Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Author Topic: Independent Militia Forces (New Ships for the Independents and a new Faction)  (Read 1481 times)

Jay2Jay

  • Lieutenant
  • **
  • Posts: 60
    • View Profile

After some time to myself, dealing with the deaths of three close members of my family, I have decided to return to the community. Of course I decided to start my own mod, but since I am new to the concept entirely, I will need some help.

The idea behind the IMF is that after the collapse many independent factions would get together to create state-funded militia forces, and this mod is here to provide generic military ships for that purpose.

The premise behind the mod itself is simple, add ships that are designed to be as generic as possible inspired by rebellion and Galactic Republic ships from Star Wars. (Light Grey with Red Highlights). Most ships should be multipurpose and should be in the middle in performance with no exceptional qualities, but no glaring weaknesses.

Spoiler
Ship Classes (size/role) should be as follows:

Fighters:

Fighter (Adjectives- Escort, Intercepter, Superiority)
Fighter/Bomber (No Adjectives)
Bomber (Adjectives- Light, Heavy)
Gunship (No Adjectives)

Frigates:

Corvette (No Adjectives)
Frigate (Adjectives- Light, Heavy, Modified, Advanced, Custom, Sensor, Stealth)

Destroyers:

Frigate (Adjective- Super)
Destroyer (Adjectives- Light, Heavy, Modified, Advanced, Custom, Sensor, Stealth)

Cruisers:

Destroyer (Adjectives- Super)
Cruiser (Adjectives- Light, Heavy, Modified, Advanced, Custom, Sensor, Stealth. Super)

Capital Ships:

Battlecruiser: (Adjectives- Light, Heavy, Modified, Advanced, Custom, Sensor, Stealth, Super)
Battleship: (Adjectives- Modified, Advanced, Custom, Stealth, Super, Dreadnought)
Flagship: (No Adjectives)

I suppose an explanation for how I wish to designate ship classes is in order.

There is a base classification that the game uses to determine what bonuses particular ships get, so each ship class is put into each category depending on how I want the bonuses to line up.

Next there is the base class for each ship (Corvette, Frigate, Destroyer) this denotes size and gives you a general idea of the role. It also designates the maximum amount of weapon mounts and weapon sizes (small, medium, large).

Each modifier or adjective means something different;
A 'Light' ship has less armor plating, is slightly smaller than other ships of its class, is faster, has less weapon mounts, and is cheaper to purchase and maintain, while 'heavy' ships are the exact opposite.

A 'Super' ship has slightly more armor plating, the same or better speed, better weapon mounts, and is the same size as other ships of its class, beyond that it is also much rarer and more expensive to purchase and maintain.

A 'Stealth' ship has a much smaller sensor profile and is much more costly to maintain and purchase.

A 'Modified' ship is a slightly unique ship with slight variations in stats (they should balance out) it also stacks with other modifiers.

A 'Custom' ship is unique entirely, there will only be a few of these in the entire game and they will be in specified fleets.

An 'Advanced' ship has high flux dissipation, efficient shields, and better weapon mounts, while being more costly to purchase and maintain (though none of these are to the degree of a 'super' ship).


This will be how I classify my ships for all my mods.
[close]


Now on to the help. I have a sketch (this time I made it in paint) of a cruiser that I wish to create and I need help finishing it, so I will be using this thread to update my progress and listen to advice along the way.

Later I'm probably going to screw up implementing it somehow so I'll do that here too.



[attachment deleted by admin]
Logged
"The greatest pleasure is to vanquish your enemies and chase them before you, to rob them of their wealth and see those dear to them bathed in tears, to ride their horses and clasp to your bosom their wives and daughters." ~Ghengis Khan