ShipsNOTE: All ships are subject to change, nothing are spared from this. Especially if they have vanilla ship systems, they're not final.
FYI;
Standard ships are usually all-rounder and served as fillers for the faction.
[M] November ships are armored, slow and made for the front lines.
[SP] Automata ships are much more advanced and made to fight against certain enemies and exploration but at the cost of shorter PPT and weaker durability.
[P] Prototypes are suppose to be rare ships that arent necessarily better or worse than anyone, but they werent accepted for a reason of their own. They'll come in limited numbers per game
once we have the shop ready for implementation.
Frigate and CorvetteSpoiler
Minoria
-It's a frigate because I want a carrier ship that can flank from the side in pursuit battle. Its high speed compensated the lack of personal defense, if you've shot down their wings. They're pretty much vulnerable for you to kill. There are no vanilla equivalent other than the Condor and that ship was designed with a different purpose in mind. I find the current version to be acceptable for now.
Nakiha
- It used to be 10++ DP previously but my core audience complained it was simply too costly for what they are. So I brought them down so that it doesn't soak up all the precious DP that could've been used to field more powerful ships. The ship's class is called Frigate Leader, it is essentially a destroyer in disguise basically. I'd say they're working as intended as UAF ships doesn't have beam weaponry for sustain fire. So they rely more on first strike capability and hit-and-run instead.
Novayu
- Ah yes, something that we can agree on. I made this ship back when I din't really grasp the full potential of missile mounts. So once I learned how dangerous they can be, I tried to balance her out without having to remove them off the mod.
Osela
- You're comparing a combat freighter to a research ship that was designed to expect hostility during exploration. I don't know why are you expecting anyone to field these ships into combat.
Perwira
- I'll admit I left this ship in the backburner because it wasn't important. It was created many years ago and never used since thus why it wasn't balanced at all. You're on point with this ship.
Rama
- Yep, it's suppose to dance like a butterfly ( thats what Rama means ) and annoy the adversary rather than being a direct competitor. It'll die the moment you slap the ship, so it has to rely on its mobility to live.
Sekai and Supolev
- For what its worth, they're just there to provide the UAF the means of small logistic support. If they're better or worse than the vanilla, that's not a major concern. Although I'll take another look into Supolev again. I do feel like they're overperforming.
CruiserSpoiler
Akatsuzuma and Inazuma
- This will be an occuring theme by the way. Without considering the stats as they're always changeable. I designed my ships to be optimal at what they do, they're also made for beyond 2D space which wasn't a thing for Starsector ships. David confirmed this himself when I enquired about Legion when I drawn that more than a year ago. So yeah, UAF ships are more or less made with realistic weapon emplacements in mind along with optimal positioning for 2D gameplay in consideration. You're lucky that half our weapons are unavailable simply because they're below the ships.
Anyway, these two are basically the same hull but altered for different purposes. AK is an all-rounder while INZ is an artillery cruiser made for anti-ship combat. Each ships came with their own ups and downs, you just have to decide how to make them optimal.
Exoria and Shinoria
- These ships are made to provide two different carrier gameplay style for the player. You can have more fighters and maneuverability but you have to sacrifice firepower and durability in return. This will be an occurring theme depending on what the variants try to address based on their subfaction's desires. Its okay for them to be worse or better than the vanilla counterpart, they're made to fill in the blank for the faction roster.
Lillaru and Seniraja
- Refer to above but change the carrier thingy to ballistic gameplay. Seniraja however is a special case, I really like Eagle and I chose it to be a ship that UAF tried to reverse engineer and ended up copying them but improving on the design.
Wo and Miyo Juliet
- Working as intended.
Scinaut
- I agreed, they're overperforming as we speak and I intend to address that. However I need a certain logistic cruiser to happen first before I can do the necessary changes. I'll let people enjoy the free overpowered logi ship while that ship hasn't come yet. I din't really like the way she looked either.
Machi APA
- Recently nerfed intentionally to promote the new prototype assault landing ship. That's basically the next stepping stone but it'll come in limited numbers.
Sunami
- Working as intended.
Sentry
- Working as intended, its basically a giant sniper gun strapped with engines to make it flyable. You're basically comparing an effective vanilla ship-based weapon design to what is basically an entire ship. It is a glass cannon by UAF standard and served a niche purpose very well.
CapitalSpoiler
Eyeseau
- I agreed with the weapon mounts. I think I screwed that up when I was editing the ship and forgot to double check. By the way, you're not suppose to bring that into combat as it is a capital class survey and command ship but it is designed with that into consideration. I'd say its fine as it is currently so long as I din't increase its firepower intentionally.
Fusoreina(P)
- Super-heavy armor plating by UAF standard. It was created during the time where UAF doesn't even have shield on their ships to begin with and it was hastily made to give UAF a fighting chance to fight back against the onslaught of vanilla capital ships. AAF is a placeholder, so that can be addressed later.
Isenoria(P)
- Working as intended. It is actually a discount Reisen by design and it used to be a lot more overpowered. Did you know it used to have 4 large ballistics and 1 universal mount with 3 hangars? A lot of people told and warned me not to implement the super heavy bomber but I persevered because I need it to exist so that it'll serve as compensation for such huge nerf. If you can't move out of the bomber's way or intercept its bombs in time, that's a skill issue. It doesn't even respawn if you managed to kill it.
Junyo Delta, Tsutsumu and Nebula Bravo
- That's right. I don't need it to carry more than the Atlas if they have a better chance of retreating safely. If you have better alternatives, you as a player have the freedom to pick what suit you fancy but not the UAF. They're a faction from another world, not you who is a starfarer with flexibility and freedom to pick anything else.
Neuxoria(SP)
- Aha, my crowl jewel of the UAF carrier roster! Recall device is placeholder. It was designed after we learned a thing or two from Astral. It deserved to be better for how rare and effective they are in combat. I'm not sure if Astral is more expensive than Neuxoria, if it is - I'll do the change in the future.
Zepporia(M)
- Do you finally get when I say 'do not use vanilla as comparison' for our ships? Zeppy is the alternate choice for Neuxoria. One is a front line carrier and another is a rear line support carrier. I think it would be fairer to compare Legion to Zeppy in terms of ship role as both are front line carrier ships. I'll stick to my ship however if I want a pure faction gameplay rather than min maxing my fleet to the brim.
Purcellyra
- Thanks for not flaming the hell out of her. Indeed, she is a far better ship than she was before but sadly at the cost of her base loadout which is 4 nuclear launchers top-side. Fast Missile Rack is a placeholder. The ship was designed for the faction as a force projection ship. A retaliatory warship capable of nuking everyone if they decide to fight against a faction that doesn't even want to interact with the core world to begin. The UAF need powerful ships as an active deterrence against potential adversaries, she is one of those ships. Balance-wise, you might as well throw that off the table. She's designed as a missile ship and I won't change that because it isn't. What's the point?
Reisen and Reisen(M)
- They're actually warships designed to counter vanilla capital ships. They do not possess special armaments like Thermal Pulse Cannon or beam weaponry like Tachyon Lances. They rely on the standard heavy weaponry currently available in the arsenal. They're kinda niche tbh and I personally favor Rillaru over them. I think they're fine as they are atm since hardly anyone complain about them. Think of them as fleet anchor or rally point, then you'll see they do their job well as a floating artillery platform.
Rillaru and Rillaru(SP)
- Yep, its suppose to have four large mounts but two of them are underneath the ship. Its a very versatile battlecruiser and I very much like them so much that I never bothered to use the rest of the ballistic capital line up unless the need for static heavy hitter are required. I'm aware of how versatile and powerful the upgraded version is. It's both my personal favorite and fan-favorite ship and often chosen as a flagship. Rillaru(SP) is not better than Paragon in some circumstances but it is generally meant to dance around such a static target and that's what she do best.
Final Note Reply;
Again, they're not vanilla ships and my ships are designed for 3D space warfare, not just 2D. I know we're playing a 2D game here but I personally think its more important to stick to my own ideals rather than forcing myself to adapt to something I know I won't enjoy and people will always find a way to bash me no matter what. If you can point out what ships have weapons firing over a higher position, please let me know so that I can have a look.
WeaponsNOTE: UAF is ideally a low tech faction and I quote;
"Beams are bad, projectile's good!" by
Ironclad Lion. Even our energy weapons are projectile based and simply upgraded variants of their predecessors. This is a pretty controversial point but some people enjoy uniform designs over the weapons along. I am one such people, I'd rather my ships and weapons to be grounded on their own design philosophies rather than trying to be unique on all aspects especially when there's no need to do so. However, I have listened to a useful feedback and future changes are coming to address the oddities on my weapons.
Spoiler
Cantata/Claris, Ivory and Medlav series
- Literally the same gun, if I can have a system that changes ammo type for them. I'd do it but thats impossible.
Tona Railgun series
- Sometimes its just better to throw a simple piece of hardened metal and use its own momentum to cause damage and prioritize on maximum accuracy instead. Its a sniper gun and different from Cyrexa as it comes with its own pros and cons as well.
Quad and Triple Cyrexa, Dual and Triple Herexa
- As I mentioned above, some weapons are subject to change and these are a good example. I'll do what I can to improve on naming convention and visually so that people can at least tell the difference a bit easier. I still won't name them like vanilla though. They're not better than Mark IX imo, vanilla have the sustain fire ability while you can't really spam our guns if you're not careful with the flux management. Each with their own distinct features I suppose.
Missiles
Semibreve
- Sorry to hear that you're on the other side. Good thing you're not gonna face those nukes other than fighting UAF ships right? I'm not gonna remove them no matter how hard you try to convince me, they're not even a boss weapon to begin. They're more of a tool for you to use as a last resort weapon if you can't win an impossible fight. So instead of cheating yourself to victory or use an obviously overpowered ship, why not throw a bunch of these in and see if they'll worked out or not? Throwing nukes at everyone won't solve everything however and the friendly fire are definitely a feature. It served as a reminder not to mess with the UAF or you'll face these nukes. They're also interceptible and pretty slow so long as the launcher wasn't affected by player missile skill. That's what made it more dangerous.
The rest of the reloadable missiles
- I need the missiles to be reloadable so that my missile ships can buff them exclusively. Currently I'm trying to play around with flux to fire stat as a balancing act in return for these seemingly infinite reload missiles. Ideally I want them to take forever to reload but only enough to give you that much needed "one last shot" to win. I wish its easier to read the weapon_data.csv and figuring out what numbers does how long one reloads but eh. I'll figure it out in time.
Energy Weaponry
- As I stated earlier, they're the upgraded variants of the ballistic base weapon that improves on what they do best. Their problems are pretty obvious though, not only they cost higher to fire.. they're also too specialized to the point where its ill-advised when not used in suitable situations. At least I tried to make them more unique and stand out compared to our generic arsenal! I probably won't reduce their range that hard because they're still suppose to be ballistic upgrade with energy rounds instead. We'll see how that goes overtime.
Fighter
Spoiler
Yes they're pretty overpowered if you just look at the numbers but I can also recall vanilla fighters that can outperform and even provide a worthy fight against them. I'd personally recommend you not to bother with trying to reason with balancing when it comes to my fighters. I'm not budging and that much is clear. I want to promote a fun and engaging carrier gameplay and you don't necessarily have to like them if you're not into it. Personally, I think they're not OP. They used to be overpowered but you weren't there when they were.
As my final note, if you manage to survive all this wall of text and got this far. Thank you for reading and giving me constructive feedback that aren't toxic and filled with filler bullshittery that I usually get. I think you can tell with the on-going theme that I'm not going vanilla and will never try to be. It's better to just leave me to my devices and pretend that UAF isn't canon and doesn't exist if you dont like it that much. That's one major reason why I don't want the mod to be in the mod index. Its a niche mod for a niche experience. Only download if you know what you're gonna experience.
I have my own ways of balancing my contents. It'll come on its own and I would rather do them when Im in the mood or having fun with the development at least. It makes me happy when I see people enjoying what I came up with rather than constantly bullying me for being different than the rest. If you can at least spare me that, you have my thanks. So... remember, UAF only exists if you choose to let it appear in your Starsector. Its all up to the player's choice and not mine. I just want to create a story and make it playable.