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News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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What next?

Capital carrier
- 5 (27.8%)
Cruiser carrier
- 3 (16.7%)
Assault cruiser
- 3 (16.7%)
Civilian ships
- 0 (0%)
Some weird frigate
- 2 (11.1%)
Weapons
- 5 (27.8%)

Total Members Voted: 18


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Author Topic: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)  (Read 71903 times)

celestis

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[0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
« on: October 22, 2015, 12:53:39 PM »


Pegasus Belt Council mod adds a new playable faction with several ships, weapons, systems and missions.
Faction specializes in debuffing or disabling enemies and reducing incoming damage. Designs are mostly midline or high tech.

Mod is currently Work In Progress, a lot of stuff is going to be changed and added.
LazyLib required.

Mod is compatible with Nexerelin.

Pros:
- Decent shields, armour and flux stats
- Useful systems
- Mostly focused firepower designs
- Most ships consume a bit less fuel that their alternatives
Cons:
- Poor mobility (with a few exceptions)
- Usually very vulnerable from rear
- Some systems are too specialized to be good in any situation

Also they feature stasis beams and interdiction hullmod, which can be used to immobilize enemies. This somewhat compensates poor mobility.

Ships
Spoiler
All sprites are non-kitbashed.
Some ships may have a bit different color in game, because I was lazy to upload reworked images.

- [Fighter] Hybris: multirole fighter. Features both close range and medium range weapons.

- [Fighter] Hypnos: special fighter, more like a catcher drone with a gun. Useful as support for a big flagship to deal with fast vessels.

- [Fighter] Achlys: medium range fire support fighter. It can deal massive damage if pilots are smart enough to keep diistance from target.

- [Frigate] Orion: nothing would be worth mentioning about this frigate if it didn't have its catcher drones. While lacking firepower, this ship can be very useful as a support vessel to help immobilizing small threats.

- [Frigate] Pallas: excellent frontal firepower and a cool graviton burst system. While not as mobile as other high-end frigates, it has a system that can help you to get out of trouble.

- [Frigate] Aura: its EMP device has longer range than standard one, but is less damaging.

- [Frigate] Scylla: general purpose combat frigate with good overall performance.

- [Frigate] Lyssa: special support frigate with advanced missile launcher. Can easily harrass capital ships with omni shields, but is very vulnerable to other frigates.

- [Personnel transport] Leto: not quite a civilian ship, but that doesn't mean you should have it on the front line.

- [Destroyer] Kratos: just a good all-around ship. No particular strengths or weaknesses, can be adjusted to fill many roles.

- [Destroyer] Nyx: specifically designed to deal with phase ships. Has a system that increases phase upkeep for nearby vessels.

- [Destroyer] Moirai: exceptional mobility for PBC ships: has a phase propulsion system and 6 integrated short-range point defence lasers.

- [Destroyer] Theseus: slow but tough ship meant to absorb damage and has a system that can redistribute armour to cover the breaches. Can be a good strike ship too.

- [Light Carrier] Aidos: not quite good as a carrier (has less bays than a Condor), but can take some beating and has long range anti-missile system. 2 medium energy slots can also help if you manage your flux carefully.

- [Cruiser] Phobos: good brawler. Very tough and has good slot layout for frontal combat. Can deal with fast targets better than other ships due to its system. Still, as usual, you should watch your back.

- [Support Cruiser] Gaia: combination of large energy and missile slots can be handy in many situations, but the ship doesn't have pd coverage or stats to participate in direct combat. PD drones can still save you if things heat up.

- [Light Cruiser] Aether: advanced EMP emmiter can disable unshielded enemies better than ever. Also you have excellent 360 degree shield to drive between enemy lines for mass damage.

- [Cruiser] Gration: unshielded fast cruiser with outstanding firepower and defences.

- [Pocket Battlecruiser] Thanatos: very damaging frontal combat design. Also features catcher drones, so it is terrifying for small vessels. Can take on bigger targets, but has small sheild arc and is very vulnerable to strike weapons.

- [Battleship] Moros: Onslaught killer. Is more broadside and versatile than Thanatos. Still has vulnerable rear. You've got ionized shield system to deal with incoming energy barrages (like from TPC), as well as frontal flux destabilizer device to make a fight harder for its target.

- [Carrier] Erebus: Can provide some ranged fire support or shield unprotected fighters from enemy fire.
[close]

Weapons (no pictures yet)
Spoiler
- EMP MIRV
- Neutrino beam
- Heavy railgun
- Flux destabilizer (built-in)
- Stasis beam
- Heavy stasis beam
- Smart charge launcher
- Thrasos fast torpedo
- Artemis autoblaster
- Supercharged blaster
- Swarm charge launcher (built-in)
- Jammer (built-in)
[close]

Changelog
Spoiler
1.6 (2016-08-27)
- New frigate: Lyssa
- New cruiser: Gration
- New simple battle mission
- Increased stasis beam range
- Increased magnetic accelerator range bonus
- Reduced Erebus projected shield radius to 2000
- Some minor stat tweaks

1.5 (2016-03-18)
- Phase inhibitor: reduces time scale bonus, max speed and raises cloak upkeep for nearby phased ships
- Multi EMP: shield pierce chance
- Magnetic accelerator active time increased to 9 seconds and it now also gives 25% bonus to energy and ballistic range
- Ionized shield reduces chance of shield piercing by 50%
- Nanite paste duration reduced to 2 seconds
- Thanatos: 2 small slots Universal->Synergy
- Nyx: 1 medium slot Energy->Universal
- Gaia: 1 large slot Energy->Synergy
- Aidos: 2 medium slots Energy->Synergy
- Pallas: 1 medium slot Energy->Hybrid
- Tethys: 2 small slots Universal->Synergy
- Thrasos torpedo: 0.75 second arm time
- Pallas shield radius increased a bit
- Slightly increased stasis beam effectiveness vs big ships
- Twig entity support for beam effects (looks like it works, but I'm not completely sure about everything)
- Flux destabilizer now also reduces hard flux dissapation fraction by 85%, adds small chance of weapon malfunction and also deals 1 dps

1.4 (2016-02-06)
- New capital carrier: Erebus
- New ship system: projected shield
- Aidos system has a better chance hacking a missile (0.75->0.85)
- EMP MIRV is now significantly faster
- Increased smart charges damage, they now also deal some EMP
- Reduced Moros $ price a bit
- Flux destabilizer now costs much less flux to fire
- Slightly wider arcs for Moros rear large mounts
- New weapon: Thrasos fast torpedo (S)
- New weapon: Artemis autoblaster (M)
- New weapon: Supercharged blaster (S)
- Bugfix: Multi EMP no longer affects phased ships
- Bugfix: stasis beams now deal 1 DPS so that flux/second stat is displayed correctly
- Bugfix: created custom ionized shield AI, since fortress shield AI didn't work

1.3 (2015-12-15)
- New general purpose destroyer: Theseus
- Gaia now has new needler drones instead of pd drones
- Kratos gains a bit better flux stats
- Pallas now costs significantly less, has 360 deg shield and a bit better flux stats
- Catcher drones (for Orion and Thanatos) are now much faster
- Interdiction suite now affects catcher drones owned by the ship with hullmod
- Removed one launch bay from Aidos
- Scylla has a new system: energized armour
- Fixed the "same system descriptions" issue
- PBC now offers commission

1.2 (2015-12-06)
- 0.7.1a compatibility
- moved Leibethra to (11000, 11000)
- terrain for Leibethra system
- Leto personnel transport
- Significantly increased Flux Destabilizer debuff (80% more weapon flux for frigates, 30% for capitals)

1.1 (2015-11-05)
- Added Scylla frigate
- Added Moirai destroyer
- Modified some stats: Aura has more flux capacity, adjusted several ships FP, Pallas has higher flux dissapation rate
- Moros now has omni shield
- Set correct quality factor for variants

1.0 (2015-10-22)
- Initial release
[close]

Q&A
Spoiler
- Can I modify the sprites to use in other mods for Starsector?
- Yes, no permission needed. PM me if you need layered sources.
[close]

I'm not very good at balancing stuff, so I'm open to suggestions about changing various ship and weapon stats. Also I prepared some sounds for this mod, but they are very simplistic and if someone wants to contribute I would be grateful!
If you have any issues with the mod, post here or PM me, I'll address the problem as soon as I can. This is first release so issues are likely to be present.
« Last Edit: August 27, 2016, 12:18:37 AM by celestis »
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HELMUT

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #1 on: October 22, 2015, 02:34:17 PM »

That's good, i'm happy to see your mod finally being completed!

I'll wait for the nexerelin implementation before trying the campaign. Still, i'll keep it in my mod folder until then.
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Toxcity

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #2 on: October 22, 2015, 02:42:51 PM »

Looks good so far, the only "bad" thing is that the Aidos' description is a little wonky; the Condor only has one flightdeck.
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Adraius

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #3 on: October 22, 2015, 03:16:33 PM »

Nice sprites!  I look forward to trying these guys out in my next campaign, hopefully after the first polish release. =)
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The Soldier

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #4 on: October 22, 2015, 07:25:41 PM »

Pretty interesting - I'll keep an eye on this (two if possible). ;)
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celestis

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #5 on: October 22, 2015, 10:40:22 PM »

Glad that there is some interest in this, looking forward to feedback/suggestions. I expect Nexerelin patch to be out this weekend (can't be sure though).
Looks good so far, the only "bad" thing is that the Aidos' description is a little wonky; the Condor only has one flightdeck.
Description states that it has less bays (not decks). That, AFAIK represents the number of places where fighters can refit, though the deck number is the same. (Technically I called "bays" the "location" property of slot json).
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Tartiflette

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #6 on: October 23, 2015, 03:43:33 AM »

That Nyx system idea is so good! Why didn't I thought of that before when I tried to mage an anti-phase destroyer ???
Glad to see those ships finally out, I will check them this weekend for sure!
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Originem

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #7 on: October 23, 2015, 04:47:11 AM »

Absolutely great. Hope for more improvements ;D
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celestis

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #8 on: October 23, 2015, 09:12:45 AM »

That Nyx system idea is so good! Why didn't I thought of that before when I tried to mage an anti-phase destroyer ???
Glad to see those ships finally out, I will check them this weekend for sure!
If you think of any other anti-phase system/weapon, let me know, I want to add at least one more such ship =)
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Sabaton

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #9 on: October 23, 2015, 12:02:15 PM »

So after poking around a little in missions and simulations I can say this:

OMG the Nyx is the bane of phase ships!
All I have to do is press the magic button and watch their flux go POP!
That thing doesn't ''deal'' with phase ships....it denies their right to exist!

Just look for your self at what a Nyx can do to an Asura, Scylla or a DOOM (thou only the DOOM should be taken into consideration as mods should be balanced against vanilla and not other mods). Turns them into punching bags. The result is both funny and sad. XD

It's phase inhibitor almost feels too good.

Couple that with its torpedo capabilities and you got one hell of a phase assassin.

That is, unless you wanted a ship that can effectively shut down phase in a battle and force the enemy/player to rely on conventional ships.
Which is interesting and original too.

Other than that the ship is an average a destroyer as you can get.


« Last Edit: October 23, 2015, 12:33:01 PM by Sabaton »
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celestis

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #10 on: October 23, 2015, 12:07:15 PM »

Quote
OMG the Nyx is the bane of phase ships!
As I said, the balance is subject to change, especially if some things become OP. Like you said, Nyx is really good, but probably needs to have its range or effectiveness reduced. Maybe I should apply the effect only when enemy flux level is under some threshold?

One thing that can be used to counter it is that it only affects the ships that were in area when system started. So if a new ship approaches it will not be affected. This is more a bug than a feature, but can be exploited a bit.
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Sabaton

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #11 on: October 23, 2015, 12:32:19 PM »

Like I said, if you wanted to make a phase lock down ship, the system is fine as it is. Nerf it too much and you can make the Nyx useless in battle, as its armament isn't something to droll over compared to other destroyers.

What I would recommend is:

-to reduce its missile capabilities. Right now you can have 4 antropos torpedoes at any given time. Pop the system, overload the phase ship, launch the torpedoes and watch the fireworks.
(albeit this strategy isn't applicable in the long run) 
or:
-reduce the medium energy slot to a small one so that you can't mount something like a heavy blaster to easily put the pressure on phase and force them to stay hidden while letting the system do its magic.

To me it seems like the problem is the Nyx being able to not just overload phase ships but blow them up as well.

Still, I'd advise to wait from feedback from other players regarding this ship as well.
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celestis

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #12 on: October 23, 2015, 01:10:57 PM »

Yeah, I'll try to go evolution, not revolution)
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celestis

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #13 on: October 24, 2015, 06:54:04 AM »

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Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
« Reply #14 on: October 24, 2015, 08:59:00 AM »

What a wonderful style! Fantastic ships :)
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