[SHIP] Merlin Fighter 1.1 (Updated DL links 27/05/13)

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BadgersCanSpace
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Joined: Thu Feb 14, 2013 7:07 am

[SHIP] Merlin Fighter 1.1 (Updated DL links 27/05/13)

Postby BadgersCanSpace » Wed Apr 03, 2013 6:03 pm

"Merlins... well, damn. Little bastards were responsible for maybe... 60, 70% of our losses during the uprising. Piloting anything smaller than a destroyer it was standard practice to clear the heck out of dodge ASAP if you saw the [MRLN] tag on radar. See, the thing about them was... they flew like fighters but... were armed and armoured like cruisers. You've got a wing of maybe 25 on attack vector - unless you're packing serious Anti-Fighter gubbins, you're basically stuffed! Some of them could even cloak! The real kicker, though? I'm told there were fewer than 200 on active service at any one time. What does that tell ya?"
- Deke 'Sly' Cooper, former Captain and ace of the Rebels' feared 'Burning Eights' elite fighter squadron, in an interview shortly after his defection

Image

Image

As you may have gathered, this is the Merlin. I designed it to be as small as possible, and after a few false-starts (who knew that having a door control system is actually quite useful?) I got to a ship I was happy with. As a result, it only has room for a cloaking system. I may make a different layout and a new paint job, and have it use another system, but I want to get this one balanced first.

The ship has custom guns. 'Talon Lasers' fire very quickly (one standard laser shot every 2 seconds) but require a lot of power to run - 2 bars each. I had in mind a system where the shots were staggered to create a continuous barrage preventing shields coming back online, so getting the timing right is interesting. Any comment on that would be appreciated.

Balance - I'm not entirely sure how balanced it is. On the one hand, it starts with a weapon preigniter, high engines, shields, an anti-fire layout and juice enough to power it all. On the other, it can't use drones or teleport, it doesn't really and if your weapons get hit, you lose a gun. Again, feedback would be welcome.

Replaces the Rock Cruiser - feel free to tweak to your convenience.

TL;DR version - Fighter, custom guns, weapon preigniter, little bit OP.

Download:
Original:
Mediafire:
http://www.mediafire.com/download.php?j4gq3dv20kz5uem
Dropbox:
https://www.dropbox.com/s/2ra2i7ln87jrowu/Merlin-IV.ftl

speedoflight's balance rejig (4 second cooldown):
Mediafire:
http://www.mediafire.com/download.php?6lift5m5l5g4uxd
Dropbox:
https://www.dropbox.com/s/vrwku574hnvx6 ... in-IVb.ftl

BrenTenkage's balance rejig (single gun):
Mediafire:
http://www.mediafire.com/download.php?d8d842st62xc44z
Dropbox:
https://www.dropbox.com/s/18ay9j0wgla9h ... in-IVc.ftl

My balance rejig (Start with cloak instead of shields):
Mediafire:
http://www.mediafire.com/download.php?no7kj77ez49kdp4
Dropbox:
https://www.dropbox.com/s/jewh8azeo91xb ... in-IVd.ftl

Gausss (Gau-sis)'s 'Well Now You're Just Being Silly Mod' (4 guns, everything unlocked from the start):
Mediafire:
http://www.mediafire.com/download.php?0faakrvxr1f4x61
Dropbox:
https://www.dropbox.com/s/b70v07w372qow ... in-IVe.ftl

GL, HF!

Notes:
-No splicing was used for any graphics. I make everything in Photoshop.
-If you want to use any of my graphics, remember to credit me!
Last edited by BadgersCanSpace on Mon May 27, 2013 11:47 am, edited 5 times in total.
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BrenTenkage
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Re: [SHIP] Merlin Fighter 1.0

Postby BrenTenkage » Wed Apr 03, 2013 7:25 pm

http://www.youtube.com/watch?v=z_yE9uKk ... e=youtu.be

Enjoy your very own Bren Tenkage lets play, I certainly enjoyed your ship
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
speedoflight
Posts: 660
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Re: [SHIP] Merlin Fighter 1.0

Postby speedoflight » Wed Apr 03, 2013 11:47 pm

That is wat i call a real fighter lol. Good job there.

Anyways, 2 seconds of cooldown is too low. Be aware that in the end, when the crew level up it will be 1 second.. i think the limit of low cooldowns should be between 4 and 6 seconds.
My currently mods / wips ->
ImageImage
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BrenTenkage
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Re: [SHIP] Merlin Fighter 1.0

Postby BrenTenkage » Thu Apr 04, 2013 12:04 am

While I can agree with that, how about changing the ship so that you can only have one gun, meaning the cannon. That way you need to plan your attack a little better, aim for the shield then system? Or just aim for the weapons first then everything else
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
BadgersCanSpace
Posts: 31
Joined: Thu Feb 14, 2013 7:07 am

Re: [SHIP] Merlin Fighter 1.0

Postby BadgersCanSpace » Fri Apr 05, 2013 8:41 pm

BrenTenkage wrote:http://www.youtube.com/watch?v=z_yE9uKkD-g&feature=youtu.be

Enjoy your very own Bren Tenkage lets play, I certainly enjoyed your ship


Thanks mate, awesome job! Didn't even break a sweat 8-)
BadgersCanSpace
Posts: 31
Joined: Thu Feb 14, 2013 7:07 am

Re: [SHIP] Merlin Fighter 1.0

Postby BadgersCanSpace » Fri Apr 05, 2013 8:43 pm

OKay, I updated some stuff.

I couldn't decide which of BrenTenkage's or speedoflight's suggestions to use so I kept the original and uploaded both, plus an idea I had at the last minute.

Added that it has a weapon preigniter. Slipped my mind for some reason.

Can I call this 1.1? :D
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BrenTenkage
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Re: [SHIP] Merlin Fighter 1.1 (Updated 05/04/13)

Postby BrenTenkage » Fri Apr 05, 2013 10:14 pm

so what did you update?
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
BadgersCanSpace
Posts: 31
Joined: Thu Feb 14, 2013 7:07 am

Re: [SHIP] Merlin Fighter 1.1 (Updated 05/04/13)

Postby BadgersCanSpace » Fri Apr 05, 2013 10:35 pm

BrenTenkage wrote:so what did you update?


Well, I put up 3 new versions of the fighter - the first new one has 4 second cooldown on the guns instead of 2 seconds. The second version has the original gun, but only one of them. The third has no shields, but a level 1 cloak.

I also rejigged the gun graphic a bit, but I just realised the ship obscures it, so it doesn't matter.
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BrenTenkage
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Re: [SHIP] Merlin Fighter 1.1 (Updated 05/04/13)

Postby BrenTenkage » Fri Apr 05, 2013 10:51 pm

BadgersCanSpace wrote:
BrenTenkage wrote:so what did you update?


Well, I put up 3 new versions of the fighter - the first new one has 4 second cooldown on the guns instead of 2 seconds. The second version has the original gun, but only one of them. The third has no shields, but a level 1 cloak.

I also rejigged the gun graphic a bit, but I just realised the ship obscures it, so it doesn't matter.


Ah I see, well I'll download this and then play with this in infinite space heh heh
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
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BrenTenkage
Posts: 1156
Joined: Tue Nov 06, 2012 4:48 pm

Re: [SHIP] Merlin Fighter 1.1 (Updated 05/04/13)

Postby BrenTenkage » Fri Apr 05, 2013 11:04 pm

hmm on second thought, I'll wait till I get 300 subs, then I'll do a special where I use all the ships I can use in infinite space, that would be awesome
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269