1307
« on: April 26, 2013, 07:04:07 AM »
The problem with built in weapons is that it prevent the player from customizing his ships, which is perhaps the sole thing we can actually do in Starsector. Until Alex release new features, Starsector is pretty much a Sandbox game and therefore, i think it should be played a such, even with mods. I think it would be better to let the player choose if he want to stay within the 40K lore or to play it for the fun and mount Tyranids bio-weapons on an Eldar ship and stuffs.
Of course it can be limited to some extent. In Uomoz's Corvus mod, each faction only have access to their own stations, ships and weapons. The BFG mod could work the same way, preventing, or at least limiting the use of other races technology. Also, would be much easier to code, as you can use Uomoz's mod as a base for this one.
For the Orks ships. Yes they use shields (force fields) although they are pretty inefficient. They rely much more on armor and number to survive. Also for Ork gameplay, according to the lore, it should work more or less like this (Spoonie will correct me if i say something wrong):
Pros:
-Very low Fleet Point cost
-Quite good armor.
-Lot of weapons mounts (with 3/4 of them pointing forward)
-Very fast rate of fire, but inaccurate and short ranged weapons
Cons:
-Slow and unwieldy
-Low ordnance points (all of them would be used ot fit weapons)
-Low flux capacity and venting
Basically pretty terrible ships, but cheap enough to swarm the enemy, and enough weapons to deal a lot of damages for short periods of time (due to high flux). With ships system like Burn-drive and Accelerated ammo feeder. In some way, they would play a bit like Erick Doe's Antediluvians but with even more pronounced faction traits.