[Ship][WIP] The Super Planes V0.3

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Medako
Posts: 3
Joined: Thu Sep 25, 2014 9:05 pm

[Ship][WIP] The Super Planes V0.3

Post by Medako »

CREDITS TO: bagera3005 for the images.
This current project aims to bring Ace Combat into FTL, by granting the super planes from each game for use and strike down the flagship.
Advanced Edition content only.
Introduces the following
THE NOSFERATU
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Crewless, or manned, this ship can have both.
THE FALKEN
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TLS, MOTHERF*CKER!
XFA
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Sometimes compact is the way to go around here..
And last but not least [for now...]
THE WYVERN
...
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Ships use floating off pieces of eachother as placeholder gibs.
Example: Image
That's all for now.
Get the current set here.
Last edited by Medako on Fri Sep 26, 2014 3:53 pm, edited 3 times in total.
♪Zone of Endless! The mystery of the aces!
Zone of Endless! The red on the go!
Zone of Endless! The rear-blastin' Falken!
Zone of Endless!~♪
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NarnKar
Posts: 778
Joined: Thu Jun 19, 2014 4:24 pm

Re: [Ship][WIP] The Super Planes

Post by NarnKar »

A few things to note:

-Your room images aren't matching with the doors layout, which means that crew members will look like they're walking through the engines, or other devices. Small thing, but it's a visual polish issue.
-You need a minimum of four weapon mounts in order to use a fifth mount for the Artillery (did you do custom artillery btw? I didn't playtest yet and I couldn't see any descriptions in the original post); otherwise its weapon mount will be jacked up.
-For the XFA, since all of its rooms are full, purchasing an additional system won't do anything. Consider changing the system rarities in the shop so that they don't appear, and so that players won't waste money purchasing them.

I should warn you now--some people don't really like overpowered ship mods. And looking at the full-stacked systems, the endgame and boss weaponry, the 60 hull points, and the Artillery...I'm going to go ahead and say that these are some overpowered ships you got here. I'll withhold my own opinion, and leave it to other people to discuss that. But it might be an issue that pops up.
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Sleeper Service
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Re: [Ship][WIP] The Super Planes

Post by Sleeper Service »

I don't think people will complain that much, but yeah, many forum users won't find all-out OP ships very interesting. Play one and you have played them all. I'd say that more people will take interest in your mod if it plays well with the game balance and provides an actual challenge; and with that a more engaging experience.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
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R4V3-0N
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Joined: Sun Oct 06, 2013 11:44 am

Re: [Ship][WIP] The Super Planes

Post by R4V3-0N »

Maybe also make weapons that better fit the aircraft and have different layouts for the different optional weapons, Ie the Nosferatu CFA-44's 3 Rail guns, or the ADMM missile launcher things, etc.
R4V3-0N, a dreamer.
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NarnKar
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Joined: Thu Jun 19, 2014 4:24 pm

Re: [Ship][WIP] The Super Planes

Post by NarnKar »

Some important issues:

None of your ships, aside from the Nosferatu, have airlocks. I don't believe this was intentional.
The Falken's Doors room is highly inaccessible, requiring someone to traipse around half the ship, when it could be more easily accessed from the Weapons room if you put a door connecting the two.

Most importantly, more than 27 reactor power will crash the game if the ship enters an ion storm. (I believe the hard limit is 31 power bars, and 27+4 battery is 31.) You'd need to remove all ion storms from the game to use a ship with that much power.
Last edited by NarnKar on Fri Sep 26, 2014 1:42 pm, edited 1 time in total.
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RAD-82
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Joined: Sat Nov 09, 2013 12:16 am

Re: [Ship][WIP] The Super Planes

Post by RAD-82 »

NarnKar wrote:Yeah, Ace Combat, from my cursory google search, doesn't look like a game with beams in it...
The FALKEN (AC5) has a beam weapon and it's awesome. If you are lined up right, you can sweep it across multiple planes from far away before they even break formation to fight you.

Those were good times... 8-)
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Junkyard has FTL mods, mostly ships and a few other things.
Medako
Posts: 3
Joined: Thu Sep 25, 2014 9:05 pm

Re: [Ship][WIP] The Super Planes

Post by Medako »

NarnKar wrote:Yeah, Ace Combat, from my cursory google search, doesn't look like a game with beams in it...

Some other important issues:

None of your ships, aside from the Nosferatu, have airlocks. I don't believe this was intentional.
The Falken's Doors room is highly inaccessible, requiring someone to traipse around half the ship, when it could be more easily accessed from the Weapons room if you put a door connecting the two.

Most importantly, more than 27 reactor power will crash the game if the ship enters an ion storm. (I believe the hard limit is 31 power bars, and 27+4 battery is 31.) You'd need to remove all ion storms from the game to use a ship with that much power.
I think that explains why the Battery System crashes me, but I'll take note of it and work on tweaking these to the knowledge.
R4V3-0N wrote:Maybe also make weapons that better fit the aircraft and have different layouts for the different optional weapons, Ie the Nosferatu CFA-44's 3 Rail guns, or the ADMM missile launcher things, etc.
Currently only the XFA has 3 layouts available and I'll try making custom-ish weapons sooner or later to fiddle around with.
NarnKar wrote:A few things to note:

-Your room images aren't matching with the doors layout, which means that crew members will look like they're walking through the engines, or other devices. Small thing, but it's a visual polish issue.
-You need a minimum of four weapon mounts in order to use a fifth mount for the Artillery (did you do custom artillery btw? I didn't playtest yet and I couldn't see any descriptions in the original post); otherwise its weapon mount will be jacked up.
-For the XFA, since all of its rooms are full, purchasing an additional system won't do anything. Consider changing the system rarities in the shop so that they don't appear, and so that players won't waste money purchasing them.

I should warn you now--some people don't really like overpowered ship mods. And looking at the full-stacked systems, the endgame and boss weaponry, the 60 hull points, and the Artillery...I'm going to go ahead and say that these are some overpowered ships you got here. I'll withhold my own opinion, and leave it to other people to discuss that. But it might be an issue that pops up.
Noted, I'll do what I can to polish things up as much as I can, as this is a WIP, feedback and suggestions are welcome.
♪Zone of Endless! The mystery of the aces!
Zone of Endless! The red on the go!
Zone of Endless! The rear-blastin' Falken!
Zone of Endless!~♪
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R4V3-0N
Posts: 1287
Joined: Sun Oct 06, 2013 11:44 am

Re: [Ship][WIP] The Super Planes

Post by R4V3-0N »

NarnKar wrote:Yeah, Ace Combat, from my cursory google search, doesn't look like a game with beams in it...

Some other important issues:
Falken definitely has a laser... the whole plane is built around that system... thats the whole point the plane existed. It was an anti asteroid aircraft.
R4V3-0N, a dreamer.
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NarnKar
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Joined: Thu Jun 19, 2014 4:24 pm

Re: [Ship][WIP] The Super Planes

Post by NarnKar »

Looks like my cursory google search was, in fact, too cursory. I'll edit that out now.
Medako
Posts: 3
Joined: Thu Sep 25, 2014 9:05 pm

Re: [Ship][WIP] The Super Planes V0.3

Post by Medako »

Patch Notes V0.3
- All ships are tweaked to beginner state.
- All ships contain a Reactor power of 15 now.
- Ensured all ships have airlocks.
- A few room layout changes.
- Some rooms are unlockables now, as part of the balancing.
- Falken innate laser chamber uses Mini Beam, it's compitable with a lot of other beam weapons. [all of them I believe]
- Lowered overall HULL points for all ships.
♪Zone of Endless! The mystery of the aces!
Zone of Endless! The red on the go!
Zone of Endless! The rear-blastin' Falken!
Zone of Endless!~♪
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