Work done, but incomplete:
Avatar - Chmmr:
ZipSats work but don't fire;
Tractor beam only works when target is selected, might be too strong;
Laser does no sound.
Avenger - Ilwrath:
Cloak is a phased cloak, meaning its immune to damage.
Blade - Supox:
Ship system needs to be done: Slides in any direction.
Broodhome - Chenjesu:
Crystal fragment weapon, it will continue to function while its firing, if it stops, it releases 6 projectiles.
This is done, but not 100%, it needs to stop shooting projectiles after you release the weapon fire.
Breeds pesky doggies, those drones should collide with enemy ships, once they collide it wont do damage but will transfer flux dissipation (100) from the target to the owner.
Not done
Cruiser - Earthling:
fully working and added to the game
Dreadnought - Ur-Quan Kzer-Za:
Launches fighters
Does not release in waves of 2, also doesn't remove hp from the owner (1000 for each drone deployed)
Drones aren't firing...
Script was made but its not working.
Drone - Umgah:
Zips backwards.
Script was made but not working correctly.
Eluder - Spathi:
fully working and added to the game
Fury - Pkunk:
May resurrect.
Script was made but its not working.
Insults enemy.
Script was made but not working correctly.
Its not checking the current flux currently for some reason.~
Guardian - Androsynth:
Bubbles aren't moving like they should.
Changes to flaming comet.
hull cant be changed during a battle for now
Intruder - VUX:
Spawns limpet parasites.
Those cause EMP damage, that's somewhat correct but if flameouts are removed might not work anymore.
Jugger - Utwig:
Absorbent shields.
This right now is a normal Phase Cloak, it doesn't remove/dissipates flux.
Marauder - Ur-Quan Kohr-Ah:
Has long-range spinning metal blades
These are almost working correctly, has the same problem as the bloodhome projectile, and it wont stop when you stop firing.
Ring of fire.
Its using flares but they don't despawn correctly.
Mauler - Druuge:
Need to applydamage when you burn a crew for flux dissipation.
Nemesis - Orz:
Space marines board enemy ships and kill crew.
I've created a script that onHit it forces the chances to do damage or self destroy the drone, currently its not working.
Penetrator - Syreen:
Space vixens who steal enemy's crew.
Have no idea how to replicate this into Star Sector.
Podship - Mycon:
Homing plasma torpedo.
Script was created but the missile wasn't spawning, also needs not to "do AoE damage" once it destroys older missiles when it spawn new ones.
Grows new crew.
It works, but sometimes it surpasses the amount it should heal.
Probe - Slylandro:
Reverses direction instantly.
No idea how to create its unique movement
Absorbs asteroids.
Script was made but it doesn't work...
Scout - Shofixti:
fully working and added to the game
Might need to change how the Glory Device works
Skiff - Arilou Lalee'lay:
No inertia.
No idea how to make this work.
Hyper-jump.
Might jump outside the map, making it automatically retreat...
Stinger - Zoq-Fot-Pik:
fully working and added to the game
Terminator - Yehat:
Shield.
Not working correctly.
Torch - Thraddash:
Powerful afterburner accelerates ship, burns enemy.
Script was made, it gives the speed buff but it doesn't spawn the napalm projectiles.
Trader - Melnorme:
Charge main weapon for more damage.
Script is made, but right now it doesn't pass the variant 1 projectile, also right now its not possible to create a projectile that stays in front of the ship, acting like a shield - once this is made, both Marauder and Bloodhome main weapons should be easily made..
Can scramble enemy controls.
Script is made, but it sometimes causes the enemy engine to flameout.
X-Form - Mmrnmhrm:
Transforms from a slow, heavy to a light, quick ship.
Cant be made right now.
Battle mechanics.
- Ships must not vent flux,
- Ships must not retreat,
- Ships never flameout and never weapons knocked out
- Ships reaching the corner or side of the screen will get teleported to the opposite side of the screen,
- Ships get affected to the planets gravity,
- Asteroids do not have armor and possess 1 hp.