Looking for a ship mod with a unique playstyle
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- Joined: Fri Dec 13, 2013 1:36 am
Looking for a ship mod with a unique playstyle
and preferably with a art style that fits ftl
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- Posts: 260
- Joined: Thu Apr 11, 2013 9:08 pm
Re: Looking for a ship mod with a unique playstyle
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
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Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
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- Joined: Tue Mar 18, 2014 9:09 pm
Re: Looking for a ship mod with a unique playstyle
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.
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.
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- Joined: Fri Dec 13, 2013 1:36 am
Re: Looking for a ship mod with a unique playstyle
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
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- Joined: Thu Sep 20, 2012 3:17 pm
Re: Looking for a ship mod with a unique playstyle
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
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.
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- Joined: Fri Dec 13, 2013 1:36 am
Re: Looking for a ship mod with a unique playstyle
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