"
- Added hullmod "Grounded Hull" (for 4/8/12/22 OP):
   -  -50% EMP damage taken
   -  -25% sensor profile

- Altered characteristics of KIRB Launcher:
   - Altered sprite
   - Lowered base ammo capacity from 24 to 20
   - Raised burst size from 3 to 4
   - Lowered damage from 150 to 120
   - Lowered EMP damage from 200 to 150
- Altered characteristics of Goshawk ASM Launcher:
   - Introduced a new launcher sprite
   - Loaded missiles are now rendered
   - Removed ammo limit (was 5)
   - Raised reload time from 3 to 30 seconds
   - Lowered damage from 1000 to 800
   - Lowered purchase base cost from 1100 to 800 credits

- Altered various stats for Challenger-class Battleline Frigate:
   - Altered sprite
   - Removed front hidden missiles mounts
   - Changed front-most turret from BALLISTIC to COMPOSITE
   - Lowered base ordnance points from 55 to 45
   - Changed shield type from FRONT to OMNI
   - Lowered shield arc from 105 to 90 degrees
   - Lowered deployment/repair/maintenance costs from 6 to 5
   - Lowered purchase base cost from 12,000 to 11,000 credits
- Altered various stats for Voyager-class Combat Carrier:
   - Changed shield type from OMNI to FRONT
   - Raised shield arc from 150 to 180
   - Altered stats of ship system:
      - Added new form of "Dedicated Fighter Escort" system (independent to that used by the Explorer)
      - Raised maximum drones deployed from 1 to 3
      - Raised number of uses from 3 to 6

- Reconfigured several ship variant presets to use more modded weapons
- Renamed "Wanderer" to "Rambler" and class from "Missile Frigate" to "Missile Boat"
- Slightly altered Cascade Autocannon hardpoint texture
- Fixed incorrect collision class for Goshawk missile (no longer counts for friendly fire)
- Previously missing ships now appear on the title screen


Version D 0.3 (Demo quickfix #2)

- Added codex descriptions for Explorer and Voyager
- Added new hullmod "Compact Warheads" (for 10/20/30/50 OP):
   -  +25% missile damage
   -  -10% missile speed and turn rate

- Lowered Reliant deployment/repair/maintenance costs from 5 to 4
- Raised Vengeance purchase base cost from 20,000 to 22,000 credits
- Raised Thunderbolt purchase base cost from 28,000 to 32,000 credits
- Altered various stats for Leadspitter Heavy Fighter:
   - Raised max speed from 130 to 140
   - Lowered armour rating from 125 to 100
- Altered various stats for Encounter Torpedo Bomber:
   - Raised armour rating from 100 to 150
   - Lowered hull integrity from 750 to 700
   - Raised shield arc from 105 to 120 degrees
   - Raised purchase base price from 12,000 to 12,500 credits


Version D 0.2 (Demo content expansion #1)

- Added ship "Thunderbolt-class EW Artillery Destroyer" with:
   - New ship system "Supercharger Flux Sink"
   - New built-in weapon "Odin Siege Laser"
- Added ship "Wanderer-class Missile Frigate"
- Added weapon "KIRB Launcher"


Version D 0.1 (Demo quickfix #1)

- Added a custom icon for the "Rewired Flux Dispersal" hullmod
- Changed Reliant ship system to Autoloader Flux Sink (same as Vengeance)
- Lowered Explorer deployment cost from 4 to 3


Version D 0.0 (Demo release)

Additions:
- Reliant-class Gunboat
- Challenger-class Battleline Frigate
- Vengeance-class Battleline Destroyer
- Leadspitter Heavy Fighter
- Voyager-class Carrier
- Encounter Torpedo Bomber
- Explorer-class Transport Scow
- Hades Gun
- Dual Hades Guns
- Electra EM Mortar
- Light Flak Gun
- Goshawk ASM Launcher (+ single mount)
- Cascade Autocannon
- Built-in hullmod "Rewired Flux Dispersal" to specialize modded ships
- Mission "TSA TESTING" for testing and balancing of the above added ships

[close]



"Public Relations"
(FAQ)

Spoiler

Where do I find the ships in the campaign?
At present you can't - ships are only implemented in the included missions. It is planned to introduce them into the campaign at a later date through existing (stock) factions.

Where do I find the weapons in the campaign?
Added weapons will spawn randomly in markets on planets and stations, along with fighter LPCs. (Hegemony markets ought to stock relatively more weapons.) Hullmods are available to the player from the start.

Is 'The Silent Armada' compatible with Nexerelin? Dynasector? Starsector Plus?
It should be, since it doesn't add anything to the campaign except the chance for weapons and fighter LPCs to spawn in markets. If you try TSA along with any of above mods however you're out of my league of technical support, so I can't help you if it doesn't work.

Will there be more/bigger ships in future?
You bet! I'm satisfied with logistics ships for now, but I have plans for at least two capital combat ships. Spriting is harder to do for bigger ships of course, and I'm a little out of practice, so you won't see those for some time.

I can't fly the ships in combat!
Having difficulty understanding their purpose? Check the "Combat Methods" tab on this page for a detailed guide to Silent Armada spacecraft in combat.

When will this mod be released (no longer a "Demo")?
The Silent Armada will lose its Demo status once I implement the ships into the campaign. I'd rather have more content first however, so that may not be for a while.

Are the ship designs based on WWI/II naval ships?
Absolutely right! War-era and modern naval vessels are a big part of my inspiration for this mod, and you can see that most obviously in the design of the ships.

[close]




This is my first ever publicly-released mod for Starsector, and I really hope you enjoy it, even in its current stage of infancy. All feedback is gratefully accepted in the comments below, and questions and suggestions for balancing doubly so.

Thanks hugely for taking the time to stop by. Have a great day!

- Axle


Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: RandomnessInc on March 13, 2017, 05:41:52 PM
Looks good so far, quite a lot of content for first release so I commend you on that.  ;D
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: AxleMC131 on March 13, 2017, 05:46:55 PM
Looks good so far, quite a lot of content for first release so I commend you on that.  ;D

... I have 5 ships, 2 fighter wings, 6 weapons and 1 mission. It's really not a lot.  ;) But thanks for the encouraging words!  ;D
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: Weltall on March 13, 2017, 08:02:24 PM
O.O I am loving it that they actually look designed after actual sea ships. Kind of makes me think the navy being involved in the design of spaceships. Their mystery is definitely making me wonder what has happened :D I am looking forward to the next slide for sure!
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: cjusa on March 13, 2017, 09:24:57 PM
I like the look of the flak cannon. It reminds me of an anchor...
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: AxleMC131 on March 13, 2017, 11:00:02 PM
I like the look of the flak cannon. It reminds me of an anchor...

*Turns image upside down* Huh. So it does. XD The bit at the front is supposed to be a shrapnel shield, as you may see on modern naval AA guns.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: RandomnessInc on March 14, 2017, 05:16:30 AM
Totally reminds me of a steampunk patria navy :P
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: AxleMC131 on March 14, 2017, 03:21:43 PM
Just a little. ;)
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: AxleMC131 on March 14, 2017, 05:46:17 PM
Quick question: Would people like a brief set of tips/advice in the OP on how to fly and fight the introduced ships? They are highly unique in combat, and may require a push in the right direction to function adequately. Or, would players prefer to leave the proper usage of these vessels to the same mystery as the rest of the mod, and discover it themselves by trial and error?
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: gofastskatkat on March 14, 2017, 06:42:06 PM
Quick question: Would people like a brief set of tips/advice in the OP on how to fly and fight the introduced ships? They are highly unique in combat, and may require a push in the right direction to function adequately. Or, would players prefer to leave the proper usage of these vessels to the same mystery as the rest of the mod, and discover it themselves by trial and error?

Why not put it in a spoiler tab thingy like others do? That way if we want to know we can see, if we want to figure it out, then we can look
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: NightKev on March 14, 2017, 07:02:26 PM
Why not put it in a spoiler tab thingy like others do? That way if we want to know we can see, if we want to figure it out, then we can look
Too bad this isn't Github or I'd add a :thumbsup: to your post. Instead, have this reply wherein I say "+1".
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: AxleMC131 on March 14, 2017, 07:06:00 PM
Why not put it in a spoiler tab thingy like others do? That way if we want to know we can see, if we want to figure it out, then we can look
Too bad this isn't Github or I'd add a :thumbsup: to your post. Instead, have this reply wherein I say "+1".

Haha, I'll take that as a "put tips in a spoiler please" response. ;) I'll get on to that ASAP. Think of it as my birthday present to you!

EDIT: Done! For those who are curious or need a little assistance, open the spoiler tab under the new "Combat Methods" section of the OP.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: PyroFuzz on March 16, 2017, 07:56:44 AM
This honestly is a really cool mod, and i hope you finish it soon!
I hope the scales of the ships are little bigger, but other than that it seems pretty good!

Keep it up  :)
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: AxleMC131 on March 16, 2017, 02:26:32 PM
This honestly is a really cool mod, and i hope you finish it soon!
I hope the scales of the ships are little bigger, but other than that it seems pretty good!

Keep it up  :)


Glad you like it! :D What exactly do you mean by the scales of the ships btw? If you're asking if there will be cruisers and capital -sized ships in future, then yes I do have plans for those.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.1
Post by: AxleMC131 on March 16, 2017, 10:02:16 PM
Minor Update: Version D 0.1 (Demo quickfix #1)

Check the OP changelog for details.

Please remember that I want to hear suggestions for balancing TSA ships' and weapons' stats against stock equipment! All recommendations welcome!
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.2
Post by: AxleMC131 on March 21, 2017, 09:49:54 PM
Update: Version D 0.2 (Demo content expansion #1)

- Added ship "Thunderbolt-class EW Artillery Destroyer" with:
   - New ship system "Supercharger Flux Sink"
   - New built-in weapon "Odin Artillery Laser"
- Added ship "Wanderer-class Missile Frigate"
- Added weapon "KIRB Launcher"

Check the OP for more details.

Please remember that I want to hear suggestions for balancing TSA ships' and weapons' stats against stock equipment! All recommendations welcome!
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.2
Post by: Toxcity on March 24, 2017, 12:29:03 PM
I've only played with them in the test mission for a bit, but nothing seems especially over- or underpowered.

The Reliant can probably use a reduction in supply usage per month and for deployment. It needs to take some damage to fight, and has no missiles.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.2
Post by: AxleMC131 on March 24, 2017, 02:30:41 PM
I've only played with them in the test mission for a bit, but nothing seems especially over- or underpowered.

The Reliant can probably use a reduction in supply usage per month and for deployment. It needs to take some damage to fight, and has no missiles.

Excellent, thanks heaps for the feedback. :D I'll drop the costs from 5 to 4 - on a pair with the Lasher.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.3
Post by: AxleMC131 on March 26, 2017, 06:42:31 PM
Update: Version D 0.3 (Demo quickfix #1)

Added some previously missing codex descriptions and a new always-available hullmod, as well as performing a bunch of miscellaneous ship stat balances.

Check the OP for more details.

Please remember that I want to hear suggestions for balancing TSA ships' and weapons' stats against stock equipment! All recommendations welcome!
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.3
Post by: AxleMC131 on March 27, 2017, 04:15:04 AM
Today after another combined salvage operation, the Hegemony department for Military Technology was asked the following question, somewhat cryptically, by a spokesperson for the Independents:

"What's big, red and white, and carries enough nuclear material to irradiate a small moon?"

Spoiler

The answer was given swiftly and just as cryptically:

"We aren't quite sure yet. All we know is that we call it 'Ares'."


(http://i.imgur.com/Hh54vCg.png)   (http://i.imgur.com/fS8aaCJ.png)

(Practice target from Tartiflette's "Target Practice" mod: http://fractalsoftworks.com/forum/index.php?topic=9438.0 (http://fractalsoftworks.com/forum/index.php?topic=9438.0) )

[close]


SoonTM  8)
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.0
Post by: PyroFuzz on March 27, 2017, 01:57:38 PM

Glad you like it! :D What exactly do you mean by the scales of the ships btw? If you're asking if there will be cruisers and capital -sized ships in future, then yes I do have plans for those.

Oh yeah, sorry, i figured that out a while later, I was just thinking that there were a little to many guns for what it was, but i read a little more and figured out that's kinda normal for what it was.

I got another suggestion, you could make ships based on real navy ships! Like you could do an example such as: http://www.naval-history.net/Photo07mlAbdiel1NPBobHanley.jpg   It could be in your style but along the lines of it. That would be cool!

PS: New Ship is really cool!
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.3
Post by: AxleMC131 on March 27, 2017, 02:36:28 PM

I was just thinking that there were a little to many guns for what it was, but i read a little more and figured out that's kinda normal for what it was.


Aye, it's all part of the theme. And I'm trying to keep weapons balanced between the front and back of vessels, so to really get the best out of their firepower you have to engage in broadside combat.




I got another suggestion, you could make ships based on real navy ships! Like you could do an example such as: http://www.naval-history.net/Photo07mlAbdiel1NPBobHanley.jpg   It could be in your style but along the lines of it. That would be cool!


What, you thought I wasn't basing these on WWII-to-Modern naval designs?  8) Look at the ships more closely. They're already designed in that way: angled bow; curved stern; in-line heavy turrets forward and back concentrating fire to broadsides; bridge superstructure amidships... It's all part of the theme.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: AxleMC131 on April 03, 2017, 05:07:55 PM
Major Update: Version D 0.4 (Demo content expansion #2)

Weapons galore! Other than a bunch of mechanical changes to some of the existing weapons, this version adds four new weapons to the mod as well as a new ship: the "Matchmaker", TSA's first ever cruiser!

Also includes miscellaneous alterations, graphical updates and fixes.

Check the OP for more details.

Please remember that I want to hear suggestions for balancing TSA ships' and weapons' stats against stock equipment! All recommendations welcome!
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: Toxcity on April 03, 2017, 07:11:02 PM
Nice to see this still going. Will definitely try out the update.

Also, it would be nice to have more of a proper engagement mission. It would be more indicative of how they function together when facing a similarly numbered force. It would also be a good way to put some lore ingame.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: AxleMC131 on April 03, 2017, 08:32:11 PM
Nice to see this still going. Will definitely try out the update.

Also, it would be nice to have more of a proper engagement mission. It would be more indicative of how they function together when facing a similarly numbered force. It would also be a good way to put some lore ingame.

I know, and I've got a plan for one or two missions to "get people into the swing of the mod" as it were. Once I introduce the ships into the campaign (still stuck on how to mod a new faction for now, but I'm capable of adding ship variants to an existing faction) I'll probably be able to get my head more around how the "storyline" plays out over time, but for now I'm just trying to create more foundation content (ships and weapons) in order to have something to put into such missions. Either way, proper story-based missions should be introduced very soon.



EDIT: Man, when I put my mind to something, things happen fast! The first of (hopefully) several somewhat-story-based missions based on The Silent Armada backstory and integration. This one aims to introduce players to the basic combat doctrine of TSA ships.

Spoiler

(http://i.imgur.com/tvO2TII.png)

[close]
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: AxleMC131 on April 05, 2017, 06:49:59 PM
A little sneak peak at a new WIP fighter that you'll see in the next TSA update!

https://youtu.be/rJLdFIy0yzQ
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: Lancefighter on April 07, 2017, 08:38:55 PM
Im pretty excited for this group of ships, particularly going into .8, as since ironclads has been discontinued there arent any real broadside centric ships around. So.. I took the time to screw with it, and see how things play out.

Most of this feedback is from the point of view of someone trying to find setups to solo the introduction mission using the battleline destroyer in various fits, trying to stick as much as possible to in-faction weapons. (also, starsector+ I think is the only mod that changes anything installed). I did do some fiddling with the simulator as well.

Taking things roughly in teh same order as the OP, for my organization's sake:

Kirb rockets felt okay. I dont think it was actually stated on them that they were rockets, which surprised me at first. The destroyer's missile mounts were awful (read: not on the broadside) which made them difficult to use.

Goshawk missile seems alright. Permanent reloading on a light slot is really strong though, so some stock ships might be really excited about this.

Ares torp is whatever. I dont like torps very much..

Light flak gun is 10/10. I love flak on small mounts, it feels like the only thing that can deal with missiles. With that said, it deals with missiles far too well, as flak tends to do.

Hades gun (and medium version) feels alright. The turret versions turn really fast though, not sure what the numbers are on that. Between their turn speed and their range, explosive bullets tend to be the first thing to hit an enemy that gets nearby. Which is kinda iffy if they have shields at all, but hey, thats just me being bad at managing guns.

I feel like I really cant get behind the cascade autocannon. For the faction's primary kinetic weapon system, it feels very underwhelming and just kinda not actually able to do anything. The standard heavy autocannon preformed better than it in a couple trials. Primarily, the weapon's range seemed like a big issue, at 700 range it is shorter than the TSA explosive options, which feels weird. I am also very used to a slightly different combat model, as most of the time I play the game its been under Project Ironclads, which as a TC gets to do fun things with everything. With that said though, It might be an idea to reload the cascade autocannon in magazines - If it reloaded 12 shots at a time 10 times a minute (for the same total bullets/minute it has now) it might feel better off. In general though, I feel like it deals small burst to begin with (720 total damage, over the course of ~1.2s). Again, compared to the heavy autocannon, it too quickly just becomes a ~120 dps medium gun.
Another point on this - from what I understand I dont think the special ability of the mod benefits this at all. Higher rof just means it burns through ammo faster, but still deals the same somewhat low dps. This is probably why I saw such marked difference with a standard weapon.

And uhh.. The Electra mortar thing,,, You can nearly solo the entire mission on one of the frigates with two of those attached. Its a bit strong. Im not sure how aoe falloffs work as far as modding, but its inaccuracy doesnt matter when its explosion radius rivals most planets. its only 'downside' is that stray asteroids can trigger it, but its really hard to mess up its long range + good dps + forgiving accuracy. I feel like the main thing keeping this weapon from being stupidly good is that the base TSA ships are slow. Glacially slow.


Which really brings me to the ships as a whole seem kinda weird. They cant keep speed with a ship a size level above them due to zero flux speed boost. The battleline frigate is 150, compared to a lasher's 120 .. Let alone a wolf's 150 base. Or others even higher. Its probably actually the most competitive, given that its the only frigate in the fleet that doesnt get outrun by a hammerhead. A ship that cant run from anything should be probably be expected to out-brawl/out-survive whatever catches up to it so it can get away, or blow the other one up, and I really dont feel like the ships here can. The light slot flak gives them a lot of staying power due to their ability to ignore missiles, but I feel like they need a little more than that.
The bomber feels uh.. Terrible. Ive never been a huge fan of bombers in the game, but they seem really reluctant to shoot their load, and often its useless load anyway. The fighters seem like generic fighters though which are alright. Do they also not get the zero flux speed though? that would be kinda awful for them if they didnt.



Uh.. Vague tldr: The ships seem overall to lack staying power(possibly purely speed related, possibly defense stat/flux related). The cascade autocannon is awful. The hades is probably *slightly* too good, if only for its range. Flak is great.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: AxleMC131 on April 07, 2017, 10:18:51 PM
Spoiler
Im pretty excited for this group of ships, particularly going into .8, as since ironclads has been discontinued there arent any real broadside centric ships around. So.. I took the time to screw with it, and see how things play out.

Most of this feedback is from the point of view of someone trying to find setups to solo the introduction mission using the battleline destroyer in various fits, trying to stick as much as possible to in-faction weapons. (also, starsector+ I think is the only mod that changes anything installed). I did do some fiddling with the simulator as well.

Taking things roughly in teh same order as the OP, for my organization's sake:

Kirb rockets felt okay. I dont think it was actually stated on them that they were rockets, which surprised me at first. The destroyer's missile mounts were awful (read: not on the broadside) which made them difficult to use.

Goshawk missile seems alright. Permanent reloading on a light slot is really strong though, so some stock ships might be really excited about this.

Ares torp is whatever. I dont like torps very much..

Light flak gun is 10/10. I love flak on small mounts, it feels like the only thing that can deal with missiles. With that said, it deals with missiles far too well, as flak tends to do.

Hades gun (and medium version) feels alright. The turret versions turn really fast though, not sure what the numbers are on that. Between their turn speed and their range, explosive bullets tend to be the first thing to hit an enemy that gets nearby. Which is kinda iffy if they have shields at all, but hey, thats just me being bad at managing guns.

I feel like I really cant get behind the cascade autocannon. For the faction's primary kinetic weapon system, it feels very underwhelming and just kinda not actually able to do anything. The standard heavy autocannon preformed better than it in a couple trials. Primarily, the weapon's range seemed like a big issue, at 700 range it is shorter than the TSA explosive options, which feels weird. I am also very used to a slightly different combat model, as most of the time I play the game its been under Project Ironclads, which as a TC gets to do fun things with everything. With that said though, It might be an idea to reload the cascade autocannon in magazines - If it reloaded 12 shots at a time 10 times a minute (for the same total bullets/minute it has now) it might feel better off. In general though, I feel like it deals small burst to begin with (720 total damage, over the course of ~1.2s). Again, compared to the heavy autocannon, it too quickly just becomes a ~120 dps medium gun.
Another point on this - from what I understand I dont think the special ability of the mod benefits this at all. Higher rof just means it burns through ammo faster, but still deals the same somewhat low dps. This is probably why I saw such marked difference with a standard weapon.

And uhh.. The Electra mortar thing,,, You can nearly solo the entire mission on one of the frigates with two of those attached. Its a bit strong. Im not sure how aoe falloffs work as far as modding, but its inaccuracy doesnt matter when its explosion radius rivals most planets. its only 'downside' is that stray asteroids can trigger it, but its really hard to mess up its long range + good dps + forgiving accuracy. I feel like the main thing keeping this weapon from being stupidly good is that the base TSA ships are slow. Glacially slow.


Which really brings me to the ships as a whole seem kinda weird. They cant keep speed with a ship a size level above them due to zero flux speed boost. The battleline frigate is 150, compared to a lasher's 120 .. Let alone a wolf's 150 base. Or others even higher. Its probably actually the most competitive, given that its the only frigate in the fleet that doesnt get outrun by a hammerhead. A ship that cant run from anything should be probably be expected to out-brawl/out-survive whatever catches up to it so it can get away, or blow the other one up, and I really dont feel like the ships here can. The light slot flak gives them a lot of staying power due to their ability to ignore missiles, but I feel like they need a little more than that.
The bomber feels uh.. Terrible. Ive never been a huge fan of bombers in the game, but they seem really reluctant to shoot their load, and often its useless load anyway. The fighters seem like generic fighters though which are alright. Do they also not get the zero flux speed though? that would be kinda awful for them if they didnt.



Uh.. Vague tldr: The ships seem overall to lack staying power(possibly purely speed related, possibly defense stat/flux related). The cascade autocannon is awful. The hades is probably *slightly* too good, if only for its range. Flak is great.
[close]

(Stuck the quote in a spoiler for my own peace of mind)

@Lancefighter: Thanks a million for giving me your thoughts on this! :D I'm really glad that there's a great mix here of points that I agree with, have some qualms about and disagree with, so to keep things organized (as I appreciate you did too) I'll respond in the same order.

KIRB Launcher: Yep, apologies if it wasn't clear the projectiles are unguided. I'll need to attend to that. They're roughly based on a weapon concept I had a long time ago but want to reserve for a future missile-centric mod, which was effectively an Annihilator Rocket Launcher but for Kinetic damage. Comparatively the KIRB launcher is a cheaper, lower-damage version of that concept, but with some additional EMP damage to make them a little more desireable (they're good for support, but don't really have the punch for much else).

As for their positioning on the Vengeance... Any ideas? :-[ I don't really want to move the physical turret mounts, but I think I shot myself in the foot when I placed them side-by-side on the sprite... Do you think they'd be better facing more to either side, or with a wider firing arc?

Goshawk ASM Launcher: The objective here was an interesting but easy-to-use Harpoon analogue that most mods seem to have these days, to perform as the "standard" missile weapon of choice. Originally it was available as a 5-shot launcher with a slow-ish reload (3 seconds), but it felt... Clunky. I converted it to an autoloader so it could be a true fire support weapon (also suggested by it's respectable range), and at the same time lowered its damage - Do you think it's overpowered? Bear in mind it can only fire once every 30 seconds (without Fast Missile Racks), which is slower than the Salamander, and does only slightly more damage than a Harpoon if it actually hits; Not sure how much testing you did on it, but it's pretty mediocre against small targets, which I feel balances it fairly well.

Ares-class Torpedo: I just wanted something huge to punish the biggest ships. 8) It's half again as much damage as a Reaper, has a higher top speed, better armour, and extended range. Hopefully this is balanced by it's slow acceleration (you'd be surprised how hard it can be to aim without a little practice) and it's obscene OP cost (4 for a single shot!).

If torpedoes aren't your thing - and they certainly aren't everyone's - then hopefully you found other things in the mod that more match your preference. Of course the ships in the mod do prefer a highly specific playstyle... But we'll get to that.

Light Flak Gun: You're not the only one who thinks it could possibly use a nerf. :P It does kinda delete missiles. On the other hand it's pretty useless against fighters, but that's a given, so maybe it does need a [slight] reduction in DPS. I don't want to raise its OP cost because it's supposed to be a standard PD weapon, not an amazing one.

Hades Gun: Definitely a niche weapon. I understand the problem of having HE weapons longer range than Kinetics - this one's intentionally... Backwards. It's one of the first weapons I created for the mod, and I wanted something that had better range and accuracy than the Light Assault Gun for a small ballistic mount. The Hades was what came from that.

As for turret rotation speed, I'm being fairly generous with that statistic for most weapons in the mod since they're designed to be used on broadside ships that don't have many hardpoints. I suppose I could just give the built-in hullmod all the ships have a buff to turret rotation speed, but that's starting to get way too busy as it is, so for the moment we'll stick with a higher baseline.

Cascade Autocannon: Another one that I'm well aware needs a bit of work. As you say, the fact that it's reload time is independent of the Autoloader Flux Sink system's ballistic rate-of-fire buff means it doesn't complement it at all, and this was definitely not intentional, and almost certainly will be altered in the near future. Using a clip system though... Hmm. There's a thought. I've been considering having a go with that reload method, so maybe the Cascade can be my guinea pig for that experimentation.

The idea of it was high burst damage but low sustained damage. If its initial/alpha damage is higher than the Heavy Autocannon, but its sustained damage is worse, then it's working as intended! Even so, maybe it needs a damage-per-shot increase. * Adds to list of "Things to Try Out" *

Electra EM Mortar: Hehe. Yeah, I may have been feeling a little evil when I designed this... ;D Even I know it's a niche weapon, which is why I think the total number of variants in the mod that use it is 1. It's killer against missiles and fighters, definitely, and it does have a wickedly large AOE field. This one's probably on top of the list of things that need a nerf.

As for the ships: Believe it or not, the slow speed is a key balancing act to counter their other (what I see, at least, as) huge benefits in close-combat. Specifically the battleline ships, they aren't really designed to back down. Perhaps that's a mistake on my part, what with my lack of real-world combat experience (I haven't read enough of it...), but with a little practice, again, you'll find they do wonders. I'm not rightly sure why you've been finding them hard to brawl with: Do you find yourself not having the damage to beat an opponent down, or are you getting surrounded easily? Needless to say, the ships are supposed to form a "battle line", and work best in groups rather than solo.

The fighters might need some work. I must confess myself as disappointed as you with the Encounter Torpedo Bombers. I have no idea what their AI trouble is - I mean, when it comes down to it, they're basically a Dagger with less speed and more armour! I haven't the foggiest how to better them without making them OP; the last thing I want to do is have a fighter carrying an Ares! :o

The Leadspitter is fun. No questions asked. :) It's slower than a lot of competitors, but it'll ruin to day of anything without decent armour.

Also the new fighter coming in the next update - called the Sidewinder (showcased in the above video link) - is hella fun. You may like that one a little more.



And a TLDR for you my good sir: You're on the money with a fair amount of your inadvertant speculations, and a lot of your issues with weapons are issues I also have and am now even more prepared to address. The ship combat playstyle is made to be challenging, and is extremely niche - it won't be for everyone, that's for sure, and it will take some practice, but I've spent quite some time playing around with the mod (why wouldn't I!?) and you can perform some epic plays if you get things right.

Between you and me, I'm also thinking about:
- An alternative to shields for the TSA ships (like Exigency or Knights Templar have) but I'm not yet sure how to code that - long term goal.
- Converting the Flux Sink ship systems into a built-in hullmod(s) that constantly scales flux venting and ballistic fire rate/whatever with flux level, saving the ship system slot for even more epic things.
When it comes down to it, for TSA ships I want flux to be less of "Oh damn, I have to back off!" and a little more "YES! Fill the power bar and UNLEASH FURY!!!" ;D Any thoughts you'd like to throw down on that?




... My word I use a lot of emoticons, don't I? :P
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: Lancefighter on April 07, 2017, 11:22:14 PM
Spoiler
Im pretty excited for this group of ships, particularly going into .8, as since ironclads has been discontinued there arent any real broadside centric ships around. So.. I took the time to screw with it, and see how things play out.

Most of this feedback is from the point of view of someone trying to find setups to solo the introduction mission using the battleline destroyer in various fits, trying to stick as much as possible to in-faction weapons. (also, starsector+ I think is the only mod that changes anything installed). I did do some fiddling with the simulator as well.

Taking things roughly in teh same order as the OP, for my organization's sake:

Kirb rockets felt okay. I dont think it was actually stated on them that they were rockets, which surprised me at first. The destroyer's missile mounts were awful (read: not on the broadside) which made them difficult to use.

Goshawk missile seems alright. Permanent reloading on a light slot is really strong though, so some stock ships might be really excited about this.

Ares torp is whatever. I dont like torps very much..

Light flak gun is 10/10. I love flak on small mounts, it feels like the only thing that can deal with missiles. With that said, it deals with missiles far too well, as flak tends to do.

Hades gun (and medium version) feels alright. The turret versions turn really fast though, not sure what the numbers are on that. Between their turn speed and their range, explosive bullets tend to be the first thing to hit an enemy that gets nearby. Which is kinda iffy if they have shields at all, but hey, thats just me being bad at managing guns.

I feel like I really cant get behind the cascade autocannon. For the faction's primary kinetic weapon system, it feels very underwhelming and just kinda not actually able to do anything. The standard heavy autocannon preformed better than it in a couple trials. Primarily, the weapon's range seemed like a big issue, at 700 range it is shorter than the TSA explosive options, which feels weird. I am also very used to a slightly different combat model, as most of the time I play the game its been under Project Ironclads, which as a TC gets to do fun things with everything. With that said though, It might be an idea to reload the cascade autocannon in magazines - If it reloaded 12 shots at a time 10 times a minute (for the same total bullets/minute it has now) it might feel better off. In general though, I feel like it deals small burst to begin with (720 total damage, over the course of ~1.2s). Again, compared to the heavy autocannon, it too quickly just becomes a ~120 dps medium gun.
Another point on this - from what I understand I dont think the special ability of the mod benefits this at all. Higher rof just means it burns through ammo faster, but still deals the same somewhat low dps. This is probably why I saw such marked difference with a standard weapon.

And uhh.. The Electra mortar thing,,, You can nearly solo the entire mission on one of the frigates with two of those attached. Its a bit strong. Im not sure how aoe falloffs work as far as modding, but its inaccuracy doesnt matter when its explosion radius rivals most planets. its only 'downside' is that stray asteroids can trigger it, but its really hard to mess up its long range + good dps + forgiving accuracy. I feel like the main thing keeping this weapon from being stupidly good is that the base TSA ships are slow. Glacially slow.


Which really brings me to the ships as a whole seem kinda weird. They cant keep speed with a ship a size level above them due to zero flux speed boost. The battleline frigate is 150, compared to a lasher's 120 .. Let alone a wolf's 150 base. Or others even higher. Its probably actually the most competitive, given that its the only frigate in the fleet that doesnt get outrun by a hammerhead. A ship that cant run from anything should be probably be expected to out-brawl/out-survive whatever catches up to it so it can get away, or blow the other one up, and I really dont feel like the ships here can. The light slot flak gives them a lot of staying power due to their ability to ignore missiles, but I feel like they need a little more than that.
The bomber feels uh.. Terrible. Ive never been a huge fan of bombers in the game, but they seem really reluctant to shoot their load, and often its useless load anyway. The fighters seem like generic fighters though which are alright. Do they also not get the zero flux speed though? that would be kinda awful for them if they didnt.



Uh.. Vague tldr: The ships seem overall to lack staying power(possibly purely speed related, possibly defense stat/flux related). The cascade autocannon is awful. The hades is probably *slightly* too good, if only for its range. Flak is great.

(Stuck the quote in a spoiler for my own peace of mind)

@Lancefighter: Thanks a million for giving me your thoughts on this! :D I'm really glad that there's a great mix here of points that I agree with, have some qualms about and disagree with, so to keep things organized (as I appreciate you did too) I'll respond in the same order.

KIRB Launcher: Yep, apologies if it wasn't clear the projectiles are unguided. I'll need to attend to that. They're roughly based on a weapon concept I had a long time ago but want to reserve for a future missile-centric mod, which was effectively an Annihilator Rocket Launcher but for Kinetic damage. Comparatively the KIRB launcher is a cheaper, lower-damage version of that concept, but with some additional EMP damage to make them a little more desireable (they're good for support, but don't really have the punch for much else).

As for their positioning on the Vengeance... Any ideas? :-[ I don't really want to move the physical turret mounts, but I think I shot myself in the foot when I placed them side-by-side on the sprite... Do you think they'd be better facing more to either side, or with a wider firing arc?

Goshawk ASM Launcher: The objective here was an interesting but easy-to-use Harpoon analogue that most mods seem to have these days, to perform as the "standard" missile weapon of choice. Originally it was available as a 5-shot launcher with a slow-ish reload (3 seconds), but it felt... Clunky. I converted it to an autoloader so it could be a true fire support weapon (also suggested by it's respectable range), and at the same time lowered its damage - Do you think it's overpowered? Bear in mind it can only fire once every 30 seconds (without Fast Missile Racks), which is slower than the Salamander, and does only slightly more damage than a Harpoon if it actually hits; Not sure how much testing you did on it, but it's pretty mediocre against small targets, which I feel balances it fairly well.

Ares-class Torpedo: I just wanted something huge to punish the biggest ships. 8) It's half again as much damage as a Reaper, has a higher top speed, better armour, and extended range. Hopefully this is balanced by it's slow acceleration (you'd be surprised how hard it can be to aim without a little practice) and it's obscene OP cost (4 for a single shot!).

If torpedoes aren't your thing - and they certainly aren't everyone's - then hopefully you found other things in the mod that more match your preference. Of course the ships in the mod do prefer a highly specific playstyle... But we'll get to that.

Light Flak Gun: You're not the only one who thinks it could possibly use a nerf. :P It does kinda delete missiles. On the other hand it's pretty useless against fighters, but that's a given, so maybe it does need a [slight] reduction in DPS. I don't want to raise its OP cost because it's supposed to be a standard PD weapon, not an amazing one.

Hades Gun: Definitely a niche weapon. I understand the problem of having HE weapons longer range than Kinetics - this one's intentionally... Backwards. It's one of the first weapons I created for the mod, and I wanted something that had better range and accuracy than the Light Assault Gun for a small ballistic mount. The Hades was what came from that.

As for turret rotation speed, I'm being fairly generous with that statistic for most weapons in the mod since they're designed to be used on broadside ships that don't have many hardpoints. I suppose I could just give the built-in hullmod all the ships have a buff to turret rotation speed, but that's starting to get way too busy as it is, so for the moment we'll stick with a higher baseline.

Cascade Autocannon: Another one that I'm well aware needs a bit of work. As you say, the fact that it's reload time is independent of the Autoloader Flux Sink system's ballistic rate-of-fire buff means it doesn't complement it at all, and this was definitely not intentional, and almost certainly will be altered in the near future. Using a clip system though... Hmm. There's a thought. I've been considering having a go with that reload method, so maybe the Cascade can be my guinea pig for that experimentation.

The idea of it was high burst damage but low sustained damage. If its initial/alpha damage is higher than the Heavy Autocannon, but its sustained damage is worse, then it's working as intended! Even so, maybe it needs a damage-per-shot increase. * Adds to list of "Things to Try Out" *

Electra EM Mortar: Hehe. Yeah, I may have been feeling a little evil when I designed this... ;D Even I know it's a niche weapon, which is why I think the total number of variants in the mod that use it is 1. It's killer against missiles and fighters, definitely, and it does have a wickedly large AOE field. This one's probably on top of the list of things that need a nerf.

As for the ships: Believe it or not, the slow speed is a key balancing act to counter their other (what I see, at least, as) huge benefits in close-combat. Specifically the battleline ships, they aren't really designed to back down. Perhaps that's a mistake on my part, what with my lack of real-world combat experience (I haven't read enough of it...), but with a little practice, again, you'll find they do wonders. I'm not rightly sure why you've been finding them hard to brawl with: Do you find yourself not having the damage to beat an opponent down, or are you getting surrounded easily? Needless to say, the ships are supposed to form a "battle line", and work best in groups rather than solo.

The fighters might need some work. I must confess myself as disappointed as you with the Encounter Torpedo Bombers. I have no idea what their AI trouble is - I mean, when it comes down to it, they're basically a Dagger with less speed and more armour! I haven't the foggiest how to better them without making them OP; the last thing I want to do is have a fighter carrying an Ares! :o

The Leadspitter is fun. No questions asked. :) It's slower than a lot of competitors, but it'll ruin to day of anything without decent armour.

Also the new fighter coming in the next update - called the Sidewinder (showcased in the above video link) - is hella fun. You may like that one a little more.



And a TLDR for you my good sir: You're on the money with a fair amount of your inadvertant speculations, and a lot of your issues with weapons are issues I also have and am now even more prepared to address. The ship combat playstyle is made to be challenging, and is extremely niche - it won't be for everyone, that's for sure, and it will take some practice, but I've spent quite some time playing around with the mod (why wouldn't I!?) and you can perform some epic plays if you get things right.

Between you and me, I'm also thinking about:
- An alternative to shields for the TSA ships (like Exigency or Knights Templar have) but I'm not yet sure how to code that - long term goal.
- Converting the Flux Sink ship systems into a built-in hullmod(s) that constantly scales flux venting and ballistic fire rate/whatever with flux level, saving the ship system slot for even more epic things.
When it comes down to it, for TSA ships I want flux to be less of "Oh damn, I have to back off!" and a little more "YES! Fill the power bar and UNLEASH FURY!!!" ;D Any thoughts you'd like to throw down on that?




... My word I use a lot of emoticons, don't I? :P
[close]

As for the vengeance, something closer to uh how the RSF ships in project ironclads have a somewhat central missile launcher turret is probably what id suggest, and probably make it a medium slot instead of two smalls. Thatd free up some space to move that light slot facing backwards near the center forward so you can get that light flak out of the medium slot.... Really I found that entire layout a bit clunky to work with. If you really dont want to move slots around, probably just increasing missile turret turn rates and giving them both 270 degree arcs would go a long way. I feel like they felt a little sluggish on aiming, and often couldnt aim at the actual broadside.

Yeah, youre right about the goshawk launcher - its not actually super great on its own, and its a very long cooldown. I am worried about large arrays of them being fired more than as a strike weapon in close range. A AI ship equipped with a lot of these could probably do some reasonable work without ever getting close enough to kill themselves, and never expending its ordinance. Ill probably have to rethink how I treat these assuming they stay as they are, since I was trying to use them a lot like explosive SRMs, and that second stage delay doesnt work super great with that.

The flak could probably stand to get something closer to cascade's reload system - It can provide burst pd, but itll also manage to run itself out if its shooting fighters or lots of missiles. Im not sure how missile hp works, but if it required a number of hits to actually kill missiles then its lack of sustainability could be its weakness.

The rotation speed on the hades only felt like a problem due to the cascade gun's slower rotation speed (i think). It absolutely was faster than the kinetic autocannon i was comparing the cascade to, but probably not a problem. Better control on my part will deal with a lot of that, as I tend to like letting my ships autofire almost everything on their own (an awful habit i got from ironclads, where ballistics cost no flux at all and are only limited by clip reloads)

But yeah, something needs to happen with the cascade. Really id probably say it needs bigger bullets in general, maybe reducing its fire rate for a large damage upgrade. The problem is that its sustained dps was around ~120, and the heavy autocannon was 200 or similar.. but the cascade ran out of 'burst' inside of a second of firing. (and again, the special ability thing) (napkin math - 600 dps for 1.2 seconds+120 dps for x seconds = 200 dps for x+1.2 seconds, i think that means they equalize somewhere around 5-6 seconds into combat?)

If the electra mortar is intended to be a point defense weapon, its overstepping its bounds greatly. The only way I could see this being purposefully an anti-fighter weapon is if it was almost entirely emp damage with flak levels of fragmentation damage. Also, I think it might be possible to add an onhit slow effect, I feel like ive seen that in some mod guns before. That would help let bigger guns on the ship get good shots off on fighters at least.

And yeah the slow speed is just.. very slow. I feel like the ships just end up getting into a fight with anything, taking large amounts of armor+hull damage, but only forcing the other ship to disengage without being able to follow up on finishing off the ship. The other ship comes back with zero flux and a real shield generator, and can survive long enough to blow you up. I think some of it is that I am mismanaging my early damage/flux, it might be related to weak dps on the weapons, or it might be related to something dumb like it being really easy to destroy weapons while hitting the broadside of the ship... Or maybe just low armor stats. Really I am not sure. I just found it really difficult to 1v1 things of similar size without taking nearly crippling damage. Moving around the missiles for the destroyer such that it might be possible to use them in a broadside situation might help make things finish quicker, which would help. That doenst change the frigates much, so Im not sure about those.

Speaking of staying power, I just pulled the stock battleline destroyer into the simulator - it can sustain firing just one cascade autocannon or a weak combination of small hades guns on its stock flux dissipation. This really might be the crux of the issue, the ships just cant afford to shoot their guns. And it might be entirely possible the only 'burst' the cascade autocannon has in it is the burst flux it costs to waste its bullets. I may also be wildly off in these speculations.

One silly thing to note is that a lot of what I am comparing it against look something like this.  (http://www.okim.nickersonm.com/SF/pic99.jpg) Note the gigantic prow of armor intended to get shot at to soak damage taken in a brawl.

Yeah, I am looking forward to fighters with missiles attached. I love me some missile spam. Would it be possible to write up a sort of Goshawk missile without the first stage for bombers to use? Or even with, it might be better than the sole torpedo (mostly just worried about them being launched and instantly unloading gigantic salvoes of pd evading missiles at something). Even just a large number of kirbs at once could be a big deal for them.

Ill probably play a bit with the ares torpedo, seeing if it fills the strike missile role - if it does, it might solve some of the problems I had with the destroyer's lack of finishing power. It was just really awkward to use with those front mounts, and youre right making them side fixed wont really help except forcing them to be used for the Goshawks. Which wouldnt be the end of the world, just not great.

I think the passive flux/gun rate would do a lot better towards dealing with the innate low flux dissipation that the ships have, and smooth out a bit of their 'power curve'. And giving them extra abilities would make them feel more unique overall, while still being reasonably cohesive. About the filling the power bar thing.. Im actually not sure. Dont default energy weapons scale off of current flux already? Im not sure how hardcoded that is, but a system that extends that to ballistics for a time might work for that. Possibly rework the thing into 'ballistic weapons get bonus damage from flux level, and flux dissipation is increased by flux level', and the active could be 'increase fire rate and reduce flux cost of weapons'. Idk, just some 2am thoughts.

Something silly like spending flux upkeep on armor buffing might be a reasonable fill in for shields, if you can get that working. Im not sure what those other mods do unfortunately, or what the scope is for modding right click systems is at all.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: AxleMC131 on April 07, 2017, 11:50:37 PM
Haha, 2am thoughts can be some of the best!  ;) I'm glad you verified a few points here, because one or two I was initially confused by. Not going to to bother again with a massive list as it's late here too, but on the whole I like your thinking.

The first thing I will say though is this: Check out the "Combat Methods" in the spoiler tab in the original post. One of the big points of TSA ships is that they have unusually low vents but fairly high capacitance, which is done deliberately so players can get better use out of the Flux Sink systems. Having said that, managing that flux is fairly... Boring. Hence why I'm thinking about making that stuff passive rather than active, and make the active a bit more interesting. Either way, that spoiler tab contains a lot of information on how I intend the ships to be used in combat.

Other than that, some quick thoughts in response:

- The Goshawk is definitely not supposed to be a short range or "panic" missile. Also, when it comes to AI missile spam, we already have that in the stock game with Harpoons.

- Missile mounts on the Vengeance I'd rather keep as a pair of smalls, so increasing the arc is probably the best move there.

- Clip reload on the light flak sounds like a better plan. On the list of things to do.

- As I speak, fiddling with the Cascade. Trying to find something that works - maybe just a straight up higher per-shot damage is a good idea. Only time and testing will tell!

- Electra isn't a PD weapon. I have no idea what it's really for... It's just kinda cool. XD I may bite the bullet and eventually remove it because of that.

- I'm not hugely savvy with coding, so things like sectional armour, custom shields, etc. are all outside of my capabilities at present. But I'm constantly learning!

- Stock Energy weapons used to do more damage when you were at higher flux, but that was removed, I think quite a while ago. Needless to say my Ballistic buffs are to rate of fire rather than damage per shot.



If anything else occurs to me or develops in testing, I'll let you know. ;)
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: AxleMC131 on April 08, 2017, 12:55:07 AM
... Testing is happening. Things are looking grim for the Cascade. Although I'm exceedingly tempted now to make it a continuous-fire autocannon with a spin-up time, like the Thumper and Storm Needler. If only to make it something a little different to a four-barreled Heavy Autocannon.  :-\
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: Lancefighter on April 08, 2017, 10:42:02 AM
One of the big points of TSA ships is that they have unusually low vents but fairly high capacitance, which is done deliberately so players can get better use out of the Flux Sink systems.

I feel like this doesnt end up playing out as well as youd like, because of one silly thing: "at 100% capacity ballistic RoF and flux dissipation are both increased by up to 250% of their normal rate!"

This is to say, at 100% flux (assuming you can shoot your guns at 100% flux without dropping to 99% flux first), the ship can fire one gun continuously. If you turn on the ship mod, the ship can fire one gun continuously.. It just shoots 3 times as fast. Sure, this is more dps, but it doesnt feel super great. It sorta works right now, but only because the cascade autocannons have a fixed fire rate governed by their reload speed, letting the extra flux recharge be used for other guns.
Also, this means that the ships are much better with a higher amount of vents, not a higher amount of capacity. A higher capacity just lets them lose less 'power bar' over time, but given the absurd levels of flux expenditure (read: cascade autofluxmaxers) they dont really hvae problems getting to high flux when they need it.

Consider maybe a couple of things - The active could stand to reduce flux by a measure of current flux, or possibly max flux over the duration. Thatd make the ability use let you get a short duration massive flux sink to let you cycle guns faster. Disconnecting it from flux recharge means it can be much stronger than suggesting people put more vents on the ships.

Possibly though, the active could massively reduce flux cost to shoot guns (while still increasing flux dissipation?). The idea of either of these is that you probably dont need the ship to be able to shoot its guns faster, but instead be able to do their top dps for a time regardless of flux.

Im not sure what the precise intent is with the power bar analogy, but some combination of the above could mean that after the ability runs out, the ship is in a much lesser power state (due to massive flux dissipation zeroing its flux) than it started.


As a note, most of these ideas are over breakfast thoughts, I havent had the time to go play with anything yet. I will say though I am not a fan of spin up cascade autocannon, because it only manages to further increase the problem hades cannons face.. (or I mean I could get better at hold fire options.. Actually, I should play with my keybinds. I should set up the 'toggle autofire <weapon group>' to be easier to press, that might help).

As for the other things - Yeah, I wasnt thinking about it, but a small mount there fits much better than a medium mount due to the way stock starfarer has missiles. It feels a bit awkward to have two of them, but probably fine. Im not really sure what you want the electra to do then, it could probably stand to be like an actual mortar type weapon, but itd have to lose the proximity detonation before id consider it balanced I think. And when did they remove the flux to energy damage? Ill hvae to go see what happened there, I miss my antimatter blasters already.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: Takion Kasukedo on April 08, 2017, 11:48:26 AM
Tune the capacity rating to 75 / 80% and you'd be fine with the system.

If the system's too low for you, then it should be at 90% but no higher, that gets the guns firing for a bit longer of a period of time, I guess.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: NightKev on April 08, 2017, 02:45:29 PM
Im pretty excited for this group of ships, particularly going into .8, as since ironclads has been discontinued there arent any real broadside centric ships around.
I think Tartiflette and his ORA faction would like to have a word... :P
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: AxleMC131 on April 08, 2017, 04:26:30 PM
Im pretty excited for this group of ships, particularly going into .8, as since ironclads has been discontinued there arent any real broadside centric ships around.
I think Tartiflette and his ORA faction would like to have a word... :P

Yeah, I certainly don't have the monopoly on broadside ships. Also, just a disclaimer, I've never played Project Ironclads, so I have no idea what its "complete overhaul of the game" actually entails.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: AxleMC131 on April 08, 2017, 05:12:18 PM
Had a thought that could be worth following up for an upgrade to TSA combat mechanics:

Built-in Hullmod (Passive): Lowers flux generated by ballistic weapons relative to your current flux level, ie. at high flux levels firing weapons generates hardly any flux at all.

Ship System (Active): Uses flux rapidly to buff another area of the ship's capabilities (damage absorption, rate of fire, damage, top speed, etc.).


Worth a shot I reckon.

(NOTE: I realised that what I really wanted for TSA ships is basically what the Excelsior from SWP does. That level of abilities, but on a low-tech-ish ballistic weapons level)
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: Lancefighter on April 08, 2017, 07:31:42 PM
Im pretty excited for this group of ships, particularly going into .8, as since ironclads has been discontinued there arent any real broadside centric ships around.
I think Tartiflette and his ORA faction would like to have a word... :P

Yeah, I certainly don't have the monopoly on broadside ships. Also, just a disclaimer, I've never played Project Ironclads, so I have no idea what its "complete overhaul of the game" actually entails.


Yeah, but those are floating rectangles. And arent red. Red things explode more, everyone knows that.
But really, his are pretty new as well and this is the first one I saw (also, something about ballistics being cooler than lasers. Im pretty sure his fighters arent literally called 'leadspitters')
But really thanks for pointing those out, ill probably look at them too

As for ironclads, its a wonderful total conversion that changes a lot of everything - Ballistics no longer cost flux being the real big one. They instead almost universally use clip reloading. Missiles are stronger, but harder to get (small slots only have single shot missiles generally). Almost every ship is long rather than fat, and a lot of the design inspiration is current water navies. I think it also had a random sector before that went vanilla, along with some other nice features. It feels much more coherent as a theme overall.

Back on topic - Im very excited to see how op this iteration of systems is :D
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: SafariJohn on April 08, 2017, 07:49:06 PM
Red things explode more, everyone knows that.

Da red ones go faster. (http://tvtropes.org/pmwiki/pmwiki.php/Main/RedOnesGoFaster) Yellow makez da biggest booms. ;)
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.4
Post by: PyroFuzz on April 08, 2017, 07:51:17 PM
Red things explode more, everyone knows that.

Da red ones go faster. (http://tvtropes.org/pmwiki/pmwiki.php/Main/RedOnesGoFaster) Yellow makez da biggest booms. ;)

Really, we should just all make it yellow, with a more dull color. Instead of it bursting out so much!  ;D
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.5
Post by: AxleMC131 on April 09, 2017, 05:32:15 PM
Update: Version D 0.5 (Demo content expansion #3)

Missions received! We now have three - yes, THREE - easy story-based missions for you to play as well as the basic testing mission. More are to come, but for now, enjoy a little more setting of the scene!

You may also enjoy the new Sidewinder rocket-armed fighter, and some of the changes made to the Cascade Autocannon and Autoloader Flux Sink system. Also, the built-in hullmod has had a polish and is now named "Exotic Flux Core", with an improved description tooltip.

Also includes miscellaneous alterations, balancing attempts and fixes.

Check the OP for more details.

Please remember that I want to hear suggestions for balancing TSA ships' and weapons' stats against stock equipment! All recommendations welcome!
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.5
Post by: RandomnessInc on April 10, 2017, 06:19:30 AM
Nexralin comparability soon?
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.5
Post by: DinoZavarski on April 10, 2017, 12:34:39 PM
Hey, i am working on backport of TSA to latest Ironclads. The reasons:

- It nicely fits the style.
- My Intel Atom @home barely fails to handle stock SS, however Ironclads+VNS is playable.

I do it for my own sake, but can publish it when ready if you allow.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.5
Post by: cjusa on April 10, 2017, 12:43:27 PM
The new fighters look gorgeous. Also, how much coding know-how did you need for this mod?
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.5
Post by: AxleMC131 on April 10, 2017, 02:44:59 PM
Nexralin comparability soon?

Oh boy, if you want this to be compatible with Nexerelin, you need a new modder. :-[

EDIT: As it is none of the ships are in the campaign, but unless Nexerelin is even more in-depth that what I've heard, all the modded weapons should spawn in markets.



Hey, i am working on backport of TSA to latest Ironclads. The reasons:

- It nicely fits the style.
- My Intel Atom @home barely fails to handle stock SS, however Ironclads+VNS is playable.

I do it for my own sake, but can publish it when ready if you allow.


Umm... I presume that means you're putting the TSA ships into the Ironclads mechanic foundation? In which case, by all means go ahead! If you want to publish your work here though, just remember to give credit where credit is due.



The new fighters look gorgeous. Also, how much coding know-how did you need for this mod?

Glad you like 'em. :)

And, basically, none. When I started properly modding Starsector (about three months ago - before which I'd made ships, weapons and missions, but very basic stuff) I knew effectively nil about Java. A lot of my work was copy-paste-and-change-some-values (actually, a fair amount still is). Now... I think I know a little more. It's something I like talking about because I'm also a Minecraft fan, and I've spent a lot of time playing with commands within the game, all of which are written in json syntax. That helped me out when I learnt Python last year at university, and it's definitely channeled through to Starsector too, which is nice. SS is a great tool for learning how both Java and json work together and differently.

As it is there's still a huuuuuuge quantity of things I cannot do, not even close, because I don't know how to properly code Java from scratch. And while I have used both Starsector's core files and various mod files as templates to give me hints, some areas of the modding world are still out of my reach for now because I can't understand the huge walls of code.  :-\ That's why you won't be seeing 1) A unique faction using TSA ships, 2) A new system or base anywhere in the sector, or 3) Nexerelin capability, any time soon. It sucks, but that's the truth of it, and I suppose what I lose out on by being an amateur.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.5
Post by: cjusa on April 10, 2017, 04:28:27 PM
Interesting. Thanks for the answer.

My idea for a mod consists of missile heavy ships with spammy missiles that avoid PD at the cost of range and/or payload.
I'm talking a Macross Missile Massacre with each ship.

Too bad I can't sprite, kitbash, or properly code. (yet)
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.5
Post by: AxleMC131 on April 10, 2017, 04:52:42 PM

My idea for a mod consists of missile heavy ships with spammy missiles that avoid PD at the cost of range and/or payload.
I'm talking a Macross Missile Massacre with each ship.

Too bad I can't sprite, kitbash, or properly code. (yet)

Hehe, it's something I wanted to do initially because missile weapons are so much fun to make unique and interesting! As it is, now I'm doing broadside ballistic -focused ships. XD Go figure.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.5
Post by: AxleMC131 on April 10, 2017, 06:37:10 PM
@cjusa If you're thinking of learning to mod, my advice is to look through the stock game files bit by bit to understand how things fit together, what values can be assigned to what keys, how to reference files and folder paths, etc. Also looking at some simpler mods (Tore Up Plenty is a good one) to get the gist of mod-specific things.

As for spriting, that all comes down to practise. If you don't want to try spriting or kitbashing yourself, there's always the Spiral Arms Sprite Dump (or whatever it's called) where people publicly share kitbashed ships for anyone to use.

That's my self-taught amateur advice anyway. ;)
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.5
Post by: cjusa on April 10, 2017, 08:50:59 PM
@cjusa If you're thinking of learning to mod, my advice is to look through the stock game files bit by bit to understand how things fit together, what values can be assigned to what keys, how to reference files and folder paths, etc. Also looking at some simpler mods (Tore Up Plenty is a good one) to get the gist of mod-specific things.

As for spriting, that all comes down to practise. If you don't want to try spriting or kitbashing yourself, there's always the Spiral Arms Sprite Dump (or whatever it's called) where people publicly share kitbashed ships for anyone to use.

That's my self-taught amateur advice anyway. ;)
Thanks man.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.5
Post by: AxleMC131 on April 10, 2017, 09:25:51 PM
Thanks man.

*bows* Happy to help. Just remember to run all my advice past an experienced modder for a second opinion before you follow any of it.  ;D
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: AxleMC131 on April 12, 2017, 12:03:29 AM
Update: Version D 0.6 (Demo content expansion #4)

A mix of newcomers and alterations in the basket today. We have two new weapons and one new ship - a small and nippy corvette boasting a new engine-centred Flux Sink system - as well as a further overhaul of the Autoloader Flux Sink system and the usual miscellaneous changes.

Check the OP for more details.

Please remember that I want to hear suggestions for balancing TSA ships' and weapons' stats against stock equipment! All recommendations welcome!
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: AxleMC131 on April 12, 2017, 12:15:39 AM
Also of note is that I'm having more thoughts about making the combat more interesting. Having dynamic stat changes from a hullmod is proving far too difficult for me to wrap my head around so far, but I have a plan to make the ship systems a little more intriguing.

Specifically, using the Flux Tracker API, I should be able to give systems multiple functions that occur depending on the ship's flux level, as opposed to a straightforward "X changes with flux level". This would allow more tactical options for my coding experience, and mean I can effectively put multiple [mutually exclusive] active systems on ships.

Obviously this needs more planning, but it's one of the main reasons I wanted to get this last little update (D 0.6) out of the way, so I have a clean changelog slate, as it were, to make some bigger alterations.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: PyroFuzz on April 13, 2017, 04:04:03 PM
Are you planning to add any slow shooting, high damage weapons?
That would really add to the battleship and cruiser feels!

(Disclaimer: I have not played this mod! This is due to my computer being broken. So if there is a cannon that can do that, i may never have seen it, Sorry!)
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: AxleMC131 on April 13, 2017, 04:12:56 PM
Are you planning to add any slow shooting, high damage weapons?
That would really add to the battleship and cruiser feels!

(Disclaimer: I have not played this mod! This is due to my computer being broken. So if there is a cannon that can do that, i may never have seen it, Sorry!)

With some clean-up still to come, that's part of the doctrine of all the "big guns" of the mod!  ;D Things like the Hades Gun, and the Eris- and Charon-class Salvo Cannons, all are high damage-per-shot, but low rate of fire.

Best of luck with computer problems by the way. ;) That's always sucky.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: majorfreak on April 14, 2017, 10:16:08 AM
kind of confused about the mod...is this one of those ship/weapon mods that doesn't add systems? when reading your description i assumed it was purely a mission mod.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: cjusa on April 14, 2017, 12:52:07 PM
kind of confused about the mod...is this one of those ship/weapon mods that doesn't add systems? when reading your description i assumed it was purely a mission mod.
It's being released early to test the ships. (Demo for a reason)
Balance testing, getting the ship systems zeroed in on what they should do, etc.
Plus, 0.8 will change quite a bit, so that's further incentive to not finish everything yet.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: AxleMC131 on April 14, 2017, 03:01:36 PM
kind of confused about the mod...is this one of those ship/weapon mods that doesn't add systems? when reading your description i assumed it was purely a mission mod.
It's being released early to test the ships. (Demo for a reason)
Balance testing, getting the ship systems zeroed in on what they should do, etc.
Plus, 0.8 will change quite a bit, so that's further incentive to not finish everything yet.

Exactly. When 0.8 rolls around I'll be doing a big overhaul to catch up to new mechanics and rebalance stuff. Once everything for the mod is set in stone for a while longer (ships, weapons, mechanics) I'll move on to implementing the ships and such into the campaign.

@majorfreak it does say that it's a demo with experimental content. The first paragraph of the OP.  :P
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: majorfreak on April 14, 2017, 03:30:06 PM
i know. see, that's what confused me when i started reading people talking about the weapons in your mod and i started wondering if i was in error and this was actually something i could use to add more to the campaign.
"spawn in the markets"   - this is promising. can i actually use them without a CTD then? or is it just for "refitting" theorycrafting?
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: AxleMC131 on April 14, 2017, 03:44:23 PM
i know. see, that's what confused me when i started reading people talking about the weapons in your mod and i started wondering if i was in error and this was actually something i could use to add more to the campaign.
"spawn in the markets"   - this is promising. can i actually use them without a CTD then? or is it just for "refitting" theorycrafting?

... First off, what's "CTD" stand for?

Second, I can guarantee you that while there is no access to the modded ships outside of the missions included in the mod, all the weapons (apart from the Odin Siege Laser, which is a built-in weapon) will spawn in station/planet markets in a regular campaign game. You can definitely play a campaign game with this mod and get some benefit by having access - randomly - to the weapons it introduces. I've been trying it and challenging myself to find as many TSA weapons as I can in markets and build a collection.  ;)

Of note: Because no ships are added in the campaign, you cannot get weapons as drops by killing stuff (unless Dynasector is even cleverer than I think it is...). You'll only find weapons in markets, so they're relatively a little rarer than other weapons.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: majorfreak on April 14, 2017, 04:24:58 PM
oh. that's wonderful! i must have misunderstood your 'demo' connotation (i suppose having "refitting screen" and "markets" in the same sentence got me confused, maybe)
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: AxleMC131 on April 14, 2017, 04:40:34 PM
oh. that's wonderful! i must have misunderstood your 'demo' connotation (i suppose having "refitting screen" and "markets" in the same sentence got me confused, maybe)

Ah, my apologies. XD
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: PyroFuzz on April 16, 2017, 07:38:16 AM
Are you planing to add any large fighter wings (With small fast ships)?
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: AxleMC131 on April 16, 2017, 03:07:55 PM
Are you planing to add any large fighter wings (With small fast ships)?

It's not likely. TSA ships tend to be heavy, well armed and well armoured. The fighters follow that doctrine, so while I could make some smaller fighters in a larger wing, at present I don't have any plans for more fighters with wing sizes of 4 and up.

Even so, the mod's still experimental, and I'm changing my mind about things on an almost daily basis.  ;)
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: AxleMC131 on April 16, 2017, 08:04:47 PM
Pre-update Notice: 'Combat Basis Overhaul' incoming!

Just an announcement to hopefully detail what's coming in the next version of The Silent Armada. I've been playing around with different system/hullmod/shield mechanics the last few days, and think I've managed to create a concise, original and balanced "foundation" for combat involving TSA ships. Bear in mind several exiting features have been balanced and altered, with regard to the new system functions, and much more is still to be done.

Spoiler

The basic principle of it is this:
- TSA ships don't have shields, but instead have a toggleable 'auto-repair' system (bound to whatever your "activate shield" button is) that will mitigate most incoming damage and slowly repair hull integrity, while generating hard flux at a fast rate. IT WILL OVERLOAD YOU IF YOU LET IT RUN FOR TOO LONG!
- "Flux Sink" systems disable this system but shunt flux to a specific area of the ship, buffing its performance in some way relative to flux level.
- Armour is average, but hull integrity is fairly high. You shouldn't be afraid to take some damage, and armour isn't there to be relied on.
- You can use the auto-repair for several situations: either to block heavy damage from torpedoes or missiles, regain some health outside of combat, or build up flux in anticipation of using your ship's Flux Sink system.

Flying a TSA ship should involve taking pot shots at range, activating the auto-repair to block damage if your target gets closer, build flux for a little, then activate your Flux Sink system to unload damage/avoid fire/whatever it does and lower your flux level again, before repeating the process. As it happens, the AI isn't rubbish at this due to the AI conditions involved in the relevant systems.

Among these new combat mechanics, TSA ships have been balanced thanks to the inadvertent addition of a few key vulnerabilities, including:
- Ionizing weapons: the auto-repair reduces EMP damage way less than other forms of damage, and there is no physical shield to block shots.
- Being surrounded or under constant pressure: while the ships can still take a beating, the auto-repair can only restore hull so fast, and always generates flux while active, so cannot be kept online infinitely.

[close]

Hopefully this helps to prepare people for the upcoming changes. The objective was to change the way you play TSA ships almost completely, while still being original, versatile and easy to understand, and allowing them to function alongside or against stock ships and armed with stock weapons. I feel like I've achieved that, but that will be up to you lot to decide once I release the next update.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: Toxcity on April 16, 2017, 08:08:47 PM
Looking forward to it.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: PyroFuzz on April 17, 2017, 09:51:08 AM
How will AI handle the new combat system?
Will they just be really Stupid?
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.6
Post by: AxleMC131 on April 17, 2017, 04:50:20 PM
How will AI handle the new combat system?
Will they just be really Stupid?


... As it happens, the AI isn't rubbish at this due to the AI conditions involved in the relevant systems.


More specifically; the AI is a little weird with the shield system, but it will use it to tank fire in the same way a Phase ship uses its cloak to dodge bullets and missiles. The AI is identical - only the effect is changed. It's a little iffy with the Flux Sink systems (mainly the Autoloader Flux Sink, since that's the one I'm doing most of my testing with) because it likes to open an engagement with that, and it seems a little odd on paper, but once you sit back and actually watch the AI deal with a threat... Yeah, they're not great, but I've sort of forced them to use the custom abilities when they should.

On another note, I've been considering taking all the Flux Sink systems and giving them a non-zero baseline, so you can use them at 0% flux for a small (but not negligible) buff. That would counter any AI issues there completely.
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.7
Post by: AxleMC131 on April 20, 2017, 01:49:34 AM
Update: Version D 0.7 (Demo combat overhaul #1)

Yep, you heard right. The combat "foundation" mechanics that make TSA ships unique have been overhauled, the first step of many in bringing this mod out of its 'Demo' phase!

As previously mentioned, "Flux Sink" ship systems have been reconfigured and are now combined with a new custom shield system, called "Phoenix Hull Composition", a device which can be toggled on to reduce incoming damage, repair damaged hull and build up hard flux.

All the important changes are listed, of course, in the latest changelog, and it may be worth having a look in the "Combat Methods" spoiler tab for a detailed guide to using Silent Armada spacecraft in combat.

More fixes will come (the Supercharger Flux Sink has not received any attention just yet and really needs to), but this is probably the last major update I'll get out before the big 0.8 release, after which point I'll be taking some time to settle into the new game mechanics and get to grips with making The Silent Armada 0.8-compatible. So, until then, try out the ships in the new combat system, let me know if anything is broken, overpowered or misspelled, and have a good day!

Check the OP for more details.

Please remember that I want to hear suggestions for balancing TSA ships' and weapons' stats against stock equipment! All recommendations welcome!
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.7
Post by: Mr. Nobody on April 20, 2017, 12:53:23 PM
More fixes will come (the Supercharger Flux Sink has not received any attention just yet and really needs to), but this is probably the last major update I'll get out before the big 0.8 release, after which point I'll be taking some time to settle into the new game mechanics and get to grips with making The Silent Armada 0.8-compatible. So, until then, try out the ships in the new combat system, let me know if anything is broken, overpowered or misspelled, and have a good day!


Would you look at the time! 0.8 just came out!
Title: Re: [0.7.2a] The Silent Armada (Demo) v0.7
Post by: AxleMC131 on April 20, 2017, 04:16:40 PM
Would you look at the time! 0.8 just came out!

Had to come out while I was asleep, the night after I push this update out.  :P Ah well, what will be will be.
Title: Re: [0.8a] The Silent Armada (Demo) v0.8
Post by: AxleMC131 on April 23, 2017, 09:54:45 PM
Update: Version D 0.8 (Demo 0.8 compatibility update)

Having finally gotten my head around the new fighter mechanics, along with the Autofit tagging system for weapons and several other new-fangled stuff, I can now present The Silent Armada, mostly the same as it was before, but now for Starsector Version 0.8a!

Things are still to be done, but it's a big step forwards. Don't forget to let me know in the comments if things are broken or unbalanced!

Check the OP for more details.

Please remember that I want to hear suggestions for balancing TSA ships' and weapons' stats against stock equipment! All recommendations welcome!
Title: Re: [0.8a] The Silent Armada (Demo) v0.8
Post by: Calodine on April 24, 2017, 07:10:32 PM
Mm, been doing basic testing in the sim to try 'em out, and I think the matchmaker might be a BIT strong for it's cost - I've gone with a p. standard loadout - cascades, dual hades in all the mediums, goshawks, and an eris, 2 woodpeckers and a whole bunch of flak in the smalls. Heavy armour, targeting core, aux. thusters, just basic 'armour ship with ballistics' stuff. Actual piloting has been mostly 'run at the other ship, turn to broadside'. Loses horribly to anything bigger than it, but absolutely DESTROYED every other cruiser I've thrown at it - including an odyssey, though that did at least scratch the paint. Obviously, couldn't test against carriers - they kite, you're too slow to get close.

The main problem that stands out is there's no noticeable downtime - you don't really care about the flux cost on the weapon, that just gets your autoloader big quicker. When you'd usually need to back off and be vulnerable to vent, the ship's at it's absolute strongest - sure, the armour's down, but nothing short of an onslaught can actually trade hits with it at that point. Which is by far my favourite part of it so far - how high can I push the flux for the autoloader, how long do I gotta wait before the next cycle with my armour down, etc. Nothing smaller than the odyssey survived TO that second cycle, but the answer was 'about four seconds'.

The weapons generally seem about right, if a touch high on the range, but for one point - they're too cheap on OP. I think a lot of the above would be less of a problem if I couldn't kit it out with all the guns, then spend 55 op on mods, AND still fit a couple capacitors in - that's with 10% extra OP from skills, but that maybe covers the capacitors and advanced turret gyros.

The cascade feels solid - but it's better than the mark IX autocannon in every way (Which is fine, the mark IX isn't exactly chart topping), but only 2 OP more - it has more range, much better turning, better accuracy, and more damage. It comes out to about the same flux efficiency. Comparatively, the dual Hades is basically spot on - it's slightly higher damage than a mauler, with much less range, and the mauler is probably too strong as it is. I'd probably put the cascades at around 24 OP?

Comparing the woodpecker to an LMG, it's got half again as much range, SLIGHTLY lower RoF, and does more damage - It's 1 OP more expensive though, which maybe works out. Would consider chucking it up to 5?

The Eris is a touch weaker than a light needler - slightly lower dps, less flux efficient, fires slower, but more accurate. But the light needler is already really, really good - and costs 9 OP to the Eris' 5.

The regular Hades is probably perfect, too - lower damage than a light assault gun, but more range and costs 1 OP more.

The cascade is similar to the Eris - compares slightly unfavourably to a heavy needler, costs much less. I'd guess it'd be fine around 13-14 OP.

The Goshawk seems pretty underwhelming for the cost. You could probably as much as double the fire rate and it'd still be fine, given the OP cost.

Now I'm gonna go play with the destroyers because that's all I'm ever realistically going to pilot anyways :P
Title: Re: [0.8a] The Silent Armada (Demo) v0.9
Post by: AxleMC131 on April 24, 2017, 10:40:18 PM
Update: Version D 0.9 (Demo quickfix #3)

Special thanks to Calodine for his in-depth suggestions and advice communicated both above and via the Discord channel! Thanks also to all 62 (!) downloaders of the previous version Can you believe that? 62 downloads in less than a day!  :o It's a new record!

This update seeks to balance a lot of the weaponry implemented by The Silent Armada, as well as some of the ships that use it. Also included are loadout changes for the various fighter types, further specializing their roles.

Check the OP for more details.

Please remember that I want to hear suggestions for balancing TSA ships' and weapons' stats against stock equipment! All recommendations welcome!
Title: Re: [0.8a] The Silent Armada (Demo) v0.9
Post by: Calodine on April 25, 2017, 04:55:59 PM
Only did a little screwing around with it, but it definitely feels a lot better - all told the matchmaker with the standard loadout I was testing lost 24 OP. Had to take off advanced turret gyros and aux thrusters, so it got it's weaknesses back :P

Still destroys anything in it's weight class in a straight fight, but they're easy to maneuver around and it felt a lot easier to get overwhelmed by smaller ships to where you can't keep up.

Also the EMP damage on the elektra is great - Even better at mauling fighters, but you can squeeze shots past some ships with small shield arcs and disable weapons behind them.
Title: Re: [0.8a] The Silent Armada (Demo) v0.9
Post by: AxleMC131 on April 25, 2017, 04:58:05 PM
Only did a little screwing around with it, but it definitely feels a lot better - all told the matchmaker with the standard loadout I was testing lost 24 OP. Had to take off advanced turret gyros and aux thrusters, so it got it's weaknesses back :P

Still destroys anything in it's weight class in a straight fight, but they're easy to maneuver around and it felt a lot easier to get overwhelmed by smaller ships to where you can't keep up.

Also the EMP damage on the elektra is great - Even better at mauling fighters, but you can squeeze shots past some ships with small shield arcs and disable weapons behind them.

Awesome, that's all getting closer to where I want the ships. :D

By the way, not sure if you've noticed, but EMP damage is probably the biggest weakness of TSA ships - if you want to find their kryptonite, stick them in a fight against ion cannons and salamanders and watch them squirm like fish out of water.  ;D
Title: Re: [0.8a] The Silent Armada (Demo) v0.9
Post by: Randy on April 25, 2017, 05:31:01 PM
mod looks great i cant wait to try it
Title: Re: [0.8a] The Silent Armada (Demo) v0.9
Post by: Calodine on April 25, 2017, 05:44:42 PM
Yup, the original setup had grounded armour AND resistant flux coils :P
Title: Re: [0.8a] The Silent Armada (Demo) v0.9
Post by: AxleMC131 on April 25, 2017, 05:51:27 PM
Yup, the original setup had grounded armour AND resistant flux coils :P

Haha, yep the Grounded Hull is the TSA version of RFC for defence against EMP damage.
Title: Re: [0.8a] The Silent Armada (Demo) v0.9
Post by: Calodine on April 25, 2017, 05:56:54 PM
I forgot to mention it but I actually really like grounded armour - sensor stuff doesn't get touched by that much, and reduced sensor profile is great if you just wanna roll with 3-4 ships.
Title: Re: [0.8a] The Silent Armada (Demo) v0.9
Post by: AxleMC131 on April 25, 2017, 06:28:39 PM
Glad you like it. It actually originated from another (discontinued) mod concept, and was sort of adopted by TSA. Ended up fitting really quite well.
Title: Re: [0.8a] The Silent Armada (Demo) v0.9
Post by: PyroFuzz on April 26, 2017, 03:31:15 PM
You should make a frigate sized armored plane.
Kinda like a Boeing Flying Fortress
Title: Re: [0.8a] The Silent Armada (Demo) v0.9
Post by: AxleMC131 on April 26, 2017, 03:46:20 PM
You should make a frigate sized armored plane.
Kinda like a Boeing Flying Fortress

I have considered it...  8)

(http://i.imgur.com/9FV0NE4.png)

(This is a sprite from my old private testing mod and not something you're likely to directly see in TSA, but it provides inspiration)
Title: Re: [0.8a] The Silent Armada (Demo) v0.9
Post by: AxleMC131 on April 26, 2017, 06:39:23 PM
A little teaser!

For those not in the Discord chat, I've been trying to show some love to the Thunderbolt EW Destroyer. Sadly this has involved the removal of the Supercharger Flux Sink, but I'm quite sure you'll appreciate its replacement...!

Spoiler

Flux Submunitions: Draws flux from the ship's capacitors and converts it directly into swarms of hardlight submunitions. While the submunitions do not target or distract missiles, they will track enemy ships and fighters, saturate point defence and deal energy and EMP damage upon impact. Holds several rapid-use charges that reload over time.

(http://i.imgur.com/RMGoH29.gif)

[close]

Spoiler

The Gatekeeper has also adopted this fancy setup!

(http://i.imgur.com/dX1CPAy.png)

[close]

SoonTM
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: AxleMC131 on April 28, 2017, 09:37:40 PM
Update: Version D 0.10 (Demo content expansion #4)

You can look forward to some new piloting experiences in this update! The Thunderbolt has finally received some much needed attention, and is now unique and capable in combat while feeling far less clunky than it did before. Not only that, the Reliant and Challenger have had system changes, and we also welcome a new missile ship, the speedy and menacing Triumph-class Hunter Destroyer.

Spoiler
(http://i.imgur.com/AIgJedf.png)
[close]

Check the OP for more details.

Please remember that I want to hear suggestions for balancing TSA ships' and weapons' stats against stock equipment! All recommendations welcome!
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: Lancefighter on April 28, 2017, 09:52:32 PM
Ive been really enjoying your sidewiders as my heavy fighter of choice.. They seem to be a great talon 2.0. I feel like I would still use them even if their op cost was closer to 15.. Im not super sure how to discuss fighter balancing though, because like I said they are a talon replacement.. and talons are 0 op. Im really just not sure how to compare them, particularly, talon's main downside .. is sorta lack of kinetic damage? Then again, a talon's vulcan is 125 dps against shields, which is really not actually bad. I feel like sidewinders are probably closer to broadswords in kinetic power, but the extra missiles for explosive and anti-fighter are really strong. One thing I did notice, between 3k engagement range and just generally being slow, they arent the best at long range force projection, but I think this is a fine counterpoint to their general all purpose-ness.

The encounter feels like a solid bomber as well, but I think their lack of speed makes flight decks interact weirdly. Im not sure, but I think when a bomber has expended its payload, it counts as dead for the purposes of active flight decks, including draining fighter recovery rate, so the slightly long amount of time it takes the encounter wing to return home has my fighter rate down a couple points. With that said, im pretty sure both the encounters and sidewinders are impossible to actually kill - Small size makes big guns just not hit them, and small damage is shrugged off due to armor and hull repair system,(+flare things) so at least my flight decks arent strained to recover fighters as often. (i did lose a couple of them to large [redacted] fleets, but generally heavy beam PD weapons arent common)

Unfortunately I cant say ive gotten a chance to find any of the other guns in my campaign, ive been looking for the missiles and just not seeing them :(
Ill try to find some gatekeepers to fit into my bays, I am interested to try out those flux flares
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: AxleMC131 on April 28, 2017, 10:01:18 PM
Nice to see you back @Lancefighter. :) And thanks for the feedback!

The Sidewinders are probably my favourite fighter in this mod too. They're supposed to have a role closer to that of the Khopesh Rocket Bomber, but as a fire support/assault vessel rather than a straight bomber - a role they achieve thanks to a combination of kinetic rockets, HE short range missiles and the decoy flares. I don't want to raise their OP because they're not massively nimble, compared to alternatives, but if they seem too powerful I might raise their purchase cost.

The Encounters are decent. They seem far more willing to actually launch torpedoes at stuff in 0.8, which I'm very glad about. ;) Speed on the other hand... Hmm. I wasn't aware the game treated empty bombers as "dead" - the whole point of returning bombers is to be re-armed in a very short time, compared to being killed and rebuilt from scratch. Either way, I didn't know it caused the game to lower replacement rate. I'll need to check that out myself.

As for the Gatekeeper, you'll be hard pressed to find one of those, since they're designed as a built-in fighter (like the stock Borer Drones and Terminator Drone) and won't appear in markets. Tempting to change that, but for now the Gatekeeper is only found on the Explorer and the shiny new Triumph.

Weapons definitely spawn, that's a given, but high-tech ones tend to be less common. Give your markets a few months and they should start to stock higher-tier weapons - I've found a pair of Charons one the black market at Jangala before, and they're Tech Level 3! But yes, that mostly comes down to luck, and the fact that you can't get TSA weapons as drops from killing ships.
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: Forgery on April 28, 2017, 11:01:00 PM
I'd like to say that i'm really enjoying the TSA ships, but I keep on running across an issue (I'll admit it, it may be a personal issue) while playing with the ships.

While in the heat of battle I often take brutal hits to exposed armor and hull when I thought the 'Phoenix' Composite Hull was turned on. Turns out the composite hull was off, I just didn't realize it because the TSA ship's color scheme is very similar to the composite hull (they're both red). This makes it difficult for me to tell if the composite hull is on or not at a glance.

Now I don't know how this issue could be solved for the TSA ships, but I can reference another mod that has a similar design to their shield system while their's is a bit more obvious when it's on.
Spoiler
(http://i.imgur.com/K9WKxBU.png)(http://i.imgur.com/AejMsQ7.png)
[close]


I got those pictures from Dark.Revenant's Knight Templar mod post.
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: Lancefighter on April 28, 2017, 11:05:59 PM
ah damn i was hoping that wasnt the case, Im a big fan of that sprite.

And uhh they would probably do better in the klopesh role if they fired groups of kirbs instead of pairs at a time. But yeah, I see what youre saying. Right now just having the swarmer on top of a reasonably good main gun, with some added survivability makes them an excellent anti-frigate platform, not unlike a beefier talon.

Im honestly torn between the encounters and the klopesh for my bomber of choice - my second carrier has a pair of klopesh that launch some absolutely devastating barrages, but when my pair of encounters land both of their torps, its pretty pretty too.. I would swap to daggers I think it is, but Im not a huge fan of their look. Encounters are nice and spaceplane looking, and Im a fan of that.

The flight deck thing I think is common to all bombers - Id hvae to play around more, but notice that your fighter bays will light up like they are doing something long before the first bomber makes its way back home. Itll start instantly after the bomber goes dark on the ui. It looks like, generally, my carrier (with skills, no flight deck hullmod yet), will launch one encounter right as the first one lands, and then launch a second one quickly after (total three on the field, one returning, two fresh). Its a bit wonky to actually see happen, since you need to have a bit of extra fighter recovery speed and also be a good range away from your target, but thats what it looks like is happening. Its probably a vanilla 'bug'/feature, but I dont think its as obvious since I think all vanilla bombers are faster due to zero flux boost.

As a silly experiment tomorrow.. I wonder if you gave bombers a single shot long range weapon, like a mirv or a pilum, if it would launch, instantly fire its load, then try to land again (and get instantly relaunched).... I was actually wondering how good longbows are at shooting their load in close range, maybe I should find a set of those

And related to that, I wonder if you set the replacement time to fairly low(0 or 1s), if it would replace bombers as they fire their load instead of when they return home, to confirm what I think is happening.

Anyway yes just slightly off topic
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: AxleMC131 on April 28, 2017, 11:21:01 PM
Haha, off-topic stuff is fine, it's great to experiment! Not sure about some of the fighter suggestions (I don't know how you can change "replacement time" - it's not a fighter-specific stat). I can say however that fighters now have an "attack range" (or something) stat which I think is the distance they will actually open fire on a target. Most stock fighters tend to be around 300-500 units IIRC.
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: AxleMC131 on April 28, 2017, 11:23:01 PM
While in the heat of battle I often take brutal hits to exposed armor and hull when I thought the 'Phoenix' Composite Hull was turned on. Turns out the composite hull was off, I just didn't realize it because the TSA ship's color scheme is very similar to the composite hull (they're both red). This makes it difficult for me to tell if the composite hull is on or not at a glance.

Now I don't know how this issue could be solved for the TSA ships, but I can reference another mod that has a similar design to their shield system while their's is a bit more obvious when it's on.
Spoiler
(http://i.imgur.com/K9WKxBU.png)(http://i.imgur.com/AejMsQ7.png)
[close]


Hi @Forgery, thanks for the feedback. Yeah, the Phoenix Hull is fairly similar a colour to the rest of the sprite, and might need a change, but it's usually not too big an issue. Don't forget that there's also the status bar on the left of the screen that pops up with information when it's active. Either way, it's not a hard problem to fix - I could make the outline white or something - it's just that you're the first to mention it. Still, a valid point.

Also, the Knights Templar mod was in fact one of my inspiration mods for TSA. ;)
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: Lancefighter on April 28, 2017, 11:31:33 PM
Wait, base replacement time isnt a moddable stat?  that seems.. odd. Im not at my pc now, but I thought that wouldve been a like.. Somewhat important balancing stat for fighters
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: AxleMC131 on April 29, 2017, 12:02:33 AM
Wait, base replacement time isnt a moddable stat?  that seems.. odd. Im not at my pc now, but I thought that wouldve been a like.. Somewhat important balancing stat for fighters

Yeah. Beats me. I think the game assumes that all fighters take the same amount of time to build/re-arm or something. Some hullmods/skills can change the time, but it affects all fighters by the same amount.

Still, you raise a good point. You'd think replacement time would be fighter-specific. Eh. The devs probably have a good reason for it not being a thing.
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: Takion Kasukedo on April 29, 2017, 02:18:43 PM
Hmm, why not color the Phoenix Hull a bright orange or yellow? Flames use the Red/Yellow spectrum, so that could get it more noticeable.

Try Gold or something. That could work (or a very bright, vicious red)
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: AxleMC131 on April 29, 2017, 03:03:01 PM
Hmm, yellow could work.
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: DinoZavarski on April 29, 2017, 04:58:35 PM
Hey, given that explorer is the only cargo/support right now and that there are various new systems that are intended for such ships you may consider to increase it's OP.

Alternatively i cheated by adding Surveying equipment and HiRes sensors to it and made (TUG) skin equipped with Salvage Gantry and Tow Cable  instead (working on skin graphics).
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: AxleMC131 on April 29, 2017, 08:41:03 PM
Hey, given that explorer is the only cargo/support right now and that there are various new systems that are intended for such ships you may consider to increase it's OP.

Perhaps, but the Explorer is designed as a cargo transport. It doesn't make sense for it specifically to have Surveying Equipment or a Salvage Gantry. I'm not against upping the OP, but that's something that will likely change once I implement TSA ships into the campaign.

Nevertheless, I do want to do logistics ships in future - things like sensor ships and mobile recovery platforms, so those are definitely doable, but not something hugely high on the list of things to do. (Having said that, I do have a plan for a cruiser-sized armed freighter, so there's that.)

Alternatively i cheated by adding Surveying equipment and HiRes sensors to it and made (TUG) skin equipped with Salvage Gantry and Tow Cable  instead (working on skin graphics).

Fine by me - whatever suits your tastes. Although perhaps a TSA "tugboat" wouldn't be a bad idea... Hmm.
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: DanJSC on April 29, 2017, 08:59:30 PM
Ended up getting insulated engines early on, that and the grounded armour mod makes it quite difficult to spot you when you've gone dark, very useful if you're doing analysis missions in a few small ships.
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: Inventor Raccoon on April 30, 2017, 03:41:34 PM
Been playing your mod for the fighters and weapons, love it so far, haven't tried out the ships yet. Only issue I've spotted is that the Electra EM Mortar doesn't have a description or role.
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: ANGRYABOUTELVES on April 30, 2017, 06:43:29 PM
Wait, base replacement time isnt a moddable stat?  that seems.. odd. Im not at my pc now, but I thought that wouldve been a like.. Somewhat important balancing stat for fighters

Yeah. Beats me. I think the game assumes that all fighters take the same amount of time to build/re-arm or something. Some hullmods/skills can change the time, but it affects all fighters by the same amount.

Still, you raise a good point. You'd think replacement time would be fighter-specific. Eh. The devs probably have a good reason for it not being a thing.
I'm pretty sure it is? Different fighters have different replacement rates (e.g. 1 Broadsword is replaced in 10 seconds, 1 Longbow is replaced in 15 seconds), and there's a refit value in wing_data.csv that's identical to the base replacement rate, so I'd expect changing that value would change the replacement rate. Unless you're talking about something else?
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: AxleMC131 on April 30, 2017, 09:27:35 PM
Been playing your mod for the fighters and weapons, love it so far, haven't tried out the ships yet. Only issue I've spotted is that the Electra EM Mortar doesn't have a description or role.

Oops... My bad.  ;D That's because that weapon isn't the actual Electra, it was a copy I made to test some other mechanics with it. If you scroll through the medium ballistic weapons you'll see two forms of the Electra. They're almost identical, except the one without a description only does EMP damage (which, as it sadly turns out, doesn't do anything on a flak projectile).

I forgot to remove that second one, so for now just flip to using the one that does have a description.
Title: Re: [0.8a] The Silent Armada (Demo) v0.10
Post by: AxleMC131 on April 30, 2017, 09:28:24 PM
I'm pretty sure it is? Different fighters have different replacement rates (e.g. 1 Broadsword is replaced in 10 seconds, 1 Longbow is replaced in 15 seconds), and there's a refit value in wing_data.csv that's identical to the base replacement rate, so I'd expect changing that value would change the replacement rate. Unless you're talking about something else?

Wait wait wait, is that what "refit" does???  :o Shite... I need to get on this.
Title: Re: [0.8a] The Silent Armada (Demo) v0.11
Post by: AxleMC131 on May 02, 2017, 11:14:28 PM
Update: Version D 0.11 (Demo quickfix #4)

With the Thunderbolt off the list of things to do, attention has been turned to the Electra and oh boy, if it wasn't fun before it certainly is now! Say goodbye to the Electra EM Mortar and say hello to the much sleeker Electra Phase Howitzer. This weapon can actually pass through both friendly ships and neutral obstacles (asteroids, wreckage, etc.) and can't be shot down by point defence fire.

(http://i.imgur.com/wfnLGhH.gif)


Not only that, we've expanded the arsenal a smidgen with the addition of a new medium point defence shotgun, the Hellhound Scattergun. It's cheap and rubbish against missiles, but takes big bites out of unshielded fighters!

(http://i.imgur.com/RD1lnAb.gif)


The original post has also been updated to include an FAQ tab for common queries about (among other things) compatibility with other mods and my plans for the future of this mod.

Check the OP for more details.

Please remember that I want to hear suggestions for balancing TSA ships' and weapons' stats against stock equipment! All recommendations welcome!
Title: Re: [0.8a] The Silent Armada (Demo) v0.11
Post by: AxleMC131 on May 05, 2017, 05:12:17 PM
Following on from a query of mine on the Shadowyards post (http://fractalsoftworks.com/forum/index.php?topic=3491.msg207641#msg207641 (http://fractalsoftworks.com/forum/index.php?topic=3491.msg207641#msg207641)) I've gone ahead and reconfigured the Triumph's flight deck to be a built-in converted hangar hullmod. It's going to be a universal one (to be fitted for any fighter, rather than a built-in wing) but it'll be stupidly slow, but I have a new fighter type in mind for it.

The change will be coming in the next quickfix, and the new fighter wing probably the update after that.
Title: Re: [0.8a] The Silent Armada (Demo) v0.12
Post by: AxleMC131 on May 05, 2017, 11:29:08 PM
Update: Version D 0.12 (Demo quickfix #5)

Well, I said I'd push out a small update, but this one isn't quite so small. Having reconfigured the flight deck of the Triumph, I've also completely overhauled the Gatekeeper, upgrading it from a poorly-armed reconnaissance vehicle to a full-fledged heavy fighter, armed with two - yes, two - Hellhound Scatterguns for close-range demolition of unshielded fighters. You should also now be able to find it in markets, although it's a little rarer than other craft - and a fair bit more expensive!

To replace the pseudo-role in which the Gatekeeper previously sat, we welcome a new short-range fighter type, in the form of the Buckler Interceptor Drone. These drones only come in small groups and don't boast a lot of firepower, but they're cheap, nimble and lightning-fast to replace in combat (as fighters go). The Explorer now carries a full complement of these nippy little drones.

Check the OP for more details.

Please remember that I want to hear suggestions for balancing TSA ships' and weapons' stats against stock equipment! All recommendations welcome!
Title: Re: [0.8a] The Silent Armada (Demo) v0.12
Post by: PyroFuzz on May 06, 2017, 07:16:10 AM
The buckler interceptor drone looks great!
The only problem i might see is that there is only 3.
Everything else looks great so far!
Title: Re: [0.8a] The Silent Armada (Demo) v0.12
Post by: AxleMC131 on May 06, 2017, 04:00:44 PM
The buckler interceptor drone looks great!
The only problem i might see is that there is only 3.
Everything else looks great so far!

There's only supposed to be three. ;) It's a lightweight drone wing for cheap defence (still considering making it cost 0 OP) - not really for swarming stuff.
Title: Re: [0.8a] The Silent Armada (Demo) v0.12
Post by: AxleMC131 on May 20, 2017, 07:39:28 PM
A little teaser anyone?

Spoiler

The Electra Phase Howitzer is getting a bigger brother... A bigger, meaner, rotary brother...  8)

(http://i.imgur.com/jI40Fs0.gif)

[close]
Title: Re: [0.8a] The Silent Armada (Demo) v0.12
Post by: SierraTangoDelta on May 24, 2017, 03:27:44 PM
I'm excited that you're planning on putting this stuff into the campaign at some point. I like the WW1/2 influence and the weapons are something I always grab when I see them on sale.
Title: Re: [0.8a] The Silent Armada (Demo) v0.12
Post by: AxleMC131 on May 27, 2017, 07:00:26 PM
Attention all! Big update coming soon - Stay tuned!  ;D
Title: Re: [0.8a] The Silent Armada (Demo) v0.13 - A Logistical Nightmare!
Post by: AxleMC131 on May 27, 2017, 08:02:49 PM
Major Update: Version D 0.13 (Demo content expansion #5 - A Logistical Nightmare!)

Holy update, Batman!  ;D

It's been a while since my last foray into TSA content, but I've finally found myself satisfied with the new stuff you'll see here, and I certainly hope you will be to.

In this version we have:
- Three new ship classes!
- Three new weapons!
- One new hullmod!
- One new ship system!
- One new story-based mission!


For now I'll leave it all up to you to discover, and report on anything bugged or broken. Enjoy!  8)

Check the OP for details.
Title: Re: [0.8a] The Silent Armada (Demo) v0.13 - A Logistical Nightmare!
Post by: Ryu116 on May 27, 2017, 08:08:09 PM
Thank you for the updates and may I ask, when will this mod have the features of being playable in campaign?
Title: Re: [0.8a] The Silent Armada (Demo) v0.13 - A Logistical Nightmare!
Post by: AxleMC131 on May 27, 2017, 08:42:52 PM
Thank you for the updates and may I ask, when will this mod have the features of being playable in campaign?

(Check the FAQ tab on the OP:)

Quote
When will this mod be released (no longer a "Demo")?
The Silent Armada will lose its Demo status once I implement the ships into the campaign. I'd rather have more content first however, so that may not be for a while.
Title: Re: [0.8a] The Silent Armada (Demo) v0.13 - A Logistical Nightmare!
Post by: Ryu116 on May 27, 2017, 09:32:59 PM
Thank you for the updates and may I ask, when will this mod have the features of being playable in campaign?

(Check the FAQ tab on the OP:)

Quote
When will this mod be released (no longer a "Demo")?
The Silent Armada will lose its Demo status once I implement the ships into the campaign. I'd rather have more content first however, so that may not be for a while.

Understood and thank you for the information.  I will read more on FAQ on the OP.

:D
Title: Re: [0.8a] The Silent Armada (Demo) v0.13 - A Logistical Nightmare!
Post by: AxleMC131 on May 27, 2017, 10:28:50 PM
No problem. ;)
Title: Re: [0.8a] The Silent Armada (Demo) v0.13 - A Logistical Nightmare!
Post by: DanJSC on May 28, 2017, 06:12:19 PM
I'm super hyped for when we can finally try these out in a campaign setting. I'd been playing world of warships for a bit a month or two ago and it made me crave the slow, durable battleship type (W/ Long range, slow projectiles, lots of hardpoints etc.) ships which aren't quite in starsector yet, nothing beyond fortress shield at least. It's weird, it made me miss the Patrian Principate mod, and only after that it made me realise that i really liked this mod. You're doing good work, i'm excited to see how this mod turns out!
Title: Re: [0.8a] The Silent Armada (Demo) v0.13 - A Logistical Nightmare!
Post by: AxleMC131 on May 28, 2017, 06:16:49 PM
I'm super hyped for when we can finally try these out in a campaign setting. I'd been playing world of warships for a bit a month or two ago and it made me crave the slow, durable battleship type (W/ Long range, slow projectiles, lots of hardpoints etc.) ships which aren't quite in starsector yet, nothing beyond fortress shield at least. It's weird, it made me miss the Patrian Principate mod, and only after that it made me realise that i really liked this mod. You're doing good work, i'm excited to see how this mod turns out!

Thanks, glad you're looking forward to further development!  ;D
Title: Re: [0.8a] The Silent Armada (Demo) v0.13 - A Logistical Nightmare!
Post by: SierraTangoDelta on June 03, 2017, 11:06:19 AM
Is the High Power Rangefinder supposed to be compatible with Integrated Targeting Unit? Because it's kind of crazy to be able to stack so much range boosting on my ships.
Title: Re: [0.8a] The Silent Armada (Demo) v0.13 - A Logistical Nightmare!
Post by: AxleMC131 on June 03, 2017, 03:08:32 PM
Is the High Power Rangefinder supposed to be compatible with Integrated Targeting Unit? Because it's kind of crazy to be able to stack so much range boosting on my ships.

At present yes. I've been working on making it incompatible with ITU/DTC/etc. as it turned out to be quite overpowered on large ships.
Title: Re: [0.8.1a] The Silent Armada (Demo) v0.14 - Patching Things Up!
Post by: AxleMC131 on July 10, 2017, 01:56:28 AM
Minor Update: Version D 0.14 (Demo quickfix #6 - Patching Things Up!)

Time to catch the players up with my slow but steady progress on balancing The Silent Armada, as well as subtly melding things into the campaign.

Most excitingly, in this version you should encounter a number of Hegemony "Testbed" ships armed with TSA weapons, and as a result Hegemony markets will stock more TSA weaponry for you to purchase, equip and use.

There are also a few minor changes regarding some weapons and systems, as well as a new (if somewhat underwhelming) weapon in the form of the Micro Repeater - making its debut now as the secondary weapon on the reclassified Leadspitter Heavy Interceptor.

Check the OP for details.
Title: Re: [0.8.1a] The Silent Armada (Demo) v0.14 - Patching Things Up!
Post by: A Random Jolteon on July 21, 2017, 11:14:36 AM
WWII like ships? Yes Please!!!

I eagerly await its full debut into Campaign...No I am not thinking of naming my battleship Space Battleship Yamato. Why do you ask?
Title: Re: [0.8.1a] The Silent Armada (Demo) v0.14 - Patching Things Up!
Post by: Sooner535 on August 21, 2017, 05:26:52 PM
Is this still being worked on?
Title: Re: [0.8.1a] The Silent Armada (Demo) v0.14 - Patching Things Up!
Post by: AxleMC131 on August 21, 2017, 10:56:55 PM
Is this still being worked on?

Yep! Going is slow though, since I've been focusing on my other mod Disassemble Reassemble at the moment, and I'm now working full-time so I don't have a great deal of spare time. But it's still a working project, don't worry!  ;)
Title: Re: [0.8.1a] The Silent Armada (Demo) v0.14 - Patching Things Up!
Post by: Sooner535 on August 21, 2017, 11:44:51 PM
Awesome! Can't wait to add these ships to my campaign (I've been wanting a broadside ballistic based ship since I tried ORA) good luck (btw disassemble reassemble is a great mod as well :D)
Title: Re: [0.8.1a] The Silent Armada (Demo) v0.14 - Patching Things Up!
Post by: A Random Jolteon on February 01, 2018, 08:14:51 PM
Your Matchmaker class is one of the few ships that can not only handle my Double Mjölnir, but make it even better.

Ya didn't have to do that to make me love this mod! ;)
Title: Re: [0.8.1a] The Silent Armada (Demo) v0.14 - Patching Things Up!
Post by: AxleMC131 on February 05, 2019, 12:10:34 PM
Public Service Announcement

I really don't need to be saying this, but I should do this properly to make sure we don't have any confusion in future (and I'll replicate this in the OP shortly).

The Silent Armada is officially discontinued.

Sorry to those who were quietly awaiting a 0.9 update or patch. TSA was my first public attempt at a real mod, and while it was extremely useful in teaching me the basics of modding Starsector, it won't end up being a proper faction mod or anything like that, for several reasons:
   - The mod kicker was poorly thought out and would require a complete backstory and concept overhaul
   - The ship sprites are of low quality and were made with bad techniques
   - A number of fundamental concepts of the mod, such as the Phoenix Hull Composition and Flux Sink ship systems, were completely overambitious, overengineered, and I now see as a balancing nightmare that I really don't want to have to deal with.

So, apologies for leaving it hanging for so long - unless you've been on the Discord and you've caught my periodic mentions of TSA being discontinued - and I guess this is farewell to The Silent Armada.



BUT

That doesn't mean to say I don't intend to one day take inspiration from this mod in creating something new and original from scratch. It's definitely on my bucket list, and I've had a lot of time to think about it and play with new ideas. It won't be "The Silent Armada 2.0", but it would be a spiritual successor - and if you still have a liking for WWII naval ships, I'll be doing my best to imply that design; just a little more sensibly in a sci-fi setting.

And if you doubt my conviction, well...

Spoiler

... less fun for you I guess.  8)

(https://imgur.com/DdB9p8A.png)
[close]

For that reason, I will not accept any requests from people to update TSA to 0.9 on my behalf; use TSA sprites or scripts in other mods, or otherwise attempt to bring the mod or its content into the current Starsector modiverse. When/If I eventually have no need for my latent, original TSA content, I'll be sure to let people know. Until then, please be courteous and give me time to create something profoundly better from what was (in my opinion) a strong, if poorly thought-out, start into Starsector modding.

With that, until further notice, this is The Silent Armada checking out.
Title: Re: [0.8.1a] The Silent Armada (DISCONTINUED) v0.14 - Patching Things Up!
Post by: FreedomFighter on February 06, 2019, 11:24:35 PM
The Silent Armada just went Silent. How fitting.
Title: Re: [0.8.1a] The Silent Armada (DISCONTINUED) v0.14 - Patching Things Up!
Post by: PyroFuzz on February 09, 2019, 07:53:04 AM
The Silent Armada just went Silent. How fitting.

hehe... F