Fractal Softworks Forum
March 22, 2017, 07:17:14 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New blog post: Building Better Worlds (2/21/17)
 
   Home   Help Search Login Register  
Pages: [1] 2
  Print  
Author Topic: [0.7.2a] The Silent Armada (Demo) v0.2  (Read 1081 times)
AxleMC131
Commander
***
Posts: 206

Amateur World-Builder


View Profile
« on: March 13, 2017, 05:22:48 PM »

The Silent Armada
              Demo version 0.2 - For Starsector 0.7.2a              



IMPORTANT - PLEASE READ!
This first release of The Silent Armada mod is a Demo only. It is an experimental version intended to gauge initial community opinions on the theme and style, and especially to gain early feedback that will be implemented in the balancing of game features (eg. modded ships and weapons) against the stock game. This means the content within this mod is extremely limited. Ships are currently unavailable in the campaign, and will only appear in the included test mission for you to play around with. Weapons should spawn in markets in the campaign game and will be available in the "Refit" window for all ships in single missions.

Download here:
http://www.mediafire.com/file/rdwm9s2dx3cz9mi/TheSilentArmada_Demo_v0.2.zip



"Arrival"
(Backstory)


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.




"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.


Leadspitter Heavy Fighter Wing

   

A heavily armoured interceptor fighter that does exactly what it says on the tin. Wields dual Vulcan cannons and a Light Autocannon.


Encounter Torpedo Bomber Wing

 

Low-tech bomber configured to carry standard Hammer torpedo racks. Front shield, but no other defences.


Reliant-class Gunboat



Tough gunship that can take a beating and hit back just as hard.


Challenger-class Battleline Frigate



Faster frigate with a respectable broadside gun convergence.


Wanderer-class Missile Frigate (NEW!)



Missile-toting frigate. Fairly standard, but it won't let you down.


Explorer-class Transport Scow

 

Everyday military support ship. Features a dedicated Leadspitter escort.


Voyager-class Combat Carrier



Standard carrier with respectable defensive weapons. Features a dedicated Leadspitter escort.


Vengeance-class Battleline Destroyer



Powerful armoured destroyer with an equally powerful broadside. Beware its deadly gun-play when its flux is high!


Thunderbolt-class EW Artillery Destroyer (NEW!)



Do you like massive lasers? Of course you do!




"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.


KIRB Launcher (NEW!)
 
Burst-fire kinetic EMP rockets. Low cost, moderate damage, high levels of chaos.


Goshawk ASM Launcher
 
Potent high-speed missile with an initial aiming/arming mode and secondary burn phase.


Light Flak Gun

Small version of the Flak Cannon with a burst-fire configuration.


Hades Gun

Long range HE cannon with fair accuracy and damage per shot.


Dual Hades Guns

Doubled assembly of the Hades Gun.


Cascade Autocannon

Burst-fire quad autocannon for rapid kinetic damage.


Electra EM Mortar

Deadly plasma-charged mortar that can decimate fighters, missiles, and unshielded targets from a long range.


'Odin' Siege Laser (NEW!)

Hugely powerful beam with massive range. Permanently fixed to the Thunderbolt-class destroyer.




"Combat Methods"
(Tips for piloting added ships in combat)
NOTE: Only for people struggling or hugely curious to understand how the added ships function in combat. Ignore this if you would rather stay within the mystery the mod's backstory adds and learn how to pilot the added ships yourself through trial and error.


General Spacecraft Traits
You will quickly find ships from this mod tend to have...
- Poor agility and low speed
- Strong armour and high 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 (none so far but planned)

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 armour-tank a fair amount and gradually push their way forward against an enemy force. This is portrayed first of all in a unique hullmod carried by all TSA ships, "Rewired Flux Dispersal". This hullmod increases the integrity of weapon mounts, and also decreases the amount of flux ballistic weapons generate by 25%. All of this comes at the expense of losing the stock characteristic engine boost when the ship is at 0% flux, making TSA ships deceivingly slow off the mark.

Secondly, TSA ships have fairly high flux capacity but unusually low flux dissipation. There is a special reason for this regarding a set of unique ship systems. Also planned for future ship systems with different effects, the Vengeance's "Autoloader Flux Sink" and Thunderbolt's "Supercharger Flux Sink" are systems that can be activated to temporarily increase the ship's passive flux dissipation and buff their weapons output, but these buffs scale with the ships' current flux levels, dynamically changing as their flux goes up and down. At 0% percent flux capacity, the buffs will be practically un-noticeable, but at 100% capacity ballistic RoF/energy damage and flux dissipation are both increased by up to 250% of their normal rate.

This means a pilot should treat their flux level more as a power bar. Most TSA ships will carry a shield generator, but these are inefficient and should be used as a tool to initially ramp up the ship's flux level by taking fire, before then using that flux to buff their combat ability - in the current cases, increasing ballistic RoF or energy weapon damage, but there are also plans for more of these "flux sink" systems to increase movement speed, damage reduction, etc.

To summarize: TSA ships focus on armour, 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. You would do well to use them as such.




"New Discoveries"
(Changelog)

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



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


« Last Edit: March 21, 2017, 09:48:39 PM by AxleMC131 » Logged

"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
joebob1337
Lieutenant
**
Posts: 85



View Profile
« Reply #1 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.  Grin
Logged

May the fry be with you.
AxleMC131
Commander
***
Posts: 206

Amateur World-Builder


View Profile
« Reply #2 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.  Grin

... I have 5 ships, 2 fighter wings, 6 weapons and 1 mission. It's really not a lot.  Wink But thanks for the encouraging words!  Grin
Logged

"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
Weltall
Admiral
*****
Posts: 756



View Profile
« Reply #3 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 Cheesy I am looking forward to the next slide for sure!
Logged

Ignorance is bliss..
cjusa
Ensign
*
Posts: 38


Why don't we kill the Tyranids with bug spray?


View Profile Email
« Reply #4 on: March 13, 2017, 09:24:57 PM »

I like the look of the flak cannon. It reminds me of an anchor...
Logged

Somewhere in the universe, an alien is taking a crap at this very moment.

Very few problems can't be solved with gratuitous violence and epic explosions.
AxleMC131
Commander
***
Posts: 206

Amateur World-Builder


View Profile
« Reply #5 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.
Logged

"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
joebob1337
Lieutenant
**
Posts: 85



View Profile
« Reply #6 on: March 14, 2017, 05:16:30 AM »

Totally reminds me of a steampunk patria navy Tongue
Logged

May the fry be with you.
AxleMC131
Commander
***
Posts: 206

Amateur World-Builder


View Profile
« Reply #7 on: March 14, 2017, 03:21:43 PM »

Just a little. Wink
Logged

"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
AxleMC131
Commander
***
Posts: 206

Amateur World-Builder


View Profile
« Reply #8 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?
Logged

"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
gofastskatkat
Ensign
*
Posts: 36



View Profile Email
« Reply #9 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
Logged
NightKev
Lieutenant
**
Posts: 52


View Profile
« Reply #10 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".
Logged
AxleMC131
Commander
***
Posts: 206

Amateur World-Builder


View Profile
« Reply #11 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. Wink 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.
« Last Edit: March 14, 2017, 07:40:06 PM by AxleMC131 » Logged

"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
PyroFuzz
Ensign
*
Posts: 1


View Profile Email
« Reply #12 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  Smiley
Logged
AxleMC131
Commander
***
Posts: 206

Amateur World-Builder


View Profile
« Reply #13 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  Smiley


Glad you like it! Cheesy 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.
Logged

"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
AxleMC131
Commander
***
Posts: 206

Amateur World-Builder


View Profile
« Reply #14 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!
« Last Edit: March 16, 2017, 10:15:13 PM by AxleMC131 » Logged

"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
Pages: [1] 2
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!