Re: [SHIP]Federation Medical Cruiser
Posted: Tue Apr 08, 2014 4:19 am
Thanks for the unofficial update. Hopefully it gets added to the OP soon. Love the mod, thanks again.
Official Forum for FTL: Faster Than Light and Into the Breach
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Awww... It's nothing really dude, I just saw that this ship was WIP by the fact it had no cloak/gibs, I was bored, so I decide to finish it! Feel 100% welcome to use this as the 'finished' result, as that was the reason I started making it, and it would have been a little bit of a waste of time and potential, if it hadn't ended-up posted publicly.spudcosmic wrote:I want to thank you guys for updating my mod for me, and do you mind if I use your updated version as the official? Because you did give it a nice cloak image and gibs. I have yet to figure out how to really work paint.net, if someone could tell me how they made the cloak image, that would be great.
After some thought, I agree with Estel that the medbay lv2/medi bots are a bit OP for a ship's starting equipment, as a balance to this, the next update will either remove the medi-bots, or keep them and remove 1 level from the medbay. This will then help the ship to be more balanced against boarders, because at the moment, they aren't too much of a threat.Estel wrote:Also, just as thing for considering, I still think that engi med nanobots are a little too far-fetched for standard fed medical cruiser lore-wise and little OP, too. Especially, with medbay lvl2 of such size - remember, medbots heal and reduced rate, but relatively to medbay power level. So, at lvl2 medbay you laugh at general boarders, and for cost of 45 scrap you can upgrade to med 3, which means you can repel 4x mantis boarding party without even moving your finger (or your crew to medbay - they heal on their own fast enough).
Just to say, even though it sounded like I made the website on 'How to make a ship in FTL', it was simply a typo, and I only FOUND IT. However Estel, there is a link to it in my previous post; simply click the link and it will take you the website.Estel wrote:4DaDiamonds, hey, tutorials on how to create cloak images in GIMP are a great idea! I'm interested in it too, I suxx at graphics (Even despite being GIMP user since dawns of time... Yea, I know there are millions tutorials, but the time limitations...), and would very much like to educate myself more in that particular area of expertise
While lvl1 of medbay would work too, it's still very cheap to get lvl2/3 and combo it with nano-bots. For vanilla engi ship, it was balanced by the fact that engi's aren't particularly effective at repelling boarders, so it was rather saving their life, than making them OP. Which can't be said about our humans. Generally, I think that with medbay of such size, high lvl of healing is enough to make it really tough cookie for boarders, so my "vote" goes for removing bot dispersal and keeping medbay lvl2.4DaDiamonds wrote:After some thought, I agree with Estel that the medbay lv2/medi bots are a bit OP for a ship's starting equipment, as a balance to this, the next update will either remove the medi-bots, or keep them and remove 1 level from the medbay.
Absolutely agree that it wasn't affecting combat effectiveness of this ship (a much), so i don't have much against it... But, actually, lore-wise it was sensible to have it lvl2. Remember, it is med cruiser designed to stay at back of Fed fleets during battles - considering how (bad) major fleet encounters can turn for Federation and how ruthless rebels are, I think those ships faced direct shots in the hull more than once, even being medical units at back. Having only basic Life Support system could have tragic consequences if it's hit by a stray shot, for patients (that, most likely, are already seriously wounded). Lore-wise, of course, not in actual gameplay.4DaDiamonds wrote:It might also be important to state that 1 level of the oxygen has been removed, as I think that it was completely unnecessary for it to have 2 power bars in the first place, and it plays no part in the 'lore' or 'combat effectiveness' of the ship.
Ok, thanks again Estel; I never really took Captain's Edition into account and I will add the 2nd levelof oxygen back in again as well as keeping the lv 2 medbay but removing the medi-bot dispersal, due to it being 'Life Support' instead of plain 'ol oxygen in the mod Captain's Edition. Also, I now see how this would fit in with the lore of the ship, due to Captain's Edition's Life Support being critical for a ship of this purpose, it only seems fitting to have the blue options that they grant, available from the start.Estel wrote:Absolutely agree that it wasn't affecting combat effectiveness of this ship (a much), so i don't have much against it... But, actually, lore-wise it was sensible to have it lvl2. Remember, it is med cruiser designed to stay at back of Fed fleets during battles - considering how (bad) major fleet encounters can turn for Federation and how ruthless rebels are, I think those ships faced direct shots in the hull more than once, even being medical units at back. Having only basic Life Support system could have tragic consequences if it's hit by a stray shot, for patients (that, most likely, are already seriously wounded). Lore-wise, of course, not in actual gameplay.
Side-note: One of things I really like about that ship, is that instead of usual combat-ready systems, it have many things that are perfectly sensible lore-wise - like advanced Life Support or Medbay - but (initially) suck at "mechanical combat", leaving player to deal with thatIt require some serious effort to turn it into modified "surprise" heavy assault craft, but gives much satisfaction.
BTW, - again in Captain's Edition - there are some blue events for having lvl2 or 3 life support, that *perfectly* fit the lore of running a Medical Cruiser or medevac
I'm glad my old fart's rambling was actually useful, instead of hindrance4DaDiamonds wrote:Ok, thanks again Estel
Nah, you just got unlucky4DaDiamonds wrote:Just loaded up this mod alongside CE; and got absolutely wreckedIt seems that every ship you fight has either a lv 2 medbay, or are an auto-ship meaning that they are impossible to kill.
THIS SHIP NEEDS SOME KIND OF OFFENSIVE WEAPON THAT STILL FITS WITH THE LORE!!