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Author Topic: The Highfleet mod!  (Read 1991 times)

Warspite

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The Highfleet mod!
« on: September 11, 2024, 12:39:09 PM »

An idea of mine that has been stirring around a bit. The rough idea is thus: Take the aesthetics and some gameplay from the game Highfleet, and use them to create a faction for Starsector. A Persean League member state that is in a single system. Very tumultuos colonization resulted in multiple revolts and revolutions. The ships have relatively few weapon mounts, but they're (most of the time for the guns) turret mounts with large arcs. The shields and flux stats are generally great across the board, rivaling high tech ships. The rarity of energy mounts (especially medium or large ones) as well as all hulls having at minimum okay armor (some specific ships having particularly high armor) leaves them as very interesting midline ships. The faction also have their own weapons they bring to the party, which (almost) all share the following qualities: the guns are ballistic across the board, with magazines that reload fairly quickly, and they have great range too, but they also suffer from bad accuracy, so don't spam if the enemy is far away. The missiles are few in number but powerful and fast!

Below is my list of things done and things to do, which I'll update when necessary:

-Take the weapon sprites from the game and prepare to add them to SS. Done
-Shrink the gun sprites so that they are appropriately sized. Done
-Add the detail back in that got lost during shrinking.
-Full implementation into the game. Done

-Take the missile sprites from the game and prepare to add them to SS. Done
-Shrink the missile sprites so that they are appropriately sized. Done
-Add the detail back in that got lost during shrinking.
-Full implementation into the game. Done

-Creation of about 8 new ship hulls.

-Home system for the faction.

-Some new character portraits. Done

Any help is greatly appreciated. When it comes to both technologic and artistic expertise I am in no way shape or form proficient, and this is my first time trying to make anything more than a kitbashed mess. I have now created a repository on Github: https://github.com/Dorcross/highfleet. If you want to reach out, send me an email here [email protected] or a message via Discord, my username in the USC is Warspite.
« Last Edit: October 13, 2024, 01:19:00 PM by Warspite »
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willthefunperson

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Re: The Highfleet mod!
« Reply #1 on: September 12, 2024, 04:56:17 PM »

Seems like a good idea. I really like the highfleet weapons. I just have a few questions about the other part of it.

For the faction, will this be a separate faction that is coded to always ally with the League, or will it be League faction with code to replace it's normal spawn list with these unique ships? I think the latter would be cooler, but I think I am in the minority there. I could help with the code to do that too.

When I think highfleet ships I think low tech. The smaller ships that do rely on dodging will not work in starsector without something special, like arma's beam resistance hullmod, so it is understandable to give them good shields. But how did these people acquire these ships and weapons? And if they are good, prevent their acquisition by the rest of the League or the Sector?

Looking forward to this mod!
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Warspite

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Re: The Highfleet mod!
« Reply #2 on: September 13, 2024, 11:11:09 PM »

The answer is: "Everyone already knows how to make these shields however the materials required are normally very rare, making it unviable and too expensive to implement. The "Gerat faction" as I am calling them only colonized the giant dustbowl that is their home system because these rare resources are relatively common when compared to the rest, allowing them to fit these otherwise very expensive shields and flux equipment on all ships with only a minor increase in cost." The answer to how the "being a member state" thing works: I personally believe the league should never be one big faction, but rather the alliance of several, each with their own interest, so the being a member part is handled like iron shell, where they'll join an alliance with them at the start of the game.
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Princess of Evil

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Re: The Highfleet mod!
« Reply #3 on: September 14, 2024, 04:22:06 AM »

When i hear "highfleet", i think low tech ships with a lot of armor, but also a lot of capability to dodge, average ballistics with long reload times, and extremely strong missiles.
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willthefunperson

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Re: The Highfleet mod!
« Reply #4 on: September 14, 2024, 09:50:16 AM »

The answer is: "Everyone already knows how to make these shields however the materials required are normally very rare, making it unviable and too expensive to implement.
what is your IRL reason for doing this? Will these rare materials be required for the player or other faction to produce them? This would be quite difficult to implement.

The answer to how the "being a member state" thing works: I personally believe the league should never be one big faction, but rather the alliance of several, each with their own interest, so the being a member part is handled like iron shell, where they'll join an alliance with them at the start of the game.
Alliances are not in the base game, a script is required to make it work, and with the games design, a lot of details are abstracted and nuances are lost. For consistency, the independents and the pirates also need to be broken up. I'm not saying you can't go against the base game design, just that when you do you need to do so intentionally and cautiously.
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Princess of Evil

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Re: The Highfleet mod!
« Reply #5 on: September 15, 2024, 01:02:02 AM »

Imo it's much easier, and much more lore accurate, to have them have absolutely no shields, but also some kind of an armor regeneration "shield slot" ability. Like how Invictus gets CanFlak on its rightclick.
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willthefunperson

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Re: The Highfleet mod!
« Reply #6 on: September 15, 2024, 08:34:33 AM »

Imo it's much easier, and much more lore accurate, to have them have absolutely no shields, but also some kind of an armor regeneration "shield slot" ability. Like how Invictus gets CanFlak on its rightclick.
Armor regeneration is often frustrating to fight against. But if it were capped somehow, then it could be good. I am thinking maybe something that is like the fire extinguishers. Perhaps it could give a massive repair boost to weapons and engines, and give a little armor and/or hull regen for a short time. This way the ships have a limited ability to keep firing when no other ship would be able to.
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Princess of Evil

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Re: The Highfleet mod!
« Reply #7 on: September 15, 2024, 09:57:47 AM »

I would basically make it out of combat only. A lot of flux generated, disables engines and weapons for duration, and you don't get any repairs if your ships gets shot before it ends.
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Warspite

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Re: The Highfleet mod!
« Reply #8 on: September 15, 2024, 11:42:47 PM »

When i hear "highfleet", i think low tech ships with a lot of armor, but also a lot of capability to dodge, average ballistics with long reload times, and extremely strong missiles.

You're right about many things, tho I find "with a lot of capability to dodge" too simple: Highfleet is mostly Basedow around momentum and gravity, using both to dodge enemy fire. Additionally highfleet has both soft and hard kill countermeasures in the Form of both flares and PD, but overall projectile count is generally reduced when compared to SS. That's why I gave them good shielding and flux stats.

Imo it's much easier, and much more lore accurate, to have them have absolutely no shields, but also some kind of an armor regeneration "shield slot" ability. Like how Invictus gets CanFlak on its rightclick.
I feel like you don't understand the outside factors that made me choose this: For one, the mental image is moreso that of high quality but low tech hulls with more specialized but fragile systems (why they have low hitpoints). And I am not someone with the capability or the will to deviate hard from vanilla.

The answer is: "Everyone already knows how to make these shields however the materials required are normally very rare, making it unviable and too expensive to implement.
what is your IRL reason for doing this? Will these rare materials be required for the player or other faction to produce them? This would be quite difficult to implement.



No, the main appeal for this is trade: The faction has an effective monopoly on this resource, making it desirable for other factions to engage in trade agreements. These in turn create vulnurable trade convoys that must be protected by the player. Maybe even the player can be the convoy provided they have sufficient cargo capacity. On the other hand, the monopoly allows control over the cost, which could also be an interesting opportunity.

Alliances are not in the base game, a script is required to make it work, and with the games design, a lot of details are abstracted and nuances are lost. For consistency, the independents and the pirates also need to be broken up. I'm not saying you can't go against the base game design, just that when you do you need to do so intentionally and cautiously.
[/quote]

That's why this mod will require Nexerelin to run, tho I haven't yet thought about it much, and unexpected difficulties will be plenty, I am sure of it.
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AdamLegend

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Re: The Highfleet mod!
« Reply #9 on: September 16, 2024, 01:57:06 PM »

Nice idea
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Midnightapple

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Re: The Highfleet mod!
« Reply #10 on: September 17, 2024, 07:14:00 PM »

i can already hear the music...
well watch this mod with great interest
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WiC2021

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Re: The Highfleet mod!
« Reply #11 on: September 18, 2024, 02:35:36 PM »

Eagerly awaiting this!