[SHIP] Mangled Courier

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Alvarin
Posts: 71
Joined: Wed Oct 10, 2012 5:54 am

[SHIP] Mangled Courier

Postby Alvarin » Wed Nov 18, 2020 8:02 pm

Hello all! This is a challenging ship balanced for Hard Mode. It is somewhat frustrating and tedious to play, but quite rewarding on victory.

https://drive.google.com/file/d/1SeIptK82ZlTIY54vHHkhIVD4D4KJEhkz/view?usp=sharing

Image

The "story" of the ship is it is a courier, transferring goods and information. It has systems not commonly used by civilian ships (LRS and cloaking) making this transport a good merc option on the side. At the start of the mission the iCarus was able to procure the sensitive information regarding Rebel Flagship, but was unable to escape stealthily and got shot pretty badly by the rebels before jumping out.
As it is extremely time sensitive information packet, there is no time to perform full maintenance of the courier, crew only could seal off the heavy breaches.
The ship is a challenge, placing a civilian ship into military situation. This is what you have got, this is what you have to deal with.

The engines got hit the most, so they start with one pip and all the upgrade costs are doubled, as you essentially have half the system to work with. [original idea was to keep costs but modify evasion percentages. Couldn't do it, due to hardcoded values]

Teleporter, originally 4-slot got hit, but not too much. Transport pads got halved, but fully functional otherwise.

Weapons - weak-ish system designed to shoot out incoming asteroids and such. It was not intended to carry serious energies via conduits, so the cost of system upgrades is bumped one level higher.

Cloaking is limited to first level only as this ship should not have been able to house it at all, in addition several of ship's surfaces got blown off, hindering generation of cloaking field [original idea was to keep upgrades, but lower the granted evasion from 60% down to 30% - couldn't do it due to hardcoded values]

Drones system has four slots to mainly cover the UI space left by two-slot weapons. Initial drone is just a bit of scrap to start with. [originally was going to have four forklift drones, operating as really bad anti-personnel drones, but on-board drones are hardcoded]

General system placement - while annoying to play with, flavor-wise the systems needed to be close to the helm, where the crew would hang out the most, as typically they are not expected to be anywhere in particular (especially not in teleporter room, it is for the cargo management)

Crew - the ship is very strong in first two sectors, but falls off drastically. The crew is strong blue options oriented, and boarding crew set to Rocks rather than Mantis to be able to operate on Autos without suffocating while level one teleport recharges.

Youtube link to a salty playthrough - https://www.youtube.com/watch?v=bYwC4E1Vh_Y