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Author Topic: The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.  (Read 89953 times)

Verrius

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The Scrappers Faction! (Mod v1.75, .54a) Very minor tweaks.
« on: March 01, 2012, 12:13:47 PM »

Download Link (Current Version)
I have a new mod here, feel free to check it out!

Any and all comments are welcome, preferably constructive criticism! This is my first mod for any game, so I want to make it decent.
With help from Paul's tutorial and Redbull's ship editor, I managed to "scrap" together some ships with existing sprites and make a faction!

As far as I know, it should be compatible with most other mods. If anyone wants to give it a try, it adds:

6 Fighters

Sparrow Interceptor

Bat Strike Bomber

Platypus, all purpose interceptor

Raptor, multipurpose bomber.

Blade, close range escort.

Fang, fighters with a powerful medium-sized weapon.


6 Frigates

Refuge, carrier frigate.

Vice

Bite

Manta

Array

Imp


5 Destroyers

Beast

Menace

Striker

Exxon, massive tanker

Stonehead, personnel transport


4 Cruisers

Terra, heavy carrier

Juggernaut, support cruiser

Halberd

Reaper


2 Capital Ships

Battleborn

Homeworld

Yes, it is four Onslaughts married together with a station planted on top.

Special
Transcendent


17 Weapons:
Assault Spread Chaingun: A chaingun modified to fire in bursts, with a decent spread.
Point Snap: A short-ranged point defense weapon that deals high kinetic damage to nearby targets.
Volley Rockets: Like the annihilator rockets, but weaker and more spammable. Also fires a little differently.
Spines: A needler that fires in bursts, over a wide spread, similar to the modified chaingun.
Flak Bombardier: A Large flak cannon. Extremely effective PD at the loss of a large slot.
Microwave Beam: A powerful, close-range beam classified as a ballistic. Slow buildup.
Darter Gun: A fast, decent ranged machine gun. Replaces the vulcan for the Sparrows.
Wrecker: A powerful ballistic weapon that deals heavy kinetic damage at long range. Takes longer than most weapons to reload.
Inferno rockets: MIRV missiles modified to fire and fly faster. These variants release less missiles upon splitting, and deals less damage.
Shredder: A machine gun that fires bursts of powerful kinetic shots at good range.
Gnats: Fast missiles that deal low kinetic damage. They can target missiles.
Pounder Assault Gun: A strong, but slow firing small weapon.
World Breaker: A large missile capable of tearing a hole through any hull. Has high HP, moves slowly, and can only be fired once a minute.
Deathbringer: Fires strong shots in bursts of 3. Large weapon.
Dancing Blade: A large weapon that fires a wide spread of kinetic shots.
Pyrostorm: The final Inferno Rocket launcher, launches Hellfire Rockets faster than it's medium counterpart.
Sparks: A small flak weapon that fires slow, but effective shots.

Missions:
Follow the exploits of the ISS Mettle, a specially modified Elite Striker ship and help establish Scrapper dominance in 7 new missions!
As an added bonus, play opposites by commanding Hegemony and Tri-Tachyon forces versus the Scrappers in 5 bonus missions.
One final mission was also added, requiring the destruction of a souped up Homeworld.

For Balance, my goal was to make them survivable even without shields. They all have higher than average hitpoints and armor, many cases also have more firepower, but they also only use ballistics. The end result, is hopefully they excel early in the fight, but start to lose their edge as it drags on.

Any help would be appreciated for variants, balance, and ideas. Thanks!

Version 0.1: Added the initial wave of ships.
Version 0.5: Added the Raptor and the Battleborn. Added hull mods to all variants.
Version 0.6: Added the initial wave of weapons. Altered many variants to support these weapons, as well as a few other changes to variants.
Version 0.65: Added the Flak Bombardier, Microwave Beam, and Darter Gun. Altered several variants to support these weapons. Altered the spawning for the fleets. Reduced the Refuge's speed drastically.
Version 0.75: Added the Manta, Striker, and Juggernaut. Added the Wrecker, Shredder, and Inferno Rockets. Altered several variants to support these weapons.
Version 0.85: Added 7 new missions.
Version 0.9: Added 5 new missions, balance changes.
Version 1.0: Added the Scrapyard Orbital Station.
Version 1.1: Added the Exxon and Stonehead ships. Added the Gnats missile weapon. Homeworld functions (Thanks rada660!)
Version 1.15: Added the Blade fighter and the Pounder Assault Gun. Balance tweaks.
Version 1.25: Added the Array, Halberd, and Fang ships. Added the World Breaker, Deathbringer, Dancing Blade, Pyrostorm, and Sparks weapon. Added 1 mission. Fixed up weapon groupings and altered variants to contain the new weapons.
Version 1.35: Added ship systems to all ships, made compatible with the new update.
Version 1.5: Unique Ship Systems. Altered the Experimental Systems hullmod, It now also grants an additional percentage of armor, but completely nullifies shields regardless of other hullmods. Added the Reaper, a phase cruiser.
Version 1.65: Added the Imp and Transcendent. Added a special, "Endgame" Scrapper fleet that will wait patiently for you at the Scrapyard. Added the most irritating mission you'll ever play.
Version 1.75: Nerfed the Ripper so it doesn't do over 900 dps anymore.

Arghy

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Re: The Scrappers Mod: An offshoot of the Hegemony (Pictures!)
« Reply #1 on: March 01, 2012, 04:44:32 PM »

Hahaha how does the capital move? it would look better if you strapped some engine components on there but i love the smaller ships, more variety in fighters/frigates/destroyers adds alot to combat way more variables to consider.
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Trylobot

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Re: The Scrappers Mod: An offshoot of the Hegemony (Pictures!)
« Reply #2 on: March 01, 2012, 07:01:48 PM »

I like the colors and the style, make more!
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arwan

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Re: The Scrappers Mod: An offshoot of the Hegemony (Pictures!)
« Reply #3 on: March 01, 2012, 07:04:18 PM »

its the hegemony death star.... do we have any ace pilots in the house.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

intothewildblueyonder

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Re: The Scrappers Mod: An offshoot of the Hegemony (Pictures!)
« Reply #4 on: March 01, 2012, 10:08:24 PM »

I downloaded your mod and cant get it to work. I am not running any other mods with it, am I supposed to have another mod turned on for it to work. (is anyone else having this problem, know a solution?)

looks nice  8)
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Alexander86

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Re: The Scrappers Mod: An offshoot of the Hegemony (Pictures!)
« Reply #5 on: March 01, 2012, 10:52:35 PM »

 :o Thats no moon! That station is awesome!
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Wriath

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Re: The Scrappers Mod: An offshoot of the Hegemony (Pictures!)
« Reply #6 on: March 01, 2012, 11:13:38 PM »

Good stuff man, really like the ships, grats on your first release.

Verrius

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Re: The Scrappers Mod: An offshoot of the Hegemony (Pictures!)
« Reply #7 on: March 02, 2012, 05:10:42 AM »

Thanks everyone for the kind words ^_^

Hahaha how does the capital move? it would look better if you strapped some engine components on there but i love the smaller ships, more variety in fighters/frigates/destroyers adds alot to combat way more variables to consider.
It actually has engines that pop out of the sides, on all sides. It looked kinda cool and weird at the same time :p. It DOES spawn with the largest size of the Scrapper Fleets IIRC. It has an overwhelming amount of health and armor, but it can't fight back yet. If you ever controlled one, I'd have to recommend always holding the shift key :p.

I downloaded your mod and cant get it to work. I am not running any other mods with it, am I supposed to have another mod turned on for it to work. (is anyone else having this problem, know a solution?)

looks nice  8)
Hrm, it should work alone. Does it throw an error, or do they just not spawn? They do wait a day before spawning at all.

PS. I will probably make more :p

Bartcheeks

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Re: The Scrappers Mod: An offshoot of the Hegemony (Pictures!)
« Reply #8 on: March 02, 2012, 05:35:25 AM »

Hahaha how does the capital move? it would look better if you strapped some engine components on there but i love the smaller ships, more variety in fighters/frigates/destroyers adds alot to combat way more variables to consider.

It has engines on the sides, and moves by firing all engines at once and slowly spinning its way forward like a giant merry-go-round of doom :P
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Levik

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The quality is slightly above average. Overall, not bad.
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Verrius

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Added the Raptor Bomber and the Battleborn Capital Ship, as well as Hull Mods. Also redid some of the high tier fleet spawns.
All these should be save-friendly.

The quality is slightly above average. Overall, not bad.

Thanks! I wish I had the skill to make high-quality ships from scratch, but I'll settle for above average  :P.

Upgradecap

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That capital ship just Looks like it could destroy anything :)
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mkire

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what kind of weapons does the refuge fit?
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Arghy

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Now you just gotta worry about balance!
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Verrius

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That capital ship just Looks like it could destroy anything :)
If it's the Battleborn you looking at, he's packed to the brim with firepower, high Hull, high Armor... Still no shields. I took on the Paragon and a couple of destroyers in the mission with him, I actually lost :\. Let me know if you try him out ^_^.

(If your looking at the Homeworld, well... He can't shoot yet :p. Just a floating hunk of absurdly durable metal.)

what kind of weapons does the refuge fit?
2 small ballistics, and 2 small turrets. Also fairly light on survivability compared to the other ships.

Now you just gotta worry about balance!
That's where I get REALLY scared :p. I wanted them to feel special, so I took on the no shield style. If you try it out, let me know where you think improvements could be made!
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