Re: [Ship] Zoltan Shield Ship - Defendant
Posted: Thu Sep 18, 2014 9:01 am
Fair enough, let me know when the varrients are made, but I want the one with 8 guys and the seperate system rooms(defense in one and offense in the other) I could make a pretty good show with that *smirk*stylesrj wrote:@ Bren
Thanks for reviewing my ship.
To be honest, at first I didn't know a Zoltan could power two rooms at the same time if you stacked them. But that thought crossed my mind shortly afterwards - what would it be like to have all the rooms in one.
Then I realised what might happen if a Hacking Drone got into it... you'd lose everyone in an instant
So it's got me thinking of several variants now.
1) Ship with all systems in one room, powered by Zoltans.
2) As above except all the rooms are included (exceeds subsystem limit but meh)
3) All defensive assets in one room (Shields, pilot, engines, doors,medbay/clone bay) and all offensive assets in the other (weapons, drones, artillery, sensors, teleport)
4) As above, but the special systems are also stacked in another room and all available (cloak, teleport, mind control, hacking).
The reason why it doesn't start with 8 Zoltans is because I wanted to sort of create a ship that wasn't way too OP yet it was more playable than the original ship (seriously, I hate the Cerenkov). It's also why Engines and Pilot have no stations. Necessary drawback for the fact you have a perfect killroom and potentially 4 layers of ion-proof shields (Pulsars? Yeah right!) and a Zoltan who has all the skills already up to 1 level.
When I used it in CE Infinite, I'd simply vent most of the ship and leave the Shield Room full of air. When enemies boarded, they'd hammer at the doors and I'm more than happy to let them in. Lanius and AI avatars gave me trouble though, so I had to send crew out there to deal with them.
Maybe I could make a variant of this one. One with 8 Zoltans for an easy gallivant around the galaxy,and the one with 4 Zoltans for greater difficulty when performing such gallivant.
That would be shields too. I think Hacking Drones affect all rooms in a stack. Haven't tried it though and I don't think I want to test it.Estel wrote:The real Zoltan Party Kill would be, if someone hacks medbay
Earlier I tried using the Flagship Randomiser event code to do that, thinking it'd be like USB. Couldn't get it to work well (I'm a n00b at event flags) so I found an old ship I downloaded about a year ago (the Nexus) which used Ghosts and an augment called "AI Core" which created Ghosts at every entry and exit beacon. Used that start beacon code, and well...Anyway, couldn't problems woth starting beacon event be solved via using Universal Starting Beacon? karto does it for his AutoCruiser (which also relies on starting beacon event), and it doesn't break CE's starting beacon things.
I think next ship that requires event flags I'll do that and learn to use USB.