[SHIP]Federation Medical Cruiser -AE compatable

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Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: [SHIP]Federation Medical Cruiser

Post by Estel »

spudcosmic wrote:My favorite being the one where there's a diseased colony and with a level two medbay and the Med bot dispersal you can prepare a cure and disperse it instantly, saving the entire colony in a matter of minuets.
Yea, this quest is awesome, but it should be a personal achievement, not something you get for granted by just starting with this ship and going into quarantine sector, right? If you manage to get med bot dispersal via [spoiler, spoiler!] Engi's hospital quest [/spoiler], *then* go to quarantine sector with this flying hospital and do that former quest, you really feel special ;)
spudcosmic wrote:because seriously, who upgrades their oxygen to level 3 in any other ship?
Me, because it allows to have it powered down all the time, with only a few seconds-long burst to 100% and disabling again. This way, one free additional energy bar, when reactor is already maxed out, for a mere 60 scrap for lvl3 oxygen (in fact, I recall it even got lowered in AE?) :D But I know where are you coming from, and generally, agree.
spudcosmic wrote:Oh, and I'm also thinking of a "B" version of this ship, which instead of a mobile hospital, it is basically an advanced clone factory. Supporting the federation fleet by using the newfangled cloning technology to clone any dead federation crew members and mass teleport them back to their ships with its experimental oversized teleporter (6 man teleporter). Any thoughts?
Great idea! IIRC, clone bay clones only 1 person at the same time, so it doesn't matter how big it is, right? Then standard clone bay and oversized teleporter would be great. This one could have doors lvl 2 from the start, but should be seriously handicapped in other areas... Low engine and no shields? Big bomb would fit here nicely, unlike the A variant (bomb for intimidating unrest civilians? Seriously, from a flying hospital? I think stunners are better for that purpose ;)

the only thing I'm worried re this approach, is that A would be boarding ship, and B would be boarding+ ship. Despite a little different systems, they wouldn't differentiate much in reality, and end up being closely the same playing style. OTOH, dedicated clone troopship is nice idea...

Or, maybe, as a variant two, you would like to make it something totally different (using same hull, of course) - tech vessel, dedicated hacker? you know, we can assume, that those flying hospitals are re-purposed civil liners/transporters, so other variant coming from same hull could be a totally different thing, also aimed at backbone of military. Such dedicated hacker could have a hacking module and hacking boarding drone (and drone system, of course, basic weapons, and clone lab. Cause you know, cloning is technologically advanced thing, so would fit tech-filled ship... ;)

/Estel
spudcosmic
Posts: 37
Joined: Wed Jan 29, 2014 12:18 am

Re: [SHIP]Federation Medical Cruiser -AE compatable

Post by spudcosmic »

I've been thinking, do you think it would be possible to put two hacking system rooms in one ship for the ability to control two hacking drones? Now that would make for an interesting dedicated hacking ship.

Edit: Your right about the stun weapons, too. Although not really able to damage ships directly, a neural stun I from CE would enable you, with a little luck, to disable the enemy crew long enough to finish off a kill or disable a system before they unstun themselves. It makes more sense than a bomb on this ship anyway.
4DaDiamonds
Posts: 20
Joined: Sat Apr 05, 2014 7:34 pm

Re: [SHIP]Federation Medical Cruiser

Post by 4DaDiamonds »

ScubaSteve3465 wrote:There seems to be a small graphical glitch in the ship graphic. Its small but very annoying. In between the two huge engines is 2 small looking engines, it seems that you cut to much off when making the ship and pieces are missing. If you need me to circle it in paint or explain further let me know. Its of minor concern but its still annoying lol.
Ok thank you dude, just send me a picture of the original engines, then circle where the 'graphical error' is on the cruiser, and it should be fixed shortly ;)
Estel wrote:If you still want to give it some weapons, though, I think that Ion Stunner (AE) or any basic Ion gun (for non-ae) fits the lore. You know, to repel stray fighters that break the lines from pounding our Med Cruiser, before "big guys" from Fed fleet take care of them. And to subdue traumatized patients (or, in case of CE, zombified ones from quarantined sectors ;) ).
THIS IS PERFECT.
spudcosmic wrote:I've been thinking, do you think it would be possible to put two hacking system rooms in one ship for the ability to control two hacking drones? Now that would make for an interesting dedicated hacking ship.
As far as I'm aware, you can't have 2 of ANY system (excluding artillery) installed on a ship at one time; especially not active systems (eg. cloak), as I don't think the game would like that very much :/

- 4DaDiamonds

//Edit
Although, if you wanted me to, I could try it with 2 medbays...?

P.S CE's Pharmaceuticals are back! Should they stay? Should the ship start with 2? (Just a thought, it is a medical ship after all)
Last edited by 4DaDiamonds on Wed Apr 09, 2014 10:05 am, edited 1 time in total.
User avatar
Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: [SHIP]Federation Medical Cruiser -AE compatable

Post by Estel »

spudcosmic wrote:Although not really able to damage ships directly, a neural stun I from CE would enable you, with a little luck, to disable the enemy crew long enough to finish off a kill or disable a system before they unstun themselves. It makes more sense than a bomb on this ship anyway.
Exactly - and, stun still does Ion damage (and Ion guns still do stun, just a shorter one. Generally, stunners got longer cooldown but more stun, Ion are quick [or powerful] but stun for shorter time), so in fact, any of them will work, just be sure to choose one of those that use 1 energy bar. Also, it can disable medbay - as said earlier - so either way, it's quite inventive way of supporting boarders.

Will result in hard (sometimes even frustrating) playthroughs with this ship, but very interesting ones! Much satisfaction, if you manage to do the "hard trick" with correct usage of tools at your disposal :)

For a little later stages of game with this ship, players can eiter develop weapon's system and streamline it a little, or go for more ion guns/anti-crew stuff, creating very powerful boarder, of totally different style than Mantis ones. Add to this possibility od Mind Control (which I ad a pleasure of testing just yesterday - very powerful stuff)... ;)

As for 2 hacking systems, I have no idea, but guess that it won't work (just like two shield systems, etc)... You won't know until you try or someone tried that already, it's the way things in FTL modding are discovered.

Cheers,
/Estel
4DaDiamonds
Posts: 20
Joined: Sat Apr 05, 2014 7:34 pm

Re: [SHIP]Federation Medical Cruiser -AE compatable

Post by 4DaDiamonds »

IMPORTANT!! MOVED THE SHIP TO REPLACE FED1; NOT FED2!!
spudcosmic wrote:Oh, and I'm also thinking of a "B" version of this ship, which instead of a mobile hospital, it is basically an advanced clone factory. Supporting the federation fleet by using the newfangled cloning technology to clone any dead federation crew members and mass teleport them back to their ships with its experimental oversized teleporter (6 man teleporter).
This is because a type 2 edition would be excellent! It should start with the new clonebay augment, I can't remember it's name, but it saves crew's clones EVEN if the clonebay is off! It should also follow the colour scheme of the FED type 2 so it matches! :D

*cough* *cough*
Image

I was wondering, is anyone here good at graphical editing? I was thinking that one of the only things left to do with this ship is to add a glow to the Hull image, and to create a better Miniship image. This would not only make it look more professional, but it would also help it to match the style of the original FTL ships.

- 4DaDiamonds
Flypaste
Posts: 44
Joined: Wed Nov 21, 2012 4:04 am

Re: [SHIP]Federation Medical Cruiser -AE compatable

Post by Flypaste »

You're thinking of the DNA Library Augment.

May I also suggest a type C ship that is refitted for hacking and disruption?
The whole ship "line" could be support-esq, but still powerful.

You could have type A being the medevac, type B being a Brood ship, with type C being some type of pirate hacking ship thing. (Pirate markings on the hull of type A..?)

Maybe starts with lvl 2 hacking, effector (not the augment) from captain's edition, and maybe a weapon jammer from captain's edition. (the augment)

And then a combat weapon of choice, probably a basic one shot laser.
ApocalypticRainbow
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Joined: Mon Apr 14, 2014 12:20 am

Re: [SHIP]Federation Medical Cruiser -AE compatable

Post by ApocalypticRainbow »

Slight issue... When i downloaded the mod and used the ship, it didn't come with a Engi Medi-bot Dispersal :(
spudcosmic
Posts: 37
Joined: Wed Jan 29, 2014 12:18 am

Re: [SHIP]Federation Medical Cruiser -AE compatable

Post by spudcosmic »

ApocalypticRainbow wrote:Slight issue... When i downloaded the mod and used the ship, it didn't come with a Engi Medi-bot Dispersal :(
Yeah, the EMD was removed... I should probably edit the OP then.
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Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: [SHIP]Federation Medical Cruiser -AE compatable

Post by Estel »

Just wondering - any progress on type B and C? :) for some reason, I still like this ship very much.

/Estel
Sentinel
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Joined: Tue Aug 12, 2014 5:55 am

Re: [SHIP]Federation Medical Cruiser -AE compatable

Post by Sentinel »

The link isn't working for me...
Is this just me or is anyone else having issues? Also I'd like to say this ship looks awesome! :D
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