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Author Topic: Unique races mod  (Read 1509 times)
Weylin
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« on: September 03, 2009, 03:12:55 AM »

I'm currently working on a mod that gives each race more unique systems, weapons, and ships.

The plan right now is sort of along these lines.

Arceans:
Cat-like, improved cloaking systems, both in duration and transition time.
Slower ship speeds, but significantly more powerful (But short lived) boosters to briefly attain very high speeds, but unable to maintain speeds for a long period of time.
Weapons are short ranged, powerful, and difficult to make them hit.
Shields are weaker than the other races, but recharge quickly.

Drengins:
Slow ships, brute force/assault weaponry, much stronger shields than the other races, but slow to recharge.
All modules have higher durability and work better, but weigh much more than those of the other races, so ships accelerate very slowly.
This means Drengin ships will also contain more crew.
Cloaking modules can last for a long duration, but take a very long time to transition from on to off.

Terrans:
Many Gadget-type weapons with multiple versions of each type; missiles, mines, bombs, lasers, brakes, chaff, ECM.
Average stats in ships and modules.

Pirates:
High speed ships, very light modules with lesser health, and reduced functionality compared to the other races, but offer much better acceleration.
Weapons are suited for hit and run attacks, deplete very quickly, but do significant damage in a short period of time.
Cloaks are diminished, short lived, and take a long time to transition between on and off.



Idk, how does this sound? Any suggestions?

The arceans rely on rapid cloaked attacks
The Drengins rely on brute force and tanking a lot of damage
The terrans use various gadget weapons that are prone to result in glorious failures and are hard to use effectively, but deadly in the right hands.
The Pirates make use of speed and agility, but have poor cloaking abilty
« Last Edit: September 03, 2009, 03:18:15 AM by Weylin » Report to moderator   Logged
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« Reply #1 on: September 03, 2009, 11:56:58 AM »

SF could use this, as they're not unique in any way since 1.1x (or ever).

Please read this regarding the Drengins & Arceans, the original concept of Arceans was ditched by the time GalCivs was made, and SF kinda reflects the old age ideas that were flying around in 1996-7.

And you might want to see this, contributing to that thread can go a long ways, even an article! Although SF doesn't support the "shipclass NAME" part, you could try and sneak in some names, or else just stick to "Shipclass DESIGNATION" SF uses.

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« Reply #2 on: September 03, 2009, 01:52:51 PM »

Yeah I was even thinking of doing this. I could perhaps help out.

There are ways to get faster shields rate but less capacitiy, and other way around. Same for power etc i believe, just have to play around with the values that effect it Wink I acetually made a quick mod test of it somewhere before 1.2 source was released, its somewhere here.

But I would definatly want this and support it as one of the main systems, with different types. It would give actual meaning to getting other race modules Wink

If you want some help let me know, otherwise good luck Smiley I will look forward to this either or, its something I wanted to do but never had a chance to start. I could even see about adding a few extra values that would be easy to add in some modules if needed be.

I could also possibly add the ship name stuff too if you do have names for everything.
« Last Edit: September 03, 2009, 01:55:02 PM by NiteHawk » Report to moderator   Logged

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Weylin
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« Reply #3 on: September 04, 2009, 02:41:30 PM »

I don't think I'll have too much trouble.

What I could use is ideas for each races weapons and unique systems
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« Reply #4 on: September 05, 2009, 03:47:46 AM »

Ill come up with afew things after I complete some work stuff then Wink
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Weylin
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« Reply #5 on: September 06, 2009, 07:22:34 PM »

Also, if anyone has a better idea as to what each races strengths and weaknesses should be, don't hesitate to chime in.
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« Reply #6 on: September 08, 2009, 11:46:40 PM »

Some ideas:

Arceans:
-Super tractor beams that pull you to their ships on contact, acting like feline claws on their prey.
-Short range missiles, not like rams, but with high penetration levels.
-A single boost shot, something like nitrous oxide on cars, which allows them to jump on the prey.

Drengin:
-A cannon with high explosive capabilities for orbital bombing
-Torpedo bursts, somewhat like rapid2, but with short duration, shooting about 12 torpedoes at the speed of a rapid2, with reloading capabilities.
-Temporary shield improvements, which allows them to reload weapons while taking fire. Give them like 3 of these, reloadable when docked.

Terrans:
-Kind of a flak gun on heavier, slower ships, which doesn't actually hit the ship but causes some splash damage, lethat on smaller ships.
-An explosive grid, for skirmrishes with large numbers of ships.
-An EMP missile which disables shields and prevents them from reloading for 10 seconds (to say something).

Cool
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Weylin
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« Reply #7 on: September 09, 2009, 12:18:34 AM »

XD well, some of those ideas aren't possible just yet, perhaps in 2.0+

The single shot boost (Short lasting booster with amazing stats?)
The on board ammo construction
The shield boosters (Not sure what giving a ship multiple shield modules will do)
The explosive grid  (I'll look into this, what about mini-mines with shields and no push or drift so they all stay in one place, and don't blow each other up)
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« Reply #8 on: September 11, 2009, 01:21:33 PM »

Actually the booster is possible. There was a star trek mod (I wanna say picard's) where the break module was applied as a warp, only by inverting speed reduction into speed enhancement, for a short period of time, since this consumed its own power.

About the explosive grid, what you can make is a large mine, that looks like a grid, then make it cause several explosions on the grid.

Besides of that don't know how the others can be built...
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