[MOD] The Hope (WIP)- Spam/Off-topic-ness Allowed


#1

This is a mod I’m working on that will feature a race with only one ship, called Destiny (aka, ). The catch is that this one massive ship can separate into many other smaller ships. The fleet will be made up of a number of asymmetrical ships (sprite components taken from the main ship, Destiny) that can be combined to form a massive and over-powered ship (against everything except for the boss- in the final mission). At any one time, you will only have the option of either using the main ship alone or all separate component ships (Destiny can not function without all components- safe-guard against technological theft) because of the cost of using Destiny. It is your decision (to make the game more strategic). Because of their historical purpose (to dazzle lesser races), Hope weapons/ships/everything are made to look powerful- explaining the over-the-top fx present in most Hope technology.

The name of the race derives from the influence they had on their home universe and its inhabitants. The Hope were once an oppressed and shun upon race. Their presence in a xenophobic universe and the fact that they were the only known non-organic lifeform caused them to grow callous of their neighbours. Eons ago, far beyond the historical records of any other race, their home universe was stricken by a plague that only effected organic matter. Soon, the Hope became the only sentient presence. They grew bored and began running a series of reckless experiments to see if they could create organic life. There were many failures that were cast to the furthest reaches of space but a few were deemed to be “satisfactory” and were seeded throughout the heavens.

These lifeforms soon grew sentient and began to develop. The Hope took advantage of these young civilisations by letting them think that they were gods, sent down from the heavens to better their lives. Soon, the Hope grew greedy and were no longer satisfied by the adoration and blind faith that these civilisations had in them. They began to neglect those below them and use them as a slave labour force.

They had reached the peak of their civilisation and lay down their arms but it would not last long. Their failed experiments had used their time in exile to advance themselves with the sole goal of annihilating their creators. They had become the Order. This renegade fleet of mysterious ships began to invade Hope territory. They had all but conquered the defenceless Hope when a stronghold was discovered. The last of this species had used their vastly superior non-combative technologies to create a machine capable of escaping this now hostile world. Destiny was built to ensure that their knowledge would not be lost after their defeat.

With a mighty grumble, the vast ship spurred to life. It’s M-Drive activated as it began to engulf the ship in a blanket of energy and pulled the titanic super-structure into the Abyss that winded through the multiverse. What lay ahead was a new world, one of opportunity and new challenges. Upon their encounter with a “compatible” universe, the Hope deactivated the negating properties of M-Drive energy and marked the beginning of a new era of peace and longevity with the creation of a spectral type O hypergiant with an absolute magnitude of -69, around which they could construct a ring world to support their new civilisation.

This new galaxy was unusual. It was new, it contained numerous different types of universes that could not have come together naturally. The Hope theorised that though this universe was highly unstable, it would someday become safe to colonise.

[size=200]More will come later.[/size]
[size=50][/size][size=4]As the last of the construction drones departed from Destiny, the settlers activated the Attero device to prevent their new home from being discovered (generates a physical barrier between territory and outsiders made out of anti-matter. Obliterates all that enters as the barrier constantly regenerates destroyed anti-matter) and entered stasis to allow for their new home to stabilise. In the millennia that the Hope slept, the drones fulfilled their creator’s instructions. Just as the heavily defended borders… and something else about being awoken by massive weapons energy readings coming from deserters who kept the records of the order history and thought that Hope tech could be of great value. they went out to grab it, but accidenatly reactivated it.[/size][size=50][/size]

A brief overview of some features I’ll try to include in the mod (bolded text means that it is confirmed to work):

  • An engine glow area that causes damage to everything that makes contact with it- Made by having a type of weapon that has aoe damage, an extremely small range, a high rate of fire and no visible firing graphic. Destiny will have an undecided number of weapon slots where the engine glow will be that are positioned in such a way that the weapons will cover the needed areas. To ensure that only a specific number of these will be used, the only engine that Destiny is able to use will use an insane amount of energy that can only be acquired within the mission budget by having a specific number of the previously mentioned weapons. These weapons each drain -y/x (y=previously mentioned energy level required to operate engines, x= number of weapon slots positioned in the engine glow) energy (in effect, generating the required energy). To ensure that the player uses engines on Destiny, the missions will require all ships to have engines.

  • A ship that has a negative cost, representing a wormhole that is supposed to increase the chance of the crews surviving while retreating in their escape pods. It cuts costs as they will not have to retrain new crewmen. The downside is that the hull will have a massively negative hull integrity/shield strength/energy generation modifier that forces the player to use a doomsday device-like module (similar to that of the Unity mod) as it is the only way to generate the needed amount of energy to protect it sufficiently (with shields or armour). This will cause it to destroy your fleet if it is destroyed.

  • Spotlight Turrets- (purely graphical). Turrets with a sprite that looks like light (firing graphic will also be utilised to enhance the effect).

  • Epic engine effects by placing the base fx in the normal sprite but place an engine fx (ingame) that was blanked out on top of that. Partials should still appear but I can have a wide engine effect. Might also try to utilise running lights to produce some more engine effects.

  • Decoy ships with no weapons but insane defences (I mean armour and shields). Will also take out a bunch of enemy ships when they are destroyed. Will also have a hull degradation rate (made by having repair modules with a negative repair rate/amount).

  • Extremely specialised ships- will make it so that each ship can have a special function (by fitting modules- because of the cost, only one can be fitted to each ship). Some will use overpowered versions of weapons like missile revenge scrambler with a 100% send-back rate, impossible powerful shields or immunity to EMP weapons. Will also make it so that ships that can equip certain special function modules have crippling weaknesses (don’t worry, the enemies in missions will also be just as powerful).

  • Invisible weapons/weapons fire- eg. limpet mines, flak cannons, and more that I’ll think up. This will make watching battles more dramatic and less predictable.

  • Purely forward firing non-fighter ships (will have to sacrifice engine glows). Will work by having a blank ship with a weapons module. This module will have have a ship sprite as its sprite which will allow the ship that this module is fitted on to make it appear as if the ship is rotating to fire at the target. A few limitations are that you can’t have additional traditional weapons. An idea is to make a ship sprite with a circular ring missing somewhere in it. This ring of alpha will allow a separate arc shaped weapon (possible a phaser or lightning emitter or something else) to be placed in such a way that it appears to be a component of the ship that spins inside the rotating outer hull.

  • There will be “special, achievement ships” that you can unlock for a certain amount of cred (so much so that the only way would be to complete the missions without the use of Destiny- the use of this ship will always result in a 0 or almost 0 profit.

  • An “either Destiny OR its many bits” restriction. Lets say that the mission has a budget of x. Destiny’s hull would also cost x. An individual ship component ship will cost x/n+y (n=number of ship components, y= a value that is taken away or added to x/n depending on the power of said ship component).

  • The use of pulseglow effects (from the Order expansion) to enhance engine effects.

  • Example of ship components as ships: [list][*]Will have the energy generation units (red, glowy order ship component spheres with metal-ish rings surrounding it) as insanely powerful suicide ships (downside is that they will also take out your ships).

  • The whole back end of Destiny as an insanely fast ship.

  • Fighters as those short metallic strips that are on practically every order ship- shown here (but just the strips alone- will manipulate them to make them look better):

[/:m]
[
][size=200][/size] [size=100]also note that none of the above have been thoroughly tested yet and that this mod is still in the planning stages (apart from the almost finished sprite for Destiny). A shit-load of ideas will be dropped/replaced/modified before this mod will be released.[/size][/*:m][/list:u]


#2

Pretty nice story, then after thousands of years of no one knowing that the destiny of the hope exists, Praetorian Industries is attacking them?? Hmmm… not liking that, Praetorian Industries is supposed to be a militarized scientific organization with the objetive of end the Gratuitous War, if possible with them as winners.
Attacking a huge sleeping ship with some thousands (?) of Hope inhabitants in cryogenic sleep that only wants a new home does not looks good for PI…
Maybe that would be a good idea for the order or the deserters, since they are dominated by the religion, an ancient race that called themselves “gods” would be the ultimate heresy in all time, and may be enough justification to destroy entirely to The Hope.
Oh my… and what if the order was the race that defeated to The Hope? :open_mouth:


#3

story suggestion: order defeated the ship a long time ago, deserters kept the records of the order history and though that this tech could be of great value. they went out to grab it, but accidenatly reactivated it.


#4

I’ll change the story to incorporate those events soon- working on the territory right now. Will also post some ship components later.
Also, which back engine shape do you like better?
^the flatter one or the more rounded one (displayed more prominently here).


#5

The idea behind this mod makes me think of Voltron ^.^

As for the engine shape, I say go with the one that makes it easier to add an engine glow effect.


#6

Just out of curiosity, did anyone notice the sexual innuendo present in the Hope’s history?


#7

sigh Yes Randy we did notice both innuendo’s you have posted
However i think you will find that you will find that people are:
A) not suprised because its you after all
B) choosing to ignore it.

Innuendo’s aside - its a great backstory you have there so far.
I look forward to reading more and using some voltron’esqu ships.


#8

You mean this gem?

Cute. :stuck_out_tongue:
Just make your content stays that subtle and inoffensive, though. Your new mod race is off to a really good start; don’t spoil it with anything objectionable.


#9

Alright- I’v solved a major problem with my plans. The game wasn’t allowing orgasmic engine effects to me implemented. Solution= Place the base fx in the normal sprite but place an engine fx (ingame) that was blanked out on top of that. Partials should still appear but I can have a wide engine effect. Might also try to utilise running lights to produce some more engine effects. Still working on the light refraction though… Anyone got any info about how the particalconfig files work? Also, anyone know if it is possible to have spark_burst.txt or smoke.txt files as engineglows?

Also attempted to improve the top bit of the ship (haven’t done much):


#10

I’m sensing that there is an interesting story there about Randy.

Randy - that’s an innovative mod idea you have. You are thinking outside the box, that’s good. Hope you can get through with it.


#11

[size=150]The below is now outdated- go here for an up to date version.[/size]
[size=10]A brief overview of some features I’ll try to include in the mod:

  • An engine glow area that causes damage to everything that makes contact with it- Made by having a type of weapon that has aoe damage, an extremely small range, a high rate of fire and no visible firing graphic. Destiny will have an undecided number of weapon slots where the engine glow will be that are positioned in such a way that the weapons will cover the needed areas. To ensure that only a specific number of these will be used, the only engine that Destiny is able to use will use an insane amount of energy that can only be acquired within the mission budget by having a specific number of the previously mentioned weapons. These weapons each drain -y/x (y=previously mentioned energy level required to operate engines, x= number of weapon slots positioned in the engine glow) energy (in effect, generating the required energy). To ensure that the player uses engines on Destiny, the missions will require all ships to have engines.

  • A ship that has a negative cost, representing a wormhole that is supposed to increase the chance of the crews surviving while retreating in their escape pods. It cuts costs as they will not have to retrain new crewmen. The downside is that the hull will have a massively negative hull integrity/shield strength/energy generation modifier that forces the player to use a doomsday device-like module (similar to that of the Unity mod) as it is the only way to generate the needed amount of energy to protect it sufficiently (with shields or armour). This will cause it to destroy your fleet if it is destroyed.

  • Epic engine effects by placing the base fx in the normal sprite but place an engine fx (ingame) that was blanked out on top of that. Partials should still appear but I can have a wide engine effect. Might also try to utilise running lights to produce some more engine effects.

  • Extremely specialised ships- will make it so that each ship can have a special function (by fitting modules- because of the cost, only one can be fitted to each ship). Some will use overpowered versions of weapons like missile revenge scrambler with a 100% send-back rate, impossible powerful shields or immunity to EMP weapons. Will also make it so that ships that can equip certain special function modules have crippling weaknesses (don’t worry, the enemies in missions will also be just as powerful).

  • Invisible weapons/weapons fire- eg. limpet mines, flak cannons, and more that I’ll think up. This will make watching battles more dramatic and less predictable.

  • Purely forward firing non-fighter ships (will have to sacrifice engine glows). Will work by having a blank ship with a weapons module. This module will have have a ship sprite as its sprite which will allow the ship that this module is fitted on to make it appear as if the ship is rotating to fire at the target. A few limitations are that you can’t have additional traditional weapons. An idea is to make a ship sprite with a circular ring missing somewhere in it. This ring of alpha will allow a separate arc shaped weapon (possible a phaser or lightning emitter or something else) to be placed in such a way that it appears to be a component of the ship that spins inside the rotating outer hull.

  • Example of ship components as ships: [list][*]Will have the energy generation units (red, glowy order ship component spheres with metal-ish rings surrounding it) as insanely powerful suicide ships (downside is that they will also take out your ships).

  • Fighters as those short metallic strips that are on practically every order ship- shown here (but just the strips alone- will manipulate them to make them look better).
    [/*:m][/list:u][/size]


#12

I’m liking everything I’m hearing so far (even if part of me is scratching my head wondering how the [bleep] you’re going to pull it off), but I have to say, one particular thing caught my attention:

Very clever sir! I’ll be very interested to see how this turns out; I can think of a few applications for this technique.


#13

Thank you. Also, it would be really helpful if someone were to be nice enough to test out some of these ideas. I’m busy with the graphics/stories/coming up with ideas right now.

Any bits in particular? I’d be happy to explain.


#14

Mostly it’s the things like “either Destiny OR its many bits” restriction, since GSB doesn’t really have a system to enforce that across the board. And I know you’ve given basic explanations of how that will work; but somehow it fails to translate into understanding of what things will look like in the end. That’s all I was getting at. :slight_smile:


#15

Lets say that the mission has a budget of x. Destiny’s hull would also cost x. An individual ship component ship will cost x/n+y (n=number of ship components, y= a value that is taken away or added to x/n depending on the power of said ship component). Lets say that the mission budget was 1mill and there would be 500 ship components. The base value of a ship would be 2000. Say you had a fighter and say that I made it so that 20% of the fleet would be comprised of this fighter design. There would be 100 of these fighters (total base value of 200k). Now, to make it so that the cost distribution made more sense, you would subtract something like say, 1500 per base value (meaning new base value of other ships would have to be increased by 375- new total of 2375 base value). Then, you do the same with frigates and then cruisers in order from what you want to be the cheapest to most expensive in such a way that having said values would be the only way to fully utilise said budget completely. Also going to place the limit for how many of each ship type you have in the race description and hope that the player follows it. Also going to have a sort of achievement system for choosing to use a smaller fleet utilising more strategy/tactics. There will be “special, achievement ships” that you can unlock for a certain amount of cred (so much so that the only way would be to complete the missions without the use of Destiny- the use of this ship will always result in a 0 or almost 0 profit. There will be more incentives (that I haven’t thought of yet) to get the player to follow the “rules”. Also note that in some missions, it will not be possible to have all of Destiny’s components in battle.


#16

Mmm… IDF hates civilizations, that try to take role of gods… When met, these civilizations are completely obliterated and eradicated without remorse…
“No one has right to take the mantle of creator onto itself and toy with life, which not belongs to it” IDF Morality Codex C6:S1


#17

Erm… Also… Hello Destiny! :slight_smile:


#18

Believe me, the IDF will never eradicate the Hope- you obviously don’t know how overpowered I make my ships (they are only balanced when posed against an equally op enemy).


#19
  1. First of all, do you think, that some lone flagship can stand against race, that easily opens tunnels to another universe, can easily close them and even can travel through Abyss itself without any tunnel?
  2. All of players playing and designing races according to balance. If you will go against that balance, fine, IDF will open its special armory and will bring Doomsday Device, Corrupter, Simplificator, Black Sun Device & etc. Every heavy ships (Battleship & higher) will begin to use Main Caliber Weapon, that shots through tens and hundreds light years (yes The Hope will be shot down, even before ships will arrive to battlefield).
  3. S.G. Stalker came to this universe on his Flagship “Vindicator”, it’s length about 127km, It will be a really hard to draw it and will take a lot of time. And The Hope doesn’t stand a chance against it. (Currently “Vindicator” doesn’t take a part in warfare, but if somebody overpowered and hostile shows up, like K’Tan, Old Ones, Truth, Inverse or ect. “Vindicator” personally takes part in it.)
  4. If it will be too bothersome, IDF always can collapse the Nexus Gate, and thus G5-17B will be doomed…

#20

lol, seems like now we have not only Uni-T vs Union, PI vs Deserters, now we have Hope vs IDF! :smiley:
Note: Try to avoid OP guys…