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Author Topic: [0.8a] Arsenal Expansion v1.3.6 - Merlons and Crenels  (Read 19922 times)
InventorRaccoon
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« on: January 03, 2017, 07:28:03 AM »



My attempt at creating a pack of ships! Many ships have gotten entirely new variations that have unique ship systems and possibilities. For example, I've taken the Onslaught above and turned it into a battlecarrier, at the expense of a few weapon mounts and both Thermal Pulse Cannons. It has a drone bay that spits out upgraded Xyphos fighters, each with a Pulse Laser and Ion Cannon.

The mod also adds six unique ships, including the Torment, Pawn, Pigeon, Scrapper and Minotaur.

Variants may be incredibly slightly imbalanced. Ships are added to a variety of factions, although Tri-Tachyon do not use lower-tech variants and Pirates do not use cruisers/capital ships. One certain ship will appear as an enemy while you do exploration content.

Additionally, there are two missions included. In "Surrounded", you'll have to defend a command center from a pirate horde, while in "Assault", you are tasked with using every variant ship in this mod to take down an enemy Asgard-class battlestation.

All ships!


Merlon
Designed to serve a similar role to the Picket-class drone, the Merlon was often used by the Domain to quickly hunt down and eliminate rebel frigates and destroyers that were too well-armed or fast for smaller drones to swarm and take down. Although it's fast and durable enough to pose a serious threat to ships smaller than itself, it falters when tasked with engaging other cruisers, where it needs support to avoid being wiped out by high-explosive weaponry.
Relatively nimble and well-armored
Unshielded, vulnerable to HE and EMP, weak PD coverage


Asteroid Turret
Made from some prefabricated parts and some weapon mounts torn off of proper warships, this asteroid has been hollowed out and converted into a weapons platform. While it cannnot move freely and can only drift forwards at a slow pace, the extra space is use for targetting computers that greatly enhance its range.
Long range
Can't move in any direction except forwards


Minotaur
A conversion of the Tarsus, the Minotaur, or "mini-Tar" as it is sometimes known, is a reliable combat freighter, able to fend off attackers with a powerful weapons array and a protective drive system, allowing it to pop out of combat, or in a pinch, charge in - horns first.
Cheap, sturdy, decent weapons package, protective drive system
Slow, Civilian Grade Hull


Mimic
Small fighter capable of deploying identical, yet harmless copies, to draw fire and keep ships distracted while more lethal wings can close in for the kill.
Six decoy drones, phase cloak
Only the real Mimic does damage


Mule (M) - Idea by AxleMC131
This ship has been modified for use by miners, replacing some weapon mounts with a drone bay.
Borer Drones, Surveying Equipment
Removed weapon mounts


Tempest Saboteur (SAB)
This modified Tempest-class has been converted into a phase frigate. To facilitate this, the bridge has been moved forwards to make room for a phase coil. Additionally, the Terminator Drone for this ship is fitted with an ion cannon. This type of ship is most commonly found using ion weapons. Overall, the Saboteur variant exaggerates the qualities of the average Tempest. Blinding speed, unmatched strike potential among frigates, and a knack for getting out of trouble.
Phase cloak, phase field, ion drone, interdictor array
Delicate machinery, less durable, slightly slower


Scrapper
Created in ship junkyards, the Scrapper-class frigate is a haphazard mix of parts from many different ships, including the Hound, Cerberus, Mule and Shepherd. Slow and tough, this ship is often used as a PD boat by pirate captains, looking for a ship to watch their backs while they close in for the kill. Of particular note is the flare system and flak cannon, which do a number on incoming missiles. The Scrapper also has a makeshift shield generator, similar to those installed as a modification to other low-tech ships.
Durable, built-in Mini-Flak Cannon, Flare Swarm system
Weak weapons package, slow, weak shield


Pigeon
From the golden age of the Domain, comes the Pigeon-class corvette. Unusually for ships from such an era, it sacrifices durability for mobility, and is suited for scouting or delivering urgent cargo and passengers in safety, as it can easily escape most pursuers. If needed, it can fight back with a nasty nip, and nowadays, fleet admirals in the Sector use it to hunt down and destroy escaping ships. It has a versatile weapons array but falters in heavy combat.
Fast, cheap, protective drive system, decent storage capacity
Weak weapons package, not very durable


Pawn
The Pawn is an old design that never went into widespread production, having been overshadowed by its larger and now discontinued cousin, the Rook. The Sector had no need for a destroyer-sized carrier due to the versatility and fighter superiority granted by the Gemini, so a Pawn autofactory was brought online and the smaller Pawn is now one of the main frigate-size munitions carriers, fighter resuppliers and patrol support vessels in the Sector.
Quick, frigate sized
Cannot defend itself effectively


Torment - Sprite by Medikohl, shamelessly stolen and modified from SPIRAL ARMS sprite dump
The Torment-class is heavily armored and can easily spew out missiles, destroying ships unlucky enough to overload nearby. However, it is quite a slow ship and apart from the single medium hybrid mount, it does not have much firepower otherwise. Still, a captain is advised to be wary around hostile Torment-classes, lest their engines be knocked out, their reactors overloaded, their armor breached and their hull obliterated.
Durable, lots of missiles, Damper Field
Slow, weak without missiles or against strong PD, AI is a bit dumb


Reaver Drones
A variant of the Xyphos heavy fighter, the Reaver drone sports an advanced AI core, an ion cannon, upgraded reactor, and even a small drone bay capable of spitting out two escorts that assist in taking down hostile fighters but only mildly bother proper warships. Reaver drones have an advanced beta-level AI. This allows for unmatched independence, where the drones can effectively attack targets at a range only long-range missile systems can compare to.
Higher flux stats, faster, ion cannon, Overlord system (2 PD laser drones)
Very high OP cost


Wolf Sentinel (SNT)
This modified Wolf-class has had some one weapon mount replaced by a high-resolution sensor and controls for a modified, unmanned wingman drone. The space needed for this modification has reduced the number of maximum Phase Skimmer charges down to one.
High Resolution Sensors built-in, Wingman built-in fighter
Only 1 Phase Skimmer charge, missing weapon mount


Gryphon Hunter (HNT)
This modified Gryphon-class has replaced its large missile mount for a ballistic slot, and the missile auto-forge for an accelerated ammo feeder, making it suitable for sniping large ships from outside their range, to overload them and allow its remaining missiles or any nearby fighters to attack.
Integrated Targeting Unit built-in, ballistic hardpoint, Accelerated Ammo Feeder
No Missile Autoforge, no large missile mount


Onslaught (GRD)
This modified Onslaught-class has had its signature Thermal Pulse Cannons replaced by flight decks, and its Burn Drive by two modified Xyphos fighters, which have a long operating range. This makes it an extremely powerful flagship that can output a high amount of firepower, while spewing out fighters. However, the removal of the Burn Drive makes it extremely slow without empty capacitors.
Built-in High Resolution Sensors, 2 flight decks, Reaver Drone system
Shorter Burn Drive, no Thermal Pulse Cannons, missing weapon mounts, more maintenance


Thunder (RMB)
This Rumbler variant of the Thunder fighter, in addition to swapping the ion cannon with an IR pulse laser, has had a small reactor installed in the rear to allow it to make use of the Flux Armor system.
IR pulse laser, Flux Armor
No Ion Cannon


Centurion Hailfyre (FYR)
This modified Centurion-class has had its missile mount replaced by a large ballistic mount and its Damper Field with an accelerated ammo feeder. It has much heavier armour to compensate, but that comes at the cost of mobility.
Frontal medium mount, Accelerated Ammo Feeder, more armor
No Damper Field, no missiles, slower


Hammerhead Seeker (SKR)
This modified Hammerhead-class has had an additional ballistic mount has been placed at the front. To make sure its system is used as effectively as possible, all mounts have been converted to ballistic mounts. The system itself, called Disruptor Ammo, enhanced ballistic projectiles temporarily with EMP capability, allowing them to disable enemy weapons and engines extremely quickly, rendering them helpless.
Extra ballistic mount, Disruptor Ammo system, faster
No Accelerated Ammo Feeder, less durable


Sunder Warden (WRD)
This modified Sunder-class has had some of its main weapon mounts altered to allow the mounting of both energy and ballistic weapons, and its High Energy Focus system replaced by a modified Damper Field that uses flux instead of charges. These changes allow it to better serve as a frontline destroyer, capable of dishing out fire and taking just as much, with extremely powerful flux statistics for its size.
Hybrid medium mounts instead of energy, heavier armor, Flux Armor system
No High Energy Focus, slower, lower flux stats


Eagle Rumbler (RMB)
This modified Eagle-class has had its subsystems hardened, but more importantly, a lot of firepower has been diverted to a large ballistic mount built into the front of the ship, allowing it to pummel hostiles. However, this required the removal of a few mounts usually reserved for point defense. As a result, it is vulnerable to attacks from the rear, and especially to Salamander missiles. It is advised to give this ship a point defense-heavy escort, such as an Enforcer.
Built-in Hardened Subsystems, frontal large mount, Slammer Drive system
Removed central medium mount and rear small mounts, slower, no Maneuvering Jets


Wolfpup Wing
The Wolfpup is a variation on the Broadsword heavy fighter. It sports an enhanced reactor, a shield generator, and a small Phase Skimmer. Along with enhanced anti-ship capability, they are also very effective against other fighters. The average Wolfpup fighter wing can often destroy interceptors, taking minimal damage.
Frontal shield, stronger flux stats, does not use crew, Phase Skimmer
Can overload easily, higher OP cost


Bombardier Wing
Based on the Pirahna bomber, the Bomboardier fires long streams of kinetic missiles from equally long range, pressuring hostile ships and their shields, and also effectively distracting point-defense systems with many small and fast moving targets. However,it has no shields and only a point defense laser to protect itself, and occasionally gets itself killed when not limited to the range of a parent ship. Often they will be assigned to guard their carrier, where they can safely bombard hostile ships.
Kinetic LRM launcher, Vulcan cannon
Ineffective against armor

Download! https://www.dropbox.com/s/88x4szjcp1qpbsp/Arsenal%20Expansion.zip?dl=0

Todo and known issues:
- Moar ships!
- Moar loadouts for existing ships! (there's ~2-3 each currently)
- Balancing!

Changelog, including all the stuff I did before release!

Code:
Version 1.3.6 (May 22)
- Added Merlon-class drone cruiser
- Repair Drones hullmod works properly now
- Artillery Swarmer now generates flux when fired
- Pulse Sprayer range decreased to 500 from 900 and is even less accurate
- Pulse Rocket now generates twice as much flux when fired
- Onslaught Guardian got back its built-in Reaver wing (oops)
- Reaver no longer generates flux when firing its weapons, capacity reduced

Version 1.3.5 (May 15)
- Added Asgard-class Battlestation, and a mission for it
- Added the campaign-integrated Asteroid Turret, used only by scavengers
- Fixed some descriptions
- Decoy Mimic's 0-damage weapons can no longer drop
- Removed Interceptor Missiles entirely
- Slightly shifted the Onslaught Guardian and Wolf Sentinel weapon mount locations to be the same as the standard variants
- Changed the arcs of the Onslaught Guardian's large mounts to be slightly less forward-focused, removed two hidden missile mounts
- Slight tweaks to ship costs

Version 1.3.4 (May 7)
- Rebranded from Raccoon's Arms Pack to "Arsenal Expansion"
- Reduced the spawn rate of Pigeon (D)s in pirate fleets

Version 1.3.3 (Apr 27)
- Added Minotaur-class combat freighter
- Added currently unused Damper Dash system
- Added Micro Flux Shunt hullmod
- Wolf Sentinel and Mule Miner now have a Drone Bay hullmod, purely flavour for the Wolf, no more fighter refit penalty for the Mule
- Bombardier is now midline instead of high-tech
- Slight tweaks to ship costs
- Wolfpup is slightly faster

Version 1.3.2 (Apr 26)
- Added Pulse Rocket MRM
- Added Mimic fighter
- Nerfed Wolf (SNT) by reducing its additional sensor range to 40 units and reducing the Wingman's range to 500 units
- Wolf (SNT) now appears in pirate fleets only as a degraded version
- Reduced price of Pawn
- Interceptor Missiles no longer appear in campaign

Version 1.3.1 (Apr 23)
- Added Mule (M), as a skin of the normal Mule
- Command Center is now available in campaign mode, rarely replacing capital ships and appearing in markets.
- Command Center Platforms now have Advanced Targetting Core instead of Targetting Supercomputer
- Command Center has a slightly bigger and wider shield, base is less durable and platforms are more durable
- Pulse Sprayer fires a slightly smaller projectile
- Tempest Saboteur has a lower phase upkeep
 - "Surrounded" is more difficult, with the mod's new ships attacked to the pirate fleet
- Fixed Reaver Drone Drone, is now Reaver Drone, properly deploys PD wing
- Persean League now has modded ships
- Reduced number of modded ships in pirate fleets
- Onslaught Guardian is more expensive
- Artillery Swarmer can now appear in markets

Version 1.3 (Apr 22)
- Updated for 0.8
- All ships have different variant styles, as opposed to the same 3 previous ones
- Many ships have gotten new sprites
- Added Pigeon (D)
- Added Command Center, currently not accessible in campaign
- Removed Pawn (G), Kite (G), Gemini (G)
- Removed Pigeon (R) and Torment (R)
- Removed Omen (SB)
- Removed all drone systems, instead they are built-in fighter wings
- Wolf Guardian is now Wolf Sentinel (SNT), has "Phase Dash" as a system (phase skimmer with 1 charge), and built-in "Wingman" wing (1 terminator with IR pulse laser and PD laser)
- Onslaught Guardian (GRD) has same name, has "Engine Overcharge" as a system (burn drive but shorter)
- Gryphon Guardian is now Gryphon Hunter (HNT), has Accelerated Ammo Feeder and built-in "Artillery Wing" (Artillery Swarmer + Vulcan), new sprite for it and the drone
- Centurion Rumbler is now Centurion Hailfyre (FYR), new sprite, no Hardened Subsystems
- Hammerhead Rumbler is now Hammerhead Seeker (SKR), lowered armor and increased speed, no longer has Hardened Subsystems
- Sunder Rumbler is now Sunder Warden (WRD), large mount is back to energy, no longer has Converted Weapons Mounts or Hardened Subsystems
- Tempest Saboteur (SAB) now has Interdictor Array as a system, built in "Ion Drone" wing (1 terminator with ion cannon and PD laser)
- New weapons loadouts for different ships
- All fighter wings now can appear as LPCs in different markets
- "Surrounded" is a mission that has replaced The Guardians for now, where you must fend off a pirate horde with a small fleet and a command center

Version 1.2.5 (Apr 12th)
- Added Scrapper-class frigate
- Added Mini-Flak Cannon (appears in markets, too)
- Added Flare Swarm system
- Added Thunder (R) and a modified Flux Armor system for it to use (ineffectively, because fighter AI is weird)
- Wolf (G) and Gemini (G) are less common in pirate fleets
- Sunder (R) now does 20% less ballistic damage (first new hullmod woo)

Version 1.2.4 (Apr 5th)
- Fixed Omen (SB)'s System Hacker and re-added it, removed the ability for it to appear in markets
- Increased damage of System Hacker
- Added Reaver Drone Wing
- Reaver Drone now has the Overlord system (2 PD drones), yes, I did actually give drones to drones
- Reaver Drone is slower and has less flux capacity, fighter version has 2 capacitors
- Slight adjustments to some loadouts that didn't have proper settings or were impossible

Version 1.2.3 (Mar 11th)
- Replaced Omen (SB)'s System Hacker with an Ion Beam until I can fix it crashing the game

Version 1.2.2 (Feb 17)
- Added Eagle (R), the (current) pillar in Rumbler oversized-gun technology, and three variants
- Minor adjustments to codex descriptions
- As of Mar 5, doesn't require Java 8

Version 1.2.1 (Feb 3)
- Added Tempest (SB), a phase ship!
- Added Ion Drone (not really a unique drone, just a Terminator with an ion cannon)
- Modified Omen (SB) description to not use "modified" twice in the span of a few words
- Added some fluff to the descriptions of some drones

Version 1.2 (Jan 13-17)
- Added Kite (G)
- Added Pulse Sprayer (a pulse laser but it fires in 24 shot bursts and can't hit the broadside of a Conquest)
- Added Omen (S), the first Saboteur variant, has stats equal to the 0.8 buffed Omen (will stay at that level when the update hits, it's just in advance)
- Added System Hacker (EMP beam)
- Currently, both new ships are Tri-Tachyon exclusive, may change in the future

Version 1.1.1 (Jan 5)
- Added Pigeon (R), with Slammer Drive
- Slammer Drive now gives a blue glow and no longer disables turning
- Pigeon now has Courier Drive, which does disable turning and also weapons
- Lowered combat stats of the Pigeon, increased storage stats so it can function somewhat as a freighter/shuttle
- Most ships have 1 extra variant (except both Torment variants, both Pawn variants, and the original Pigeon)
- Enemy fleet in "The Guardians" now has a Pigeon, Pawn and 2 extra Talon wings

Version 1.1 (Jan 4)
- Added Pigeon and Slammer Drive
- Reaver Drone is much faster and is more durable
- Sunder (R) has more armor, but has lower flux capacity and dissipation
- Updated spawning - new variants are generally less likely to spawn

Version 1.0 (release, Jan 3)
- Added Pawn, (G) variant is now a skin due to not being different enough from the standard variant
- Added Torment
- Added a mission, showing off the Guardian variants
- Removed hidden missile mounts from Onslaught (G), drones now regenerate slowly, Reaver Drones are now Xyphoses

Version 0.7 (prerelease, Dec 12-Jan 1)
- Added Sunder (R)
- Added Torment (R), sprite taken from SPIRAL ARMS sprite dump and modified by me
- Remade the Hammerhead (R) sprite so it isn't stupid
- Also remade the Centurion (R) sprite so it isn't stupid
- Updated Wolf (G) sprite so it's more blue and can be better distinguished from normal Wolf-classes
- Hammerhead (R) is no longer incredibly OP (no longer has a free Hardened Shields, and downgraded extra mount to small)
- Hammerhead (R) now has Disruptor Ammo, a unique system (ish) that is like Accelerated Ammo Feeder, but instead increases weapon and engine damage
- Sunder (R) and Torment (R) have Flux Armor, a version of Damper Field that is toggled and does not disable weapons, but builds up flux
- Bulwark drone renamed to Guard Drone (curse you Blackrock), replaced light autocannon with a PD missile launcher
- Pirates now use Guardian and Rumbler frigates and destroyers (no fighter wings or larger ships)
- Added new sprite for use by Artillery Swarmer and Interceptor Missiles
- Fixed Swarmer SRM launcher using the missile speed and flight time of the Artillery Swarmer and creating an OP long-range high explosive anti-Cerberus killing machine

Version 0.6 (prerelease, Nov 26, 27)
- Added Centurion (R)
- Added Hammerhead (R)
- Added Artillery Drone Wing
- Tri-Tachyon, the Hegemony, the Independents, the Sindrian Diktat and the Luddic Church now use new variants (Tri-Tachyon does not use Rumbler variants)

Version 0.5 (prerelease, Nov 25)
- Added Pawn (G)
- Gryphon (G) now works properly
- Reaver Drone has been reworked, is now a Kite instead of Hermes
- Artillery Drone's missile launcher now fires 5 times as many missiles, but each missile does less damage and has less health

Version 0.4 (prerelease, Nov 24)
- Added Gryphon (G)
- Added Artillery Drone
- Wolf Pup Fighter Wing now uses supplies and can not theoretically have infinite wings deployed with SS+

Version 0.3 (prerelease, Nov 23)
- Added Wolf Pup Fighter Wing
- Broadsword Drone renamed to Wolf Pup, now has Phase Skimmer
- Added fancy lights to drones
- Wolf Pup has lower flux stats and a weaker missile launcher, drone version has 1 vent, 1 capacitor and 1 extra launcher to compensate

Version 0.2 (prerelease, Nov 22)
- Added Onslaught (G)
- Added Reaver Drone
- Gemini (G) now has an extra turret
- Bulwark Drone system now has 2 drones, drone shields are smaller and not broken

Version 0.1 (prerelease, Nov 20, 21)
- Added Wolf (G)
- Added Gemini (G)
- Added Broadsword Drone
- Added Bulwark Drone

Credits!
- FrictionlessPortals, a friend who helped me with java stuff and making the ship systems.
- Alex and David for the basis of basically everything
- Medikohl for originally creating the Torment sprite

Post feedback and bugs, especially stuff that makes the game crash, balancing and sprite-related stuff.
« Last Edit: May 22, 2017, 02:13:40 PM by InventorRaccoon » Logged

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« Reply #1 on: January 03, 2017, 08:00:43 AM »

Mmmh, I like that blue Onslaught a lot. Some of the other sprites might require a tiny bit of polish but all the blue ones are pretty damn sexy (you can check the Kitbash Database in my Toybox if you want bits and bobs to put on them).
« Last Edit: January 03, 2017, 08:03:38 AM by Tartiflette » Logged

 
InventorRaccoon
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« Reply #2 on: January 03, 2017, 08:26:03 AM »

Mmmh, I like that blue Onslaught a lot. Some of the other sprites might require a tiny bit of polish but all the blue ones are pretty damn sexy (you can check the Kitbash Database in my Toybox if you want bits and bobs to put on them).
Looking at them again, the Gemini sprite does look like it would need a few bits of black outlines, and the Torment has those weird black spots just above the rear turrets. I could've sworn that I desaturated some of the tan bits of the Centurion but I probably didn't do enough. The Hammerhead is probably my favourite.

I'll take a lot at the kitbash database. Already spotted an opportunity to turn the front bit of the Conquest into a cool frigate.
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« Reply #3 on: January 03, 2017, 08:42:24 AM »

I also wrote a pretty extensive paintjob tutorial linked in the toybox, you might find it interesting for the gryphon in particular.
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InventorRaccoon
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« Reply #4 on: January 03, 2017, 08:47:58 AM »

I also wrote a pretty extensive paintjob tutorial linked in the toybox, you might find it interesting for the gryphon in particular.
Yes! I just have to install Photoshop and I'll try and make a slightly less boring Gryphon paintjob. At one time I tried desaturating your sprite and making it blue and it looked pretty great, so hopefully in the next few days there'll be a snazzy new paintjob.

Also, I updated the sprites a little bit (less black dots on the Torment, little bit of outline on the Gemini and a more desaturated Centurion). Torment and Centurion are in the post, Gemini is just in the mod.
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« Reply #5 on: January 03, 2017, 09:39:28 AM »

i agree with Tarti, i quite like the color scheme! :]

the large drones feel weird to me, though.
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InventorRaccoon
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« Reply #6 on: January 03, 2017, 09:57:44 AM »

i agree with Tarti, i quite like the color scheme! :]

the large drones feel weird to me, though.
Yeah, the Kite drones are a bit odd. A decent number of mods have fighter-sized drones but the only frigate-sized one I can think of is the Vixen drone from Citadel. Originally the Kites were still classified as frigates, but trying to deploy them resulted in them colliding with the Onslaught and almost dying. So now they drift over stuff in an odd way and have somewhat weak weapons for their size (Gladius fighters have greater offensive ability). They're also big enough that most ships can easily hit and kill them. Even being much more durable than normal Kites, they die pretty quickly. I may replace them with Xyphos drones.

Also: what I've managed to accomplish so far with kitbashing the Conquest (and a few other ships):

Possibly some kind of light frigate? The name database doesn't list any Pigeon-classes. I might give it some kind of burst maneuvering jet like Blackrock ships.
« Last Edit: January 03, 2017, 10:33:30 AM by InventorRaccoon » Logged

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« Reply #7 on: January 03, 2017, 10:33:07 AM »

yeah, drone size seems to make a big difference in their ability to stay alive. ^^ i dislike BRDY's Bulwark Drone mainly for that reason. it's meant to be a slow but tough defensive drone (i think), but it's also quite large, so it dies quickly.

replacing them with Xyphos (and maybe your Wolf's Broadsword with a Wasp or something?) would look better, i think.
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« Reply #8 on: January 03, 2017, 05:40:23 PM »

That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?
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« Reply #9 on: January 04, 2017, 03:07:11 AM »

That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?
I considered making a faction of bounty-hunting AIs that used the Guardian variants and spawned from independent planets, but I had no idea how to actually code it. I'm unsure how to really make proper factions right now, mostly all the stuff to spawn them. It would solve the problem where currently, having DynaSector makes all the variants impossible to obtain normally.

Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.

Also a funny note, the Sunder (R) has more armor than the regular variant, 250 instead of 200. However, if you play with the Ship and Weapon Pack, it'll have LESS armor because that mod remakes the Sunder to have more armor (300 I think) and the old stats are on the Sunder (S). Might have to up it to at least 300.
« Last Edit: January 04, 2017, 03:20:15 AM by InventorRaccoon » Logged

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« Reply #10 on: January 04, 2017, 03:25:00 AM »

That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?
I considered making a faction of bounty-hunting AIs that used the Guardian variants and spawned from independent planets, but I had no idea how to actually code it. I'm unsure how to really make proper factions right now, mostly all the stuff to spawn them. It would solve the problem where currently, having DynaSector makes all the variants impossible to obtain normally.

Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.

Also a funny note, the Sunder (R) has more armor than the regular variant, 250 instead of 200. However, if you play with the Ship and Weapon Pack, it'll have LESS armor because that mod remakes the Sunder to have more armor (300 I think) and the old stats are on the Sunder (S). Might have to up it to at least 300.

That wouldn't be a bad idea. Probably bring it in line with those newer Sunders or even more armor than them (But that wouldn't make much sense though)
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« Reply #11 on: January 04, 2017, 08:27:40 AM »

Updated the download with a new version. A new ship, the Pigeon-class, with a new(ish) ship system. Also some balancing stuff. Will try and get gifs working of each non-drone system.
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Raccoon's Arms Pack, for all your slightly-altered-vanilla-ships-with-a-few-new-ones-like-that-Pigeon needs.
King Alfonzo
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« Reply #12 on: January 04, 2017, 04:08:52 PM »

That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?
I considered making a faction of bounty-hunting AIs that used the Guardian variants and spawned from independent planets, but I had no idea how to actually code it. I'm unsure how to really make proper factions right now, mostly all the stuff to spawn them. It would solve the problem where currently, having DynaSector makes all the variants impossible to obtain normally.

Hilariously, I am actually finishing up such a faction, just doing some polishing at the moment. It is somewhat difficult, and requires rudimentary knowledge of coding (or in the very least an intensive logical process) but you can work backwards from Underworld's CABAL code using IntelliJ.
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Deshara
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« Reply #13 on: January 04, 2017, 10:19:56 PM »

Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.

):
I was super excited to see that you had made a corvette attendant, and PARTICULARLY that you had made a combat Kite to do so.
Could I... get to the G_Kite as a stand-alone ship? I love the idea
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InventorRaccoon
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« Reply #14 on: January 05, 2017, 04:48:20 AM »

Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.

):
I was super excited to see that you had made a corvette attendant, and PARTICULARLY that you had made a combat Kite to do so.
Could I... get to the G_Kite as a stand-alone ship? I love the idea
Of course. Currently list of ships todo are the Pigeon (R), Omen, and some cruiser (R) because there are way too many Rumbler frigates and destroyers and now I'm piling on more. I'll add a new Kite somewhere on that and give it a useful combat function. Omen will probably lose the EMP system but gain a built-in rapid fire EMP lightning gun and the ability to immediately overload. Not sure whether to make it a (G) variant or make a new saboteur variant and make the Tempest I have a sprite for into one of them too.

Having a frigate-sized drone sounds fun but even a Kite with about 150% flux stats and durability dies very quickly and often I was left without any drones. Xyphos drones last quite a bit longer since you can't properly focus a large ship's fire on a fighter and they can be super fast without looking dumb.

Maybe the Kite will get a pulse laser version of the Imperium Sagittarius ADC, the gun that spews bullets absolutely everywhere.
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Raccoon's Arms Pack, for all your slightly-altered-vanilla-ships-with-a-few-new-ones-like-that-Pigeon needs.
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