Star Ruler 2

Star Ruler 2

Weaponsmith Plus 2.2
grffnhwk  [developer] 7 Sep, 2016 @ 11:37am
Furture plans/ideas
Going to use this as a whiteboard for ideas that may or may not be possible. :)
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grffnhwk  [developer] 7 Sep, 2016 @ 11:48am 
Subsystem Quality - Another easy one. Ramshackle vs Exceptional. Alters build cost vs maintenance. This one may screw your empire over if you build a huge ramshackle cap ship with a massive maintenance cost [[On hold while I play around with the Homeworld stuff. Also, can't decide if I should use a modifier for subsystem quality, or a full subsystem for the entire ship's quality]]

Rebalance all modifiers for build and maintenance regarding the new quality modifier.
[[On Hold]]

--Separate Mod--
[[On Hold]]
Mining laser - new subsystem that enhances it (mining drones). Currently works except the drone sprites will not swarm asteroid. They just fly through the asteroid. :(

Change asteroid into moon. Works except I can't get the ability to limit range so you can't just snag an asteroid from other side of galaxy. Need to limit to owned or unowned roids and decide final energy cost. Decide use:
1. Artifact used on planet that then uses ability on asteroid (meh)
2. Special Asteroid, similar to comets. (Done)
3. Racial ability (meh)
4. Constructed abilty... build ship with subsystem... ship consumed when used on planet, asteroid consumed when abilty used on aateroid. (Clunky :( maybe figure it out)
5. Researched abilty with cooldown. (Maybe)

--Separate Mod--
Homeworld races: Hiigaran, Vaygr. [[Dropping Taiidan for now]]
Put together racial portraits :
Emperor Riesstiu IV the Second of Taiidan Empire: Jeff Bridges, need to do some more edits [[Dropping Taiidan for now]]
Makaan of Vaygr : Mark Strong, portrait done
Karan S'jet of Kushan/Hiigaran : think I'm going to try going with an edited Ex Machina pic. [[Done]]

Need to create racial traits/abilities.

Classed Hulls: Going to batch this up with this mod. Basically required to give the different ship classes identity.

Scales: I was able to approximate the correct scaling of ships using Dolynick's Homeworld Shipset. Starting with scouts as size 1 up to the Hiigaran Battlecruiser at 1600.

Ship Designs: About 75% of the ships have been designed, but not using custom weapon systems yet.
- Hiigaran Destroyer (Done) - Turns to broadside with cannons and fires torpedoes from nose correctly.
- Hiigaran Pulsar Corvette (Done)
- Hiigaran Gunship (50%) - need to finish the kinetic autogun subsystem
- Hiigaran Battlecruiser (90%) - need to rework internals with new weapons



Subsystems: Spent a lot of time getting the weapons to look right. Used a lot of "Pod" effects to create burst fire. Got the Vaygr Fusion Missile Launcher to change reload time and number of missiles based on ship size in one subsystem. I'm going to try to consolidate the other weapon systems where I can. Made some of the weapons mountable inside the ship with restricted fire arcs. (ie Heavy Ion Beam Turret, Pulsar Beam, Fusion and Concussion Missile Launchers) A nice side effect of putting the Fusion Missile Launcher along the spine is the missiles launch nearly vertical like they're supposed to. I'm using new .png images for a lot of the weapon effects. Looks great from the sides/top/below. But front/behind is not so attractive. Going to look into how I can fix that.

Hiigaran Battlecruiser:
- Dual Arbiter Kinetic Cannon Turret [Changed to Heavy Kinetic Turret for use on both Destroyer and Battlecruiser ](Need to balance stats)
- Heavy Ion Beam Turret (Need to balance stats)
- Pulsar Beam Point Defense [reworked Gfx for thinner ion beam.png] (Need to balance stats)

Hiigaran Frigates:
- Dual Torpedo Launchers [split to single fire] (Need to balance stats)
- Dual Cluster Torpedo Launchers (0%)
- Ion Cannon (Need to balance stats)
- Vulcan Burst Cannon (90%) [Changed to Flak Cannon (yeah, another one) shotgun effect, speed, spread, and aoe damage done. Want to get rid of torpedo explosion Gfx though.]

All Carrier/Mothership/Shipyard:
- Hull Defense Gun (Need to balance stats)

Vaygr Battlecruiser:
- Trinity Cannon (Need to balance stats)
- Fusion Missile (Need to balance stats)
- Laser Point Defense (Need to balance stats)

Vaygr Destroyer:
- Fusion Missile (Need to balance stats)
- Flechette Cannon (0%)

Vaygr Frigates:
- Fusion Missile (Need to balance stats)
- Concussion Missile (Need to balance stats)
- Flechette Cannon (0%)

Progenitor:
- Phased Cannon Array (Need to balance stats)
- Plasma Cannon Turret (Need to balance stats)
- Nanite Point Defense Beams (Need to balance stats)

Summary of to do:
- Kinetic autogun subsys - used by scout, interceptor, gunship, hull defense guns
- Flechette Cannon subsys - used by destroyer and frigate
- Plasma Lance subsys - used by interceptor
- Cluster Torpedo subsys - used by frigate
- Redesign ships using new hull templates
- Balance all weapon values. Speed, RoF, and reload need to stay static. Only dynamic damage values.
- Create racial profiles (traits, background)
- Add Hyperspace Cores(one unlocks hyperspace travel, another reduces ftl cost, another generates ftl), Progenitor Dreadnought, and Sajuuk (No sajuuk without model) as Artifacts?
- ...
Last edited by grffnhwk; 21 Sep, 2016 @ 3:32pm
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