I had a few ideas for mod ships, and so one night after being inspired by Biohazard063 in the comments of one of Anistuffs' videos to get into modding, I went ahead and made a stealth ship. I didn't really have any solid plans for the gameplay I wanted, I just threw in some weapons and systems that aren't too common on vanilla ships. Then, after receiving some feedback (from Ani and Bio), I changed a lot of things, including making a custom weapon with help from Bio, and after further feedback, I nerfed a few minor things and modified an event to make use of the custom fire weapon. Eventually there was a day when I felt it was ready for publication, after being over 7 weeks in development (counting a couple long breaks). That day was yesterday (lies, it was several days ago), but I wanted to keep Ani pressured to make a video before writing this forum post
(Don't worry, I fixed the floor image at the engine room's airlocks, I'm just too lazy to take another screenshot)
Changes since v1.7:
- Replaced human with slug and starts without sensors
- Reduced starting power from 7 to 5
- Replaced charge laser with the 1-power version found on Simo-H and reduced weapons starting level from 3 to 2
- Now starts with Distraction Buoys
(If you need a mirror, do let me know)
So, the ship starts with a pretty strong offensive, and there are a few different strategies you can employ. It has level 2 cloaking, so you can either use that for a pre-ignited alphastrike (probably best if the enemy has an offensive drone), or you can simply use a single-level cloak to dodge the opponent's shots with 80% evasion. Mindcontrol can be used to assure both shots from your charge laser hit, or it can be used to distract the enemy crew while their ship is on fire. Quite often you may not want to actually fire both shots of the charge laser just to make sure you don't deal any more hull damage than you have to.
Againt AI ships, if they have offensive drones and shields, you're most likely screwed, since you can't reliably take down their drone control with only two shots and fire. It all comes down to luck against those ships, and most often it's best to simply run away if you can. Even when they don't have drone control, taking care of their weapons is heavily RNG-dependent.
Other useful info
The ship starts with only 7 reactor power but up to 10 things to power, so the backup battery is quite necessary to use if you want to utilise mind control. The ship only has 3 weapon slots (and only 2 drone slots if you buy drone control), so I guess that's another weak point.
The ship replaces Stealth A.
The ship should be compatible with other mods, however it does not have a room assigned for artillery, so if you're playing CE make sure not to buy artillery.
S̶h̶o̶w̶c̶a̶s̶e̶ ̶V̶i̶d̶e̶o̶s̶ Horrible people who let everyone know they want to watch ships BUUUUUUUURRRRNNN!!!
Anistuffs' showcase video
Biohazard063's showcase video (with CE)
Kartoflane : For creating the Superluminal program
Biohazard063 : For helping me get into modding, teaching me how to do stuff, and giving feedback. (Also I copied and just slightly modified his formatting for this post )
Anistuffs : Playtesting and prompting me to keep going with the project when I had forgotten about it