new thread because the old one (http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=5445&p=36948#p36948) is hopelessly outdated, and more than half of it was about the old mod.
The United Systems Star Navy was founded in 2110 after the interstellar drive was implemented and humanity set out to colonise space. At some point they found a wormhole and the classic curiosity of the human race made them enter it. This took them to the GSB universe as you know it.
What i want to do with this mod is to create a new way to play GSB. the ships are small and fragile, but their weapons pack one hell of a punch. I believe this will make the battles more intense and fast paced.
While i will later add cruisers into the mix, they will mainly serve as support ships. The backbone of the USSN fleet is Frigates and Destroyers. the weapons they use are as powerful (if not more) as normal cruiser weaponry, but each ship has very limited space to put them.
its hard to explain what exactly im aiming for, so i uploaded my current working version.
http://www.mediafire.com/?5hph33d5vnlhv4o
note that this is a very early alpha. i have not made much effort to balance it, as this is meant to give you a taste of what this mod will bring. think of it as a Demo.
--------DEVELOPMENT STUFF--------
(stop reading here if you dont want spoilers on modules, scenarios, ships and other things i want to add)
alright, here are my ideas for modules
[code]Modules
-engines-
fighter light engine
lightweight engine with low thrust. meant for light fighters.
figher medium engine
middleweight engine with higher thrust. meant for heavier figters or bombers.
figher heavy engine
heavy engine with high thrust. meant to be used on gunships and heavy bombers.
-generators-
frigate generators
four different standard generators, two designed as lightweight frigate generators and two as heavy destroyer generators.
cruiser generators
four standard generators. two for cruisers/carriers and two for battleships
miniature solar generator
a powerful cruiser generator, meant to either power an entire ship or to power a supermodule (such as a super railgun or sunray)
fighter generators
three standard generators. one meant for heavy fighers/bombers and two for gunships (light fighters usually have enough power in their hull to need any generator)
-crew modules-
frigate crew
two versions. one small and one large. the small one has somewhere around 15 crew and the large one around 25 (i will reflect this on other frigate modules. the reason i want lower crew is because the ships are generally smaller than normal gsb ships. it would be silly to have a crew of 70 people on a small frigate that is only about 20 meters long)
destroyer crew
two versions. small one around 40 crew and the large one around 60
cruiser crew
three versions. small, medium, large. small around 50, medium 80 and large 110.
co-pilot
one man crew module for fighters. meant to control more advanced and powerful modules such as target boosters or advanced weapons.
AI-computer
works the same way as the co-pilot module, but has less weight and more power requirements.
-armor-
reactive armour
sorta like the powered armour in vanilla. armour module that requires some power.
solar panels
armor module with a negative power requirement. meant to be used when you need a little extra power, but dont want to waste money on another generator. also works as a light armour, as the solar panels covers some areas of the ship, giving it some protection. versions for both frigates and cruisers. maybe one for fighters too
reinforced solar panels
similar to normal solar panels, but offers more protection and less power.
-shields-
not entirely sure about exactly what to do here. im thinking of a system where each shield would be relevant to a speciffic situation. for instance a light shield if you want a small fast frigate, a heavy one with lots of storage and one with higher resistance.
-utility-
booster modules
certain modules with a positive stacking bonus, but doesn’t really add any stats. (if my theory is right, a module with positive stacking will improve upon other modules of the same class [citation needed])
stealth layer
a fighter cloaking module. no power requirements. the idea is that this module replaces the material the ship is made of to special material which makes it harder to detect. if possible, this module will also make the ship weaker (i’m thinking a negative hitpoints thing) or with added weight, making the ship slower.
CIC
Combat and Informations Center. target booster module for frigates and cruisers.
targeting software
target booster module for fighters. requires one crew
fighter point defence
requires one crew and a lot of power. meant to be put on slower gunships.
-weapons-
railgun
powerful cruiser weapon. medium shield and armour penetration, high damage, low fire rate and low tracking speed. meant to be used against slow tank-cruisers and possibly stations.
Ion-beam
beam weapon with high shieldpen and low armourpen. no EMP damage.
tactical nuke
a heavy and expensive fighter weapon, meant to be put on dedicated bombers. slow speed, low tracking, but high damage and, if possible, aoe damage.
sidwinder (name is undecided)
anti-fighter missile launcher that you put on fighters.
swarmer missile launcher
multiple warhead module for fighters. fires a swarm of fast moving missiles.
dumbfire missile launcher
frigate (and possibly cruiser) weapon. i intend to take a plasma module and edit the texture to be a rocket and animated exhaust. in theory, this should create a rocket that doesn’t turn, but i also get by the limit of one simultaneous rocket per launcher.
dual gatling gun
short range, high fire rate kinetic weapon that is meant to go on frigates that fly under the shields of cruisers. low shieldpen and armourpen.
dual gatling beam
short range, high fire rate beam weapon that is meant to be put on frigates that go under cruiser shields to gut up their armour. has lower damage than the dual gatling gun.
viking artillery cannon
a heavy frigate weapon that has an extremely long range. used mainly as a fire support module. medium shieldpen and low armourpen.
triple beam weapon
frigate beam weapon, decent maxrange but high minrange (to prevent this from being used under enemy shields)
tungsten anti fighter turret
fast tracking frigate weapon.
M3 main cannon
standard bullet weapon for frigates. decent weapon all around, but nothing specialised.
flak cannon
slow firing cruiser weapon with rather large aoe. meant to damage fighters that guard larger ships.
cruise missile
cruiser weapon with long range[/code]
i knew i had more ideas yesterday, but sleeping messes up my brain sometimes… maybe i should just not sleep anymore?