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Mod Idea - Hospital Ship
Posted: Wed Oct 24, 2012 5:09 pm
by denito
I think a hospital ship would be a fun role play and a unique challenge. It would be based on the Kestral and would have extra med bays, no weapons, but start with a teleporter and extra crew so that you can fight by boarding. I'm going to try to make this.
It would be neat if you could have 2 small teleporter rooms so that you could beam one team in and the other out with separate teleporters, but I'm assuming the game UI doesn't have a way to control two teleporters? If so it can just have one four man teleporter instead of the normal Kestrel's 2 man room.
[*]
If you have multiple med bays will they all work?
I'm thinking that in fitting with the theme you could say the ship is not designed for weapons but they jury rigged a limited weapon bay - the weapon bay could be purchasable but only a 2 square room and only hold one weapon.
Of course it would come with the Engi Med Bay dispersal augment, and possibly some other defensive or repair advantages to make up for lack of weapons..
Re: Mod Idea - Hospital Ship
Posted: Wed Oct 24, 2012 6:29 pm
by alextfish
Heh. As it happens, this is very similar to my proposed idea for the Starcraft
Medivac 
In the Starcraft game, the Medivac is a troop transport unit (it holds 8 light infantry or 4 heavy infantry) and can also heal them. My planned FTL port of the Medivac would have:
The 4-space teleporter
No weapons except the Healing Burst, which is the most direct map of the Medivac's healing ability
Lots of crew (I'm thinking 3 "Marines", 2 "Marauders" and 1 "SCV", i.e. 3 Humans, 2 Rock and 1 Engi)
Medi-Bot Dispersal with "Engi" removed from the name
Mantis Pheromones renamed to Stim-Pack
I do indeed think it'd be very interesting to play. Like the no-weapons ships in the vanilla game such as alt layout of the secret ship, it'd have trouble with Zoltan shields and AI ships, although Healing Burst and lots of crew makes it feasible to keep some troops alive even in no-oxygen conditions, long enough to take away a bunch of HP by destroying systems, and then sacrifice one crew member to kamikaze the last HP away...
Re: Mod Idea - Hospital Ship
Posted: Wed Oct 24, 2012 6:40 pm
by denito
alextfish wrote:Heh. As it happens, this is very similar to my proposed idea for the Starcraft
Medivac 
In the Starcraft game, the Medivac is a troop transport unit (it holds 8 light infantry or 4 heavy infantry) and can also heal them. My planned FTL port of the Medivac would have:
The 4-space teleporter
No weapons except the Healing Burst, which is the most direct map of the Medivac's healing ability
Lots of crew (I'm thinking 3 "Marines", 2 "Marauders" and 1 "SCV", i.e. 3 Humans, 2 Rock and 1 Engi)
Medi-Bot Dispersal with "Engi" removed from the name
Mantis Pheromones renamed to Stim-Pack
I do indeed think it'd be very interesting to play. Like the no-weapons ships in the vanilla game such as alt layout of the secret ship, it'd have trouble with Zoltan shields and AI ships, although Healing Burst and lots of crew makes it feasible to keep some troops alive even in no-oxygen conditions, long enough to take away a bunch of HP by destroying systems, and then sacrifice one crew member to kamikaze the last HP away...
I love it!
Re: Mod Idea - Hospital Ship
Posted: Wed Oct 24, 2012 11:44 pm
by alextfish
Since I've just been trying this out today: here, have a go with this.
This replaces the Kestrel with the Medivac:
http://www.toothycat.net/~hologram/FTL/ ... 00.3.1.ftl
This renames the races to Starcraft unit names (but changes nothing else):
http://www.toothycat.net/~hologram/FTL/SC2Text.ftl
It's barely been tested - I've played through sector 1 a couple of times with it. It's rather swingy: a few asteroid fields or Zoltan ships can leave it in tatters; but non-Zoltan pirates do go squish quite impressively to a 4-space teleporter. You can't avoid hull damage, but that's what the hull repair drone's for (and I'll rename that to MULE when I get a moment). Seems to play quite fun, somewhere between Crystal B and Stealth A.
(Also, I'm impressed with the modding tools out there and general moddability of this game. Today was the first day I started trying to mod FTL at all, and I was able to get this done in a couple of hours.)
Re: Mod Idea - Hospital Ship
Posted: Wed Dec 19, 2012 4:41 am
by RECONmarine2579
With the healing bomb idea and the one weapon slot you should put like 3-4 weapon slots all filled with healing bombs, instead of just one
Or make the cooldown of the 1 bomb maybe a bit faster