[SHIPS][WIP] Star Control

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ScumLord
Posts: 7
Joined: Sat Oct 19, 2013 11:20 pm

[SHIPS][WIP] Star Control

Postby ScumLord » Sun Oct 20, 2013 7:58 pm

When playing FTL, I felt a feeling of nostalgia. It reminded me so much of Star Control, a game I used to play when I was small. So, it came to me: I can create Star Control ships in FTL, and soon, I can possibly make a campaign based on Star Control! Well, for now, just the ships. So far, I have only one ship done, but I have started working on the next.

Currently Finished:
The Spathi Eluder
Replaces Engi A
Mediafire Link
4Shared Mirror

Currently Working On:
The Chmrr Avatar
Temporarily scrapped due to extreme bugs.
Tell me if anything is broken, or needs fixing.
If you want to help out with this, then you can just PM me what you can do!
Last edited by ScumLord on Mon Oct 21, 2013 3:29 am, edited 1 time in total.
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NewAgeOfPower
Posts: 288
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Location: ICN Excavalon

Re: [SHIPS][WIP] Star Control

Postby NewAgeOfPower » Sun Oct 20, 2013 9:54 pm

I loved star control. Eager to see your mod running.
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Alvarin
Posts: 65
Joined: Wed Oct 10, 2012 5:54 am

Re: [SHIPS][WIP] Star Control

Postby Alvarin » Wed Oct 23, 2013 3:19 pm

Been trying to work on that, with no success. The ships just do not translate...
You can make a Yehat fairly easily. No other ships have shields (Utwig isn't really the same).
You could create Chmmr with 2x MK2 defense drones and artillery beam, but it'll be a boring ship.
The Vindicator is the only good possibility, I think, if you make the drones after your fleet ships.
Crew can actually fit fairly nicely to the FTL variety -
Syreen Slugs, Chmmr Zoltans, Mantis Shofixti, Spathi Engies, us boring Humans and whomever the Rockman.
All in all, I'll be very happy to play the mod.
The Swarm Lord
Posts: 58
Joined: Mon Jul 08, 2013 11:24 pm

Re: [SHIPS][WIP] Star Control

Postby The Swarm Lord » Tue Oct 29, 2013 11:01 pm

Nice! Looking forward to the finished product!
chonwaen
Posts: 7
Joined: Fri Dec 13, 2013 5:18 am

Re: [SHIPS][WIP] Star Control

Postby chonwaen » Fri Dec 13, 2013 5:49 am

As far as races are concerned:
Slugs= Umgah, Spathi, or Melnorme
Rockmen= Thraddash , Ur-Quan, or Orz
Mantis = Ilwrath , Yehat, or Supox
Humans= Humans, Syreen, or Druuge
Engi= Shofixti , Utwig, or Pkunk
Zoltan= Arilou, Mycon, or Vux
Crystal = Chmrr (perhaps Chenjesu?)
chonwaen
Posts: 7
Joined: Fri Dec 13, 2013 5:18 am

Re: [SHIPS][WIP] Star Control

Postby chonwaen » Sun Dec 22, 2013 11:34 pm

The biggest paradigm shift between FTL and Starcon is in the realm of base damage. If you take each universe's game model and made them equivalent, ship designs based on FTL game mechanics become much more doable. Assume that everyone has basic shields, and a yehat terminator has a zoltan overshield and Twin Burst Laser IIIs, and you would fear one greatly in any battle!
Hopefully FTL advanced will give tools that will greatly enhance the moddability of ships to give us the ability for unique powers employed by different star control races
C & D
Posts: 5
Joined: Tue Dec 24, 2013 1:56 am

Re: [SHIPS][WIP] Star Control

Postby C & D » Fri Dec 27, 2013 10:51 pm

Amazing, simply amazing.
gamer52599
Posts: 30
Joined: Fri Apr 11, 2014 10:04 pm

Re: [SHIPS][WIP] Star Control

Postby gamer52599 » Thu Apr 17, 2014 1:02 am

the star control campaign should have no fleet chasing you and when jumping to a new sector you can go any direction to any sector costing more the further away it is and the final battle is in the middle of map to make it like sc2 :D is that possible

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