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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

Author Topic: [0.9.1a] Pirate Collection  (Read 14580 times)

Crimson Sky Gaurdian

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[0.9.1a] Pirate Collection
« on: October 08, 2019, 01:49:49 PM »

This is just a small collection of ships designed to make the Pirate blueprint package more attractive, and give Pirates themselves some more options.

First up, the Pirate Ox, which trades hull integrity and armour for an in-built efficiency hullmod:


Then we have the Chimera Frigate, cobbled together from parts of other ships. It's fast and adaptable, but lacks any form of rearward defence:


Thirdly, we have the Monitor Mk.II, gutting the ship of its silly weapon mounts and most of its internals for its very own hanger bay:


And finally we have the big boy, the Citadel-class Light Battleship. Slow and clunky, this behemoth focuses on putting as much lead at the enemy as possible, from as far as possible:
« Last Edit: October 10, 2019, 11:28:23 AM by Crimson Sky Gaurdian »
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BigBeans

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Re: Pirate Collection
« Reply #1 on: October 08, 2019, 03:56:33 PM »

Not had a chance to play with the new ships yet but straight away I think you'll need to tone down the brightness/Saturation on the Red Parts of the Monitor MKII as it's much brighter than the Pirate red on other ships, both modded and vanilla.
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Crimson Sky Gaurdian

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Re: [0.9.1a] Pirate Collection
« Reply #2 on: October 12, 2019, 07:59:48 AM »

It's a similar red to the Afflictor and Cerberus.
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unleashed118

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Re: [0.9.1a] Pirate Collection
« Reply #3 on: October 13, 2019, 03:17:22 AM »

Made an account just to say those ships look really cool, can't wait to try them out, thanks for making em man.
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Crimson Sky Gaurdian

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Re: [0.9.1a] Pirate Collection
« Reply #4 on: October 13, 2019, 04:17:50 AM »

Made an account just to say those ships look really cool, can't wait to try them out, thanks for making em man.
While I appreciate it, I can't claim much credit, as they're only basic kitbashes or minor edits.
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Course

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Re: [0.9.1a] Pirate Collection
« Reply #5 on: October 13, 2019, 01:28:18 PM »

There is an issue with Citadel class hullmod balance. Targeting Supercomputer which extends range of regular weapons up to 250% isn't really intended for player usage. I know that it is in fact a piece of station with engines, but main issue is that you could strap Integrated Targeting Unit on it and gain the whole 350% range + approximately 160% of PD range which is hilariously OP. Needs fixing, for example, you might want to consider to add something like "Salvaged Targeting Supercomputer" hullmod which extends weapon range for, let's say, 150-200%, but conflicts with DTC or ITU or something like that.

Also i don't get why Chimera getting high maint hullmod despite being usual destroyer or something.

Besides those two issues your mod is really cool and kitbash is great quality in fact, keep it up.
« Last Edit: October 13, 2019, 01:30:24 PM by Course »
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Crimson Sky Gaurdian

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Re: [0.9.1a] Pirate Collection
« Reply #6 on: October 13, 2019, 01:56:07 PM »

There is an issue with Citadel class hullmod balance. Targeting Supercomputer which extends range of regular weapons up to 250% isn't really intended for player usage. I know that it is in fact a piece of station with engines, but main issue is that you could strap Integrated Targeting Unit on it and gain the whole 350% range + approximately 160% of PD range which is hilariously OP. Needs fixing, for example, you might want to consider to add something like "Salvaged Targeting Supercomputer" hullmod which extends weapon range for, let's say, 150-200%, but conflicts with DTC or ITU or something like that.
It's been something I've considered, but I've yet to see it actually be an issue (most likely due to a limited playtest sample). What I found was that it's slow speed means that, even stacking range boosts, the enemy either easily gets away, or closes to their weapon range quickly. There is a similar hullmod I could swap it to (I don't actually know how to make a hullmod >.< ) if it does become an issue.

Quote
Also i don't get why Chimera getting high maint hullmod despite being usual destroyer or something.
Partially thematics, the Chimera is literally parts of other ships wielded together after all, and partially because it's one of the fastest frigates and it can fit nearly any weapon.

Quote
Besides those two issues your mod is really cool and kitbash is great quality in fact, keep it up.
Thanks!
« Last Edit: October 13, 2019, 03:02:53 PM by Crimson Sky Gaurdian »
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NephilimNexus

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Re: [0.9.1a] Pirate Collection
« Reply #7 on: December 16, 2019, 06:29:04 PM »

Y'know, half serious and half for laughs, I've always wanted to see a bunch of pirate ships that looked oddly similar in shape to top-down views of old earth wooden ships and focused all their weapons into ballistics and broadside mounts.
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Crimson Sky Gaurdian

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Re: [0.9.1a] Pirate Collection
« Reply #8 on: December 20, 2019, 01:55:45 PM »

Y'know, half serious and half for laughs, I've always wanted to see a bunch of pirate ships that looked oddly similar in shape to top-down views of old earth wooden ships and focused all their weapons into ballistics and broadside mounts.
I've actually had one in the planning stages for quite a while.
Or rather, a civilian one that reduces the negative effects of deep hyperspace (and possibly storms), which happens to have a pirate version by that aesthetic.

Although the upcoming update will focus more on the rest of the starbase the Citadel was ripped from (and boy is that one enjoyable, if hard to pilot), as well as welding two ships together to get another chimera (this one by the name of Hippogriff).
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NephilimNexus

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Re: [0.9.1a] Pirate Collection
« Reply #9 on: January 01, 2020, 08:29:46 AM »

Cool.  In seriousness, though, if I were designing a pirate fleet it would revolve around two ideas:

1) High speed

2) High CR decay rate

Pirate ships, by default, should be fast - their goal is to run down prey before they can escape, and for that reason they should have much faster speeds than any other ships in their equivalent weight classes.

However, also because they rely on hit and run tactics, they aren't meant for prolonged fights at all and thus (as a balance to the above) would suffer higher CR rates to reflect this.  Woe to the pirate who finds themselves in a protracted gun battle, even if they're equally matched on paper.

Ergo, per size +50% speed over contemporaries but also x2 or even x3 rate of CR decay as well.

Other note: Pretty much every civilian class pirate transport should at least be considered for the Salvage Gantry hull mod.  The reasons being that it is something pirates need more than anyone else and pirates are improvisors who probably wouldn't want to have to drag dedicated salvage ships around when they could just kitbash salvaging gear onto their cargo haulers instead.  Conversely, since pirates aren't into the whole "peaceful expansion" thing none of their ships should get survey equipment.

Finally, and not sure if this is really possible but I'll throw it out there just in case it is: Instead of the Ox Tug, pirates would use something similar as a sensor mask.  That is to say, a small ship with similar stats to an Ox Tug (i.e. non-combat, high upkeep) that would actually have an inverse detection radius (i.e. a large negative value, such as -500) that would actually lower the total detection radius of the entire fleet that they're in.  Obviously this would be for ambushes or losing pursuit and nothing more.
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