Ship Class Ideas

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WhiteWeasel
Posts: 248
Joined: Sun Apr 13, 2014 4:36 am

Ship Class Ideas

Post by WhiteWeasel »

Someone made a good point that there aren't a lot of mods that give you new skulls to bash. I could probably do this, but I know nothing of event modding yet, so here are some ideas to diversify the enemies you come across. I'll leave the specifics out so you can balance it accordingly.

Class: Ganker
Ship: Slug Button
Location: Nebula
This ship is fitted with a weapon pre-igniter allowing it to fire at the beginning of combat, however the ship has spent all it's resources on the pre-igniter and thus has inferior weapons, such as basic lasers, mini beam, leto, and maybe a burst laser MK I at best. Also as a balancing feature, it could have NPC versions of those weapons with longer cooldowns.

Class: Regener
Ship: Various Rebel
Location: Varies
This ship is equipped with multiple shield boost modules, allowing it to recover from attack quickly, however, this ship has one less shield layer than others in it's sector. So if ships in that sector commonly sport two shields, this ship will only have one and so fourth.

Class: Berserker
Ship: Mantis Scout
Location: Mantis sectors
This ship has a few automated re-loaders attached to it, reducing it's weapon cooldowns, however like the ganker, it sports inferior arms.

Class: Rock Defender
Ship: Rock Assult
Location: Rock Homeworlds
This rock ship sports rock plating and titanium system casing, and a few extra HP. It's downside is that the ship has very poor engines. (Could work for stations too)

Class: Zoltan Defender
Ship: Zoltan bomber
Location: Zoltan Homeworlds
A zoltan ship equipped with shield drones & drone bay with a revese ion field. Downside is that this draws a lot of power and leaves some systems underpowered.

Class: Recon Craft
Ship: Various small ships
Location: Varies
A ship with very powerful engines, FTL Recharge booster and perhaps cloaking. However like the regener, it is otherwise under shielded.

Class: Disruptor
Ship: Various Rebel
Location: Varies
A rebel ship fitted with hacking, ions, bombs and a basic laser. Downside is the ship lacks weapons with any killing power.

Class: Slug Assassin
Ship: Slug Truffle
Location: Nebula
Slug ship fitted with crew damaging weapons, ions, bio beams, and bombs. Completely lacks any hull damaging weapons.

Class: Mantis Breeder
Ship: Mantis Fighter
Location: Mantis sectors
Mantis ship fitted with a clone bay, renconstructive teleport, DNA Backup bank. Has great bording potential, but is under armed.

Class: Hunter
Ship: Rebel Squat
Location: Rebel Sectors.
Rebel ship equipped with FTL jammer, zoltan shield bypass, & reverse Ion field. This ship will never try to jump from combat.

Any thoughts on these ship classes, have any you want to add?
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stylesrj
Posts: 3638
Joined: Tue Jul 08, 2014 7:54 am

Re: Ship Class Ideas

Post by stylesrj »

Someone made a good point that there aren't a lot of mods that give you new skulls to bash. I could probably do this, but I know nothing of event modding yet, so here are some ideas to diversify the enemies you come across. I'll leave the specifics out so you can balance it accordingly.
I was thinking not repurposing enemy ships with new layouts and guns but actual new enemy designs. Some of those ships seem to have been done by Captain's Edition too and they've got new awesome hulls (Rock Ironclad anyone?)
But those ideas could be used for custom hulls. That way I can also tell at a glance whether or not that Rebel Rigger will own me or be harmless :D

Rebel Beam Fighter - All beams, beam drones, etc.
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Ship Class Ideas

Post by kartoFlane »

I made a mod like that originally, but lost interest and gave it up for Sleeper to maintain, which he later integrated into CE.
Honestly I think it'd be a good idea to keep the new enemies available as a separate mod that is not a part of CE, but the maintenance of such takes quite some time -- that's why Sleeper didn't do that, I guess.
Superluminal2 - a ship editor for FTL
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Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: Ship Class Ideas

Post by Sleeper Service »

Pretty much, yep. Some of the classes I added also heavily rely on certain CE gear or events to be present, so I'd have to cut a couple ships to actually have the enemies as a stand-alone mod. And in general it would just be more maintenance. But if someone wants to externalize the enemy classes from CE and maintain them as a separate mod then feel free to do so.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
WhiteWeasel
Posts: 248
Joined: Sun Apr 13, 2014 4:36 am

Re: Ship Class Ideas

Post by WhiteWeasel »

Sleeper Service wrote:Pretty much, yep. Some of the classes I added also heavily rely on certain CE gear or events to be present, so I'd have to cut a couple ships to actually have the enemies as a stand-alone mod. And in general it would just be more maintenance. But if someone wants to externalize the enemy classes from CE and maintain them as a separate mod then feel free to do so.
Eh, if you already done it, I won't bother anyone about it.
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R4V3-0N
Posts: 1287
Joined: Sun Oct 06, 2013 11:44 am

Re: Ship Class Ideas

Post by R4V3-0N »

WhiteWeasel wrote:
Sleeper Service wrote:Pretty much, yep. Some of the classes I added also heavily rely on certain CE gear or events to be present, so I'd have to cut a couple ships to actually have the enemies as a stand-alone mod. And in general it would just be more maintenance. But if someone wants to externalize the enemy classes from CE and maintain them as a separate mod then feel free to do so.
Eh, if you already done it, I won't bother anyone about it.
He did but its' out of date (stand alone) and what is there is in CE. You should try and make more ships however possibly new hauls to throw into the mix would be nice! Either way there is a demand for more layouts (stand alone) as well as new ship hauls.

I often make enemy ship hauls but I actually never actually made the ship (I often offer it to Sleeper and then book it later as "plans for 2016...".)
R4V3-0N, a dreamer.
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