The Armada

David sent this to me a little while back, and I thought it was very cool to see all of the ships together like that. Most of these are in the game, but some aren’t just yet and a few may or may not make it.

A lot of the ones not currently in the game hint at features under consideration. Let the rampant speculation begin!

Click on the image to view at full size

Ship Lore, Variants

In a previous post, we took a look at some brewing weapon descriptions. Now, it’s time to do the same for ships!

Counting them now, we’ve got just a bit over 40 ships (including fighters, of which there are ~10) – it’s hard to believe it’s that many already, and there are still quite a few more to come. Here are a couple of my favorites:

Onslaught-class Battleship
Mass: 200 Mega tonnes
Propulsion: 245.5 Mega Newtons
FTL Drive: In-Hull
Crew Complement: 1800

A venerable design, the Onslaught-class battleships were first created to serve the Domain of Man eons ago, before the development of advanced modern strike weapons, fighter craft, energy weapons and shield systems. When first launched from orbital dock, they must have surely dwarfed any other ship in existence and intimidated entire systems. Some even say that they were built to combat non-humans in a long forgotten war, in which the Domain was triumphant. Much later, Domain engineers made modifications to the blueprints to include a shield system, upgrade the FTL drives and reduce the neccesary crew complement.

Even with other battleship blueprints available to the Sector, the Onslaught remains the easiest to manufacture due to the brutal simplicity of its systems. A ship designed without shields in mind, built to be able to withstand a heavy barrage of enemy fire and strike back while protecting its crew is much loved by its officers and men. And strike back it can. The Onslaught’s unmatched ballistic potential can devastate entire fleets in minutes, its only drawback a logistical dependency on ammunition.

Building an Onslaught-class hull and preparing it for combat is thought to be economically impossible for all but the Hegemony. The Onslaught proudly serves as the backbone of the Hegemony Defense Fleet.
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Mod Roundup

Starfarer is still fresh out of the gate – but there are already several playable and very promising looking modding efforts under way.

I hope you give these a try, they’re a lot of fun already. Installing a mod is easy – here is a quick guide.

Star Control II: The Ur-Quan Masters
One of several mods by forum member Trylobot. Thread & download link here.

The combat has a vastly different feel to vanilla Starfarer, with some striking similarities to Star Control in how it plays out. It’s till in the early stages, but there are already three ships – the Earthling Cruiser, the Ur-Quan Dreadnought, and the Orz Nemesis.

I’m absolutely loving how this mod is coming together. Being a huge SC2 fan I’m a bit biased, though – so here are a few screenshots so you can see for yourself:

Junk Pirates
A mod by mendonca, thread and download link here.  Features an entirely new faction with 6 new ships and fighters, showcased in a series of 4 missions.

My personal favorite is the Dugong-class destroyer, pictured below. It’s got an amazing amount of firepower concentrated in a broadside, and is fast enough to run circles around anything it can’t flat-out outgun.

More mods in the rest of the post…

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Celestial Spheres

The world of Starfarer has lovely 3d planets which roll beneath whatever chaos you are sure to wreak out in space. It is only right, for what good is space without planets to fight over?

Below: Flying an absurdly over-armed frigate past a jungle-covered planet.

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The State Of Affairs

The Now is what the ancients would call “year 3126.” We do not call it that anymore. It is pointless to cite large numbers that remind us how far we had come, and how far we have fallen. Since we do not even know where Old Earth is anymore, and cannot reach it – we use a new way of telling time, the sector cycle. In our sector of space, it is cycle 206.

Not much is known about the ancient past. What we know is what survivors recorded or told us. They described a vast galactic nation – the Domain of Man. Spanning hundreds of thousands of worlds in the Milky Way, ruled by the Ecumenical Benevolent Council, with its seat at Old Earth… It is told that one could travel the stars in the blink of an eye through gates constructed by the men of the Domain. Resources were nearly limitless, growth was not bound. Our sector was relatively new on the scene. Some worlds in it had only been settled for 20 or so cycles before the great calamity. The populations of the planets in our sector were still giddy with the initial excitement that every new venture brings. The sector was truly a heaven that we can now only dream of, hoping we go to a place like it when we die.

No one knows for sure what caused the end of this paradise. The records and stories only tell us bits and pieces. Exactly 206 cycles ago, all gates in our sector went dead at once. All communication links to the Domain were severed. Initially, there was no great disturbance in the daily lives of the colonists, it was assumed the gates would be reopened by the Domain, and communications reestablished. So they waited. But the gates were silent.

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