[Ships][AE] The Skimmers [v003]

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
Gencool
Posts: 407
Joined: Sun Jun 16, 2013 1:21 pm

[Ships][AE] The Skimmers [v003]

Postby Gencool » Sat Jun 18, 2016 5:26 pm

Image

The Ship Pack:

Hey guys! I had some time to pick up some more of my older ships. I present to you; The Skimmers - a set of small battleships, designed to take up as little space and resources as possible.

Technical breakdowns follow, or you can check out the salesman's reddit post for a gameplay point of view.

Skip to the bottom of the post if you just want to download and play already.
---------------------------------------------------------------

Capacitors:

Each ship comes equipped with a Capacitor.

  • Takes up a weapon slot, but provides 4 additional power to the system
  • Allows powered weapons to be charged even if system is offline
  • Power does not count towards cap, allowing weapon-bay overcharging
  • Some Capacitor variants have secondary, bomb-based abilities


Note: Weapons can charge even in a broken system, but the system must be active for the weapons to fire (i.e. another weapon must be online)

---------------------------------------------------------------

The Loadouts:

The ships replace Kestral A through C-

---------------------------------------------------------------

Class A: The Skimmer

__________________Image
Basic laser, Hull Laser I x2, Capacitor +, Enhanced Reloader, 4 weapon slots

This low-crew fighter lacks versatility, but makes up for it in firepower:
  • Starting weapons allow 5 shots per volley + 4 points of additional hull damage
  • 25% boost to cooldown speed via reloader.
  • Capacitor+ allows for over-charging of weapon system (up to 3x lvl4 weapons by late game).
  • Lacking a dedicated healing system; the Capacitor+ also doubles as Heal-Bomb

---------------------------------------------------------------

Class B: The Skulker
__________________Image
Heavy Laser II, Micro Laser x2, Capacitor r, 4 weapon slots, Weapon Preigniter

Designed for ambush strikes, this ship can cause massive damage up front, but lacks durability.
  • Heavy Laser primary, with 2x Micro Lasers for supressing fire; 1 sys damage x3 charge shots
  • Includes Cloaking and Clonebay
  • Shields start with only 1 bar, and are capped at 4 bars, but cloaking can be upgraded to 4.
  • Capacitor r doubles as sys/hull repair bomb for wound-licking, and can stun intruders in a pinch

---------------------------------------------------------------

Class C: The Skudler
__________________Image
Mini Beam, Basic Laser x2, Capacitor, Med-bot Dispersal, 8 weapon slots

With little regard for the crew's saftey, this pirate ship's resources have been piled into the weapon system.
  • Weak starting loadout, but with massive late-game potential
  • Medbay doubles as Life Support; the dispersal negates suffocation so long as the system is active.
  • Medbay, Shield and Weapon bay caps increased by 2 slots
  • Capacitor has no additional benefits, but allows 14 bars of weapon power to be used at once once fully upgraded.


Note: Weapons in slots 5-8 will crash the game if auto-fired.
That said; targeting with them will show an auto-fire cursor - this is fine; the bug happens if the cursor has a black box rather than a reticule.
Black Box = Bad. Do not click.

---------------------------------------------------------------

Downloads:

---------------------------------------------------------------

V002 Right click and download
Updates:
v002 - Fixed Skulker floor offset, increased Stealth cap.


Consider running with SMPK for extra weapon variation.



Let me know if/when you find anything broken. Enjoy!
Last edited by Gencool on Mon Jun 20, 2016 12:34 pm, edited 6 times in total.
ImageImageImage
- Gencool (aka Puppetsquid) -- I make weird stuff
User avatar
NarnKar
Posts: 778
Joined: Thu Jun 19, 2014 4:24 pm
Location: this forum
Contact:

Re: [Ships][AE] The Skimmers [v002]

Postby NarnKar » Sat Jun 18, 2016 9:18 pm

How did you get the Capacitors to work? Hazarding a guess: did you set their power consumption to -4?
User avatar
Gencool
Posts: 407
Joined: Sun Jun 16, 2013 1:21 pm

Re: [Ships][AE] The Skimmers [v002]

Postby Gencool » Sat Jun 18, 2016 9:26 pm

Yep! It's a really old trick I was gonna use for the Sonic Screwdrivers, but AE broke it.
It seems to work again, now, though, oddly enough...

I was gonna just stick them out as a single mod file (they change the game a hell of a lot), but figured I could revitalize an old ship design with them instead.
ImageImageImage
- Gencool (aka Puppetsquid) -- I make weird stuff
User avatar
stylesrj
Posts: 3627
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

Re: [Ships][AE] The Skimmers [v002]

Postby stylesrj » Sat Jun 18, 2016 11:40 pm

Dammit Gencool, you've done it again! :lol:
Definitely going to have to give these a whirl.
BlackN57
Posts: 4
Joined: Sat Mar 19, 2016 8:54 pm

Re: [Ships][AE] The Skimmers [v002]

Postby BlackN57 » Sun Jun 19, 2016 4:02 pm

Looks Nice! What do they replace?
User avatar
Gencool
Posts: 407
Joined: Sun Jun 16, 2013 1:21 pm

Re: [Ships][AE] The Skimmers [v002]

Postby Gencool » Sun Jun 19, 2016 4:08 pm

I knew I forgot something!

They replace Kestral A through C.
If need be, I can make three separate versions that all replace A.
ImageImageImage
- Gencool (aka Puppetsquid) -- I make weird stuff
User avatar
elijahdb
Posts: 302
Joined: Wed Dec 30, 2015 2:31 pm

Re: [Ships][AE] The Skimmers [v002]

Postby elijahdb » Sun Jun 19, 2016 6:29 pm

I love these ships... especially the Skulker. A quick suggestion for that ship, it could use the DNA Bank augment so my crew don't keep dying. 2 out of my 3 deaths on the ship were from boarding parties.
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
Check out the details here.
User avatar
Gencool
Posts: 407
Joined: Sun Jun 16, 2013 1:21 pm

Re: [Ships][AE] The Skimmers [v002]

Postby Gencool » Sun Jun 19, 2016 6:40 pm

Thankyou Eli!

The first two ships aren't great at handling boarders, I know... Kind of the downside of not having enough room for a door system.
I tried to keep them to one augment each, and the ship's built around having pre-ignite from the off.
Don't forget the Capacitor R's repair function - even with a completely dead crew you might be able to repair the clonebay...

I almost added Stun to it, too. Maybe in the next update, if there's enough call for it.

By the way, your Type C enemy ships are beautiful ^^
ImageImageImage
- Gencool (aka Puppetsquid) -- I make weird stuff
User avatar
elijahdb
Posts: 302
Joined: Wed Dec 30, 2015 2:31 pm

Re: [Ships][AE] The Skimmers [v002]

Postby elijahdb » Mon Jun 20, 2016 2:35 am

Gencool wrote:Thankyou Eli!

The first two ships aren't great at handling boarders, I know... Kind of the downside of not having enough room for a door system.
I tried to keep them to one augment each, and the ship's built around having pre-ignite from the off.
Don't forget the Capacitor R's repair function - even with a completely dead crew you might be able to repair the clonebay...

I almost added Stun to it, too. Maybe in the next update, if there's enough call for it.

By the way, your Type C enemy ships are beautiful ^^


You're welcome for my input! And thanks for the compliment!
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
Check out the details here.
User avatar
stylesrj
Posts: 3627
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

Re: [Ships][AE] The Skimmers [v002]

Postby stylesrj » Mon Jun 20, 2016 8:03 am

New record I think Gencool!
I've tried all three of the ships and I rage-quitted about 20 minutes into the mod! :lol:

Seriously, my ship just gets plagued by so much bad luck. Or maybe I just don't understand how the gimmick works too well.
The first ship died at the exit beacon because I threaded the needle a bit too late (so my own fault there), the second died because I got boarded by like 4 enemy crew members in Sector 1 and they beelined for my Clone Bay and Weapons and the third... Zoltan-shielded pirate in an asteroid field. I waited for all my guns to be fired but I got hit in the shields, then piloting... and I just got frustrated at how many times the enemy had to hit me in that system that I was like "screw this mod, I'm out of here!"

So yeah, I think you hit the nail on the head at how difficult the mod is. Nice work! :)

https://youtu.be/xFczxlL4DOw

Who is online

Users browsing this forum: No registered users and 7 guests