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Weylin
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« on: October 29, 2009, 10:34:11 PM » |
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The mod is just about finished. Perhaps someone who has played the game could give me some ideas for noteworthy missions that would be practical with SF?
Anyways, I'm going to post some ship descriptions below to help clarify things =P
_____FIGHTERS:_____ These are most effective in high numbers, agile and fast, and weapons are generally medium velocity and high rate of fire. They have light armor, so you must rely on simply not getting hit to survive. AI tend to die too easily in these as they make no effort to evade fire or to get out of the arc of an ion cannon.
SCOUT: 1.0 velocity 1100 armor dual 50 damage machine guns. Also known as the "Light Interceptor" This ship is able to get to its destination before any other other. Typically, a squadron of scouts will rush into a cluster of enemy units, stir them up and distract them, and allow the rest of the fleet to come in and pick them off one at a time. Scouts are especially good for stopping a wave of attack bombers. The scout is also known for being the one ship capable of (nearly) outrunning missile destroyer missiles.
INTERCEPTOR: 0.87 velocity 1600 armor dual 100 damage machine guns. Also known as the "Heavy Interceptor" This isn't exactly a heavier version of the scout, it's an entirely different ship with different uses all together. The interceptor is slower, less agile, and has a larger easier to hit frame. Typically this ship is used in the anti-fighter role, and even has enough firepower and hit percentage to be a threat to isolated corvettes and capitals.
ATTACK BOMBER 0.75 velocity 1000 armor dual 650 damage plasma bomb launchers. Per it's size and cost, it's the most powerful anti-capital ship in the game, It's a shame that is has less armor than a scout. A squadron of attack bombers using the equivalent resources it takes to build a single heavy cruiser (37 or so) could destroy that heavy cruiser in a matter of seconds. As powerful as it is, it's basically a paper thin hull wrapped around a bulky plasma launcher, as such, even a scout can take it down with ease as it has no means in which to defend itself. It's projectiles are simply too slow and inaccurate to hit strike craft. Bombers can also be used against corvettes, and can kill them quite quickly, but corvettes will typically make short work of these easy targets.
DEFENDER 0.38 velocity 3250 armor Triple high velocity energy cannons. 80 damage Small, durable, and agile, the defender is typically deployed for escorting the larger ships. The defender has a considerably lower damage output than the other fighters, even the scout has more firepower. However, the effective damage dealt to fighters is nearly 90%, So just about every shot fired will actually hit. Additionally, because the guns cover a wide arc, it's almost always firing on it's target. In order to survive against these in a fighter, it takes a full time effort to try and "fake out" the predictors, and even then, your hull will get whittled down at every slip up. Keep in mind that this fighter is extremely slow, and should stick to what it's intended for, defending capitals against fighters.
KUSHAN STEALTH FIGHTER 0.77 velocity 1500 armor Dual 110 damage machine guns. This is basically an Interceptor with the ability to cloak. It has somewhat better damage output, and lighter armor. Normally the only fighter capable of taking on the dreaded Missile destroyer (If only the AI cloaked when they had missile lock)
TIIDAN DEFENSE FIGHTER 0.87 velocity 3000 armor Defense laser. Here's something different. This fighter is unique to the Tiidan armada, it has the ability to shoot down enemy projectiles, and thus reduce the damage that your units will take. Just a handful of these is enough to greatly improve the chance of surviving an encounter against enemy corvettes or defenders when using what would normally be food to these ships (Attack bombers, scouts, Interceptors) With defense fighters, what once seemed to be suicide, is now possible, unless they get picked off while there back is turned...
TURANIC FIGHTER 0.80 velocity 2000 armor Single light machine gun. 50 damage per shot. This is a pretty piss-poor excuse for a fighter, like everything of the Turanics, it has more armor, and can stay deployed for longer periods of time, but it's simply out performed by the other races. In the right hands it can still be deadly, and the thicker hull can see you through some tough situations.
KADESHI SWARMER 1.50 velocity 4000 armor Dual short-range rapid-fire Heavy Gauss cannons. (2x290) This is the standard fighter of the Kadesh, basically everything you could ever want from a fighter. It only has two weaknesses. Very limited ammo, and a very short weapons range. Fighters, Corvettes, Capital ships, even the Missile destroyer has difficulty with these.
KADESHI ADVANCED SWARMER 1.50 velocity 5500 armor Quad short-range rapid-fire Light Gauss cannons (4x160) Improved armor, higher velocity guns, and an even better damage output, running into a squadron of these is bad news. The only disadvantage compared to the standard swarmer is that the Adv Swarmer is a bit more sluggish and easier to hit, as well as having even less range. Your best bet against these is to wait until they run out of ammo.
_____CORVETTES_____ The bane of all fighter class ships, while slow and not very maneuverable, making them easy targets for capital ships, they are typically armed with ultra high velocity turreted energy cannon that are ideal for hitting small fast targets. Even the dreaded "Swarmer" cannot escape them.
LIGHT CORVETTE 0.58 velocity 9000 armor Single 310 damage high velocity turret (Tiidan have two, but each does half the damage) This is the smallest corvette class available, it's not much of a serious threat, but more of a dangerous nuisance to fighters. Probably the only corvette that can combat capital ships and not get hit by every single damned shot fired at it, it's slightly faster than the Heavy corvette (Not enough to really matter unless you're running from a heavy) And a 30% smaller target.
HEAVY CORVETTE 0.52 velocity 17000 armor Dual 360 damage high velocity turrets (The Tiidan have 4, each at half damage) Capable of killing fighters with ease, and winning out against all other corvette class ships, only the heavily armored capital ships stand a chance against these without suffering heavy losses.
MULTI-GUN CORVETTE 0.70 velocity 14000 armor Six ultra-high velocity high-coverage turrets. 70 damage per bullet. When it comes to swatting down fighters like the pests they are, especially the feared Swarmer, there is no better choice. Heavily armored, maneuverable, and fast, it's near impossible to evade the withering fire of this craft. Even retreat is difficult. However, when it comes to combating other corvettes, it seems to be lacking, it simply hasn't got the damage output or armor to last against them. Despite the lower damage output and armor, multi-gun corvettes are still a somewhat plausible choice for use against capital ships due to their better agility, if only as a distraction.
MINE LAYER CORVETTE 0.42 velocity 16000 armor Dual mine launchers. 6000 damage per mine. (Tiidan have only a single launcher, but it fires twice as fast) It doesn't exactly work as it was intended, being able to deploy a large field of stationary mines that begin to seek a target when it draws too near. But it still proves to be a very dangerous threat to anything that can't outrun its mines. The miner layer is typically used as a torpedo bomber, it swoops in, drops its load, and peels off to take another pass once the launchers have reloaded. Even ships capable of outrunning the mines may be caught unaware and find themselves instantly destroyed by them, keep an eye out, they're easy to miss, especially in a large battle.
REPAIR CORVETTE 0.50 velocity 12000 armor Single 80 damage low velocity turret (The Tiidan version is fixed, not turreted) Repair beam -400 damage. (Player only, the AI just shoot it at hostiles) Capable of supporting small fighter wings and corvettes, this ship keeps your strike force in tip top shape through out battle. The weapon is a joke though, it really has no use whatsoever.
TURANIC STANDARD CORVETTE 0.50 velocity 14000 armor Dual 360 damage high velocity turrets. Basically the same as the heavy corvette, but it has a slightly better arc coverage, has less velocity and armor, and therefore gets it's ass handed to it in nearly every encounter with another race.
TURANIC MISSILE CORVETTE 0.50 velocity 17000 armor Twin light missile launchers. 0.60c, 350 damage each. This is probably the only ship belonging to the Turanics that proves to be even a remotely significant threat. The missile launchers fire in a salvo, so most damage is dealt at the beginning of the encounter. The Missile Corvette will probably win out against most other corvette class ships because of the opening salvo, heavy armor, and relentless long range missiles.
____FRIGATES____ These are the smallest of the capital ships, and generally cover many roles, ranging from combat support to raw firepower. Capitals generally have a poor cost to damage ratio, but their heavy armor ensures they they stay strong to the very end. A squadron of fighters costing what it takes to produce a single frigate may have four times the firepower, but a squadron can be diminished easily, picked off one by one, and often run out of ammo.
STANDARD FRIGATE (aka Assault Frigate) 0.32 velocity 160000 armor 4 heavy cannons (450 damage) 2 plasma bomb launchers (650 damage) With high coverage and an array of hard hitting weapons, this ship is devastating when used against corvette class vessels. However, when faced with taking down other capital ships, they are lacking in firepower and must use their speed, wide arc turrets, and heavier armor to take them down. Head to head with an ion cannon frigate, the assault frigate WILL die. IF, however, the pilot flys smart, and keeps out of the ion frigates narrow forward arc, it can succeed.
ION CANNON FRIGATE 0.30 velocity 150000 armor 1 standard ion cannon (700 damage, rapid fire) This is the smallest ship frame capable of wielding the dreaded ion cannon. While slower and lesser armored than the other frigate classes, this ship makes up for it with raw inaccurate firepower. Among all capital ships, this is the single most helpless ship in the fleet when attacked by fighters, as such, it MUST be escorted.
SUPPORT FRIGATE 0.45 velocity 140000 armor Kushan design has a single rapid fire (160 damage) turret. Tiidan has duel (450 damage) long range turrets. Repair beam (-2000 damage) Often used as a "mini carrier" this ship is capable of supporting a squadron of strike craft, and can quickly repair ships with its repair beam. Since AI is unable to use the repair beam properly, this will be largely a player-only thing.
KUSHAN DRONE FRIGATE 0.32 velocity 160000 armor 6 ultra high velocity 120 damage cannons. It's supposed to be like 24 drones in sphere formation around the frigate, but w/e. If you find that multi-gun corvettes die far too easily, then the drone frigate would be the next option. As big as the ship is, it has less firepower than 2 multi-gun corvettes, however, it has over 10 times the armor of a multi-gun. Just remember, this ship specialized against small ships, concentrate on corvettes and fighters. Trying to take on something larger, even an assault frigate, will end up with you getting killed, while not having damaged any more than 1/4 of the frigates health.
TIIDAN FIELD FRIGATE 0.32 velocity 176000 armor 256x256 wide field generator, capable of deflecting a large percentage of incoming fire. While not quite as useful or directed as the defense fighter, this vessel is able to block fire coming in from ALL directions, and can protect multiple ships at once. When under the barrage of many rapid fire weapons, or weapons that are resistant to the field (ion cannons and missiles) The field loses effectiveness.
TURANIC ION ARRAY FRIGATE 0.25 velocity 150000 armor 1 Heavy ion cannon (900 damage per shot, rapid fire) Slower than the standard ion cannon, but has a higher damage output and more flexible arc.
KADESHI MULTI BEAM FRIGATE 0.28 velocity 152000 armor 4 wide-arc ion cannons (700 damage each) In terms of sheer firepower, this ship even outperforms the Heavy Cruiser. Typically a ship relying totally on ion cannons wouldn't stand a chance against fighters, but the multi-beam frigate appears to be the exception. NOTHING can go up against one of these and come out without heavy damage or many losses. Just concentrate your firepower and you'll hopefully take them out before they vaporize half the fleet.
KADESHI FUEL POD 0.25 velocity 70000 armor single rapid fire 360 arc turret (450 damage per shot) This ship is typically sent along with the swarmers to resupply them in mid combat. Also, the player version of this ship is broken as they can fire this thing non-stop on full rapid, therefore dealing more damage than an assault frigate, and killing everything.
_____SUPER CAPITAL CLASS______ These are the largest of them all, endless layers of armor, devastating firepower, it will take the concentrated effort of the whole fleet to take these out in a reasonable amount of time.
STANDARD DESTROYER 0.31 velocity 440000 armor 2 ion cannons (700 damage per shot, rapid fire) 2 heavy turrets (1250 damage per shot) Not much to say about this ship, it basically kills everything but fighters and Heavy Cruisers. Corvettes are especially vulnerable to the heavy cannons and the wide arc ion cannons.
MISSILE DESTROYER 0.29 velocity 420000 2 missile launchers. 0.95c (1250 damage per missile) When one of these show up on the scene, anything smaller than a frigate will be gone in a matter of seconds. Despite not being very good against capital ships, the missile destroyer can still manage to kill a frigate or two before having to retreat, if you don't mind a 5 minute battle.
HEAVY CRUISER 0.25 velocity 900000 armor Dual heavy ion cannons (900 damage per shot), 6 super heavy turrets (1400 damage) This is the single most heavily armored and heavily armed ship in the game. This ship takes a VERY long time to turn around, use this to your advantage somehow to avoid those heavy ion cannons, you're toast otherwise.
CARRIER 0.30 velocity 720000 armor 4 worthless defensive turrets. (160 damage per shot) This is mainly a fleet support vessel, and has little in the way of weaponry. If the mothership is destroyed, these can serve as a backup.
TURANIC CARRIER 0.23 velocity 900000 armor 4 anti-fighter turrets (360 damage) 2 forward ion cannons (700 damage) Basically a hybrid of the heavy cruiser and a carrier, but the end result turned up being the second slowest ship in the game. This ship can handle just about anything, fighters, corvettes, capital ships. Just bring the whole fleet and it will die rather quickly without any heavy losses.
______MOTHERSHIP CLASS_______ The nerve center of your fleet, lose this and you may as well just hit that big red button. Typically these are extremely tough, and have only enough firepower to hold off a handful of strike craft.
THE MOTHERSHIP 0.05 velocity 1,600,000 armor 3 high velocity short range defense cannons (400 damage each) The core of your fleet, defend it at all costs, it can't defend itself against any sizable attack force. As helpless as this ship is, it will still take a long time to destroy. Even a massive fleet can fail to kill a mothership if it has a strong enough defense.
KADESHI NEEDLE SHIP 0.15 velocity 1120000 armor 3 high velocity defense cannons (400 damage) two heavy ion cannons (900 damage) This is the main ship of the Kadesh fleet, to make matters worse, they have a handful of these, not just one.
Whoo, that was a lot :X
IN SHORT: The Kushan and Tiidan are the "Standard" intermediate races and are more or less evenly matched. The Kadeshi are easy mode The Turanics are suicide
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