Looking for a ship mod with a unique playstyle

Distribute and discuss mods that are functional. Moderator - Grognak
DragonMaster2962
Posts: 64
Joined: Fri Dec 13, 2013 1:36 am

Looking for a ship mod with a unique playstyle

Postby DragonMaster2962 » Sun Mar 16, 2014 6:47 pm

and preferably with a art style that fits ftl
aaaaaa50
Posts: 260
Joined: Thu Apr 11, 2013 9:08 pm

Re: Looking for a ship mod with a unique playstyle

Postby aaaaaa50 » Sun Mar 16, 2014 11:21 pm

First off, you've accidentally made a thread where threads aren't supposed to be posted.

Just a few quick links, since you're so verbose yourself:

Crusher's Type C(hallenge) Ships

The Potential

The Black Opal

The Amber Shard

Escort Duty

The Liquidator (It's included in the same modfile that's on the first post of the page.)

Automated Scout
First ever AE-exclusive ship mod: The Extra Features!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
dwightlooi
Posts: 4
Joined: Tue Mar 18, 2014 9:09 pm

Re: Looking for a ship mod with a unique playstyle

Postby dwightlooi » Thu Mar 20, 2014 9:59 am

OK... I did a ship mod as a first step to doing a Babylon 5 mod for FTL.

Omega Destroyer

Shields: 0
Engines: 1
Sensors: 1
Doors: 1
Nav: 1
Med Bay: Yes (3-slot)
Teleporter: No
Drone Control: No

Weapons
Burst Laser II
Halberd Beam

Augmentations
Titanium Casing

Special
Omega Destroyer Does not start with shields

Crew: Human Human Human Human

The Omega is all about firepower. If timed correctly -- holding the beam back until just after the burst laser takes the shields down -- the starting armament can be devasting. But the relatively slow charge time, a lack of shields and inability to cloak means that the ship will take damage in most fights. The ship only has one engine and generally doesn't dodge anything. Any FTL hit means you cannot run. The crew is all human, but 4 strong in part to make up for the need for dame control. Until you can save up 150 credits and find the right store for shields or take on drone control for 80 creds + a defensive drone or two, everything the enemy shoots will essentially hit you. The early game strategy is to take out weapons and/or shields as quickly as possible so the enemy cannot shoot. But this is easier said than done and the first enemy salvo hits the Omega's weapons it can be a mess. In general you'll always be in need of stores for repair if not anything else.
DragonMaster2962
Posts: 64
Joined: Fri Dec 13, 2013 1:36 am

Re: Looking for a ship mod with a unique playstyle

Postby DragonMaster2962 » Mon Mar 31, 2014 6:31 pm

thank you, and where am i supposed to put threads like this, i figured here cause it isnt a mod but it has to do with them
UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

Re: Looking for a ship mod with a unique playstyle

Postby UltraMantis » Tue Apr 01, 2014 6:45 pm

Topic moved by moderator

Fair question and sensible choice. The distinction can be vague i guess.
- for questions or discussion about making mods, or mods that are not yet stable/ready for release, Mod Development should be used.
- for questions, discussion or mods themselves, it's Working Mods. Even though the subforum title doesnt quite say so ;)
Report spam using the handy Report Button Mod.
DragonMaster2962
Posts: 64
Joined: Fri Dec 13, 2013 1:36 am

Re: Looking for a ship mod with a unique playstyle

Postby DragonMaster2962 » Tue Apr 01, 2014 9:58 pm

UltraMantis wrote:Topic moved by moderator

Fair question and sensible choice. The distinction can be vague i guess.
- for questions or discussion about making mods, or mods that are not yet stable/ready for release, Mod Development should be used.
- for questions, discussion or mods themselves, it's Working Mods. Even though the subforum title doesnt quite say so ;)


thats for saying