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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: [0.95a] Superweapons Arsenal v1.9a Light Show  (Read 46407 times)

Mira Lendin

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[0.95a] Superweapons Arsenal v1.9a Light Show
« on: June 23, 2021, 05:41:58 PM »

Superweapons Arsenal v1.9a
Mod requirements:
GraphicsLib - Get here!
MagicLib - Get here!
LazyLib - Get here!


After playing Starsector for a while i noticed that there is not much excitement over finding weapons in this game (with the exception of end game missions), so i went ahead and created a subset of weapons that are balanced above the level of base weapons, hopefully to give a sense of satisfaction when found.


Superweapons:
Spoiler








Some of these are inspired by weapons from other games.
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Unique Weapons:
Spoiler



-Big thanks to Tartiflette for allowing me to utilize his Singularity script while building the Black Hole Generator.
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New additions:
Spoiler
Light Spear Accelerator




-A weapon capable of breaking defensive formations, can damage your fleet at close range.
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How to get them:
Spoiler
-You may find any of these weapons while exploring the outer worlds, mainly in a weapon cache, mining base or a research station.
-Please note that it's impossible to obtain blueprints for any of these weapons, also they won't be used by any faction (at least for now).

[close]


Changelog:
Spoiler
-v1.9

-Added Light Spear Accelerator to the game.

-Electromagnetic Railgun:
  • Can no longer be mounted on energy slots.

-MX Gauss Cannon:
  • Reduced accuracy, the first shot is still accurate but you will have to wait 2 seconds after each reload if you want to maintain that accuracy.

-v1.8

-Added BFG-Ultra to the game.

-Prism Freeport will no longer offer you any Superweapons (this is final).

-Greatly increased the drop rate of all Superweapons, some starting at (300%) and some up to (1500%), to put this into perspective, the most common Superweapon is just as rare as the Tachyon Lance while the rarest is 3.5 times less frequent, this can be considered "a bit too common" but the values are subject to change, depending on your feedback!.

-XC-T61 Cluster Torpedo
  • Completely reworked how Cluster Mines deals damage. previously they used to explode dealing a single instance of damage (of the highest possible value) to the nearest armor frame of the ship, this rendered armor somewhat useless and allowed mines to 1 shot most capital ships and stations, this is no longer the case, the damage now splits into multiple instances that hits different parts of the ship and the damage scales based on proximity.
  • Now deals 50% less damage to stations.
  • Torpedo no longer deals 5000 initial EMP damage.
  • Damage now scales from 100% at any point in radius to 40% at the edges all the way to 100% at the center.
  • Increased Detonation Interval from 0.15<-->0.4 sec to 0.2<-->0.5 sec.
  • Increased Detonation damage from 13000 to 15000.
  • If given to AI, it will no longer hold onto it until the stars align but rather be more aggressive on the first chance (you all still die at the end so no difference).

-WM-70 Reflective Shield:
  • Due to engine limitations that causes you to lose the weapon if mounted on a hardpoint, it will no longer be removed, however it will have no effect and will do nothing, same thing applies to ships without shields.

-Supercharged Fusion Beam:
  • Range reduced from 900 to 800.

-Devastator Lance:
  • No longer deals base EMP damage.

-GR-890 Black Hole Generator:
  • Range reduced from 1200 to 1000.

-Electromagnetic Railgun:
  • The Electromagnetic charge will continue dealing damage even after it starts to decay (damage will decay accordingly).

-Various improvements to visuals, sounds and turrets design.

[close]

Please consider leaving your feedback down below, it will come in handy when i update the mod.
« Last Edit: October 16, 2021, 05:45:01 AM by Mira Lendin »
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Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.0
« Reply #1 on: June 23, 2021, 05:43:15 PM »

Reserved
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Nick XR

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Re: [0.95a] Superweapons Arsenal v1.0
« Reply #2 on: June 23, 2021, 07:15:11 PM »

Looking forward to trying this! 

One of the best parts of .95 is finding a few of the new toys and figuring out how to build a single ship around them. 

IMO I wouldn't try to balance these around cost as money is effectively a non-issue once you get out of the mid game.  But making them incredibly rare seems reasonable.

Ramiel

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Re: [0.95a] Superweapons Arsenal v1.0
« Reply #3 on: June 23, 2021, 08:13:53 PM »

Oh, yeah! Just the weapon for my Mudskipper!
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NinjaSiren

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Re: [0.95a] Superweapons Arsenal v1.0
« Reply #4 on: June 24, 2021, 07:07:30 AM »

these weapons look sexy  ;)
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Anexgohan

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Re: [0.95a] Superweapons Arsenal v1.0
« Reply #5 on: June 24, 2021, 08:29:17 AM »

is there any other way to get them organically, other then purchase at prism freeport.
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Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.0
« Reply #6 on: June 24, 2021, 11:18:08 AM »

is there any other way to get them organically, other then purchase at prism freeport.
They have no restrictions and can be found in open space like any other weapon, however they are very rare.
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Nia Tahl

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Re: [0.95a] Superweapons Arsenal v1.0
« Reply #7 on: June 24, 2021, 12:49:30 PM »

These weapons have pretty nice presentation and some interesting effects, but their power is quite a bit more than slightly above vanilla weapons. Please keep in mind that you should account for scripted damage when calculating your flux costs, for example.

A fair few of these also combine extremely high damage with extremely fast projectiles. I think it would be more interesting to separate the two. Very powerful weapons that take some skill to land shots with are inherently quite satisfying.

I do like the general concept of this mod to add some rare powerful weapons to find, though. Just think they are currently a bit too powerful to the point they take too much skill out of combat, making them get old quick.
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Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.0
« Reply #8 on: June 24, 2021, 02:42:02 PM »

These weapons have pretty nice presentation and some interesting effects, but their power is quite a bit more than slightly above vanilla weapons. Please keep in mind that you should account for scripted damage when calculating your flux costs, for example.

A fair few of these also combine extremely high damage with extremely fast projectiles. I think it would be more interesting to separate the two. Very powerful weapons that take some skill to land shots with are inherently quite satisfying.

I do like the general concept of this mod to add some rare powerful weapons to find, though. Just think they are currently a bit too powerful to the point they take too much skill out of combat, making them get old quick.
I agree with you, Originally i wanted to balance these weapons a bit more before releasing this mod, however i decided to let them be and wait until i finish the rest of unreleased content, then let people have the final word, although balance was never my intention, i don't want any of these weapons to feel like "be happy go lucky", i think adding some inaccuracy as a start will force distance management allowing weapons like the "Phalanx" to be hard to fully utilize at most ranges.
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Cyan Leader

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Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« Reply #9 on: June 28, 2021, 03:15:10 AM »

Do AI fleets use these?
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Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« Reply #10 on: June 28, 2021, 03:46:19 AM »

Do AI fleets use these?
No, maybe after they are balanced i would let some Remnant fleets use them
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Cyan Leader

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Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« Reply #11 on: June 28, 2021, 08:58:36 AM »

Alright, if you do make that change can you please make it toggable? Thanks for this mod.
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Yunru

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Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« Reply #12 on: June 28, 2021, 10:19:52 AM »

IMO they'd be more of a treat if they didn't ever drop as blueprints. Once you can mass produce them they become just another weapon again, rather than a scarcity.

Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« Reply #13 on: June 28, 2021, 11:05:58 PM »

Alright, if you do make that change can you please make it toggable? Thanks for this mod.
i can do that but i don't think it would be useful, as once a faction learns a new weapon it can't be removed from their list until you start a new save, so toggling it off mid game is not going to revert it back.
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Cyan Leader

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Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« Reply #14 on: June 29, 2021, 01:30:37 AM »

I meant as before I start a new playthrough, like in the mod settings.
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