Untitled: Converting SINS into an RPG! (MOD WIP)

Untitled:

 

Untitled is a mod designed to incorporate RPG elements into Sins of a Solar Empire. Why? Because I felt like it and because it would be the first building block in a soon to be started Sins usermade CAMPAIGN!

I say building block in the sense that through this mod (which can be played independantly at any given time), I will attempt to create new abilities and structures (in the sense of gameplay changes) which will ultimately unlock the way to designing the campaigns boundaries.

 

This mod in progress...for the sake of understanding let's call it 'Ultima'... rests on the idea to sort of terraform D&D (Dungeons & Dragons) rules and units into SINS counterparts. Hear me out!

 

 

Layout! 

This mod allows full user customisation meaning you will play with the units YOU WANT and your choice of abilities will only be restricted to your personnal preferences. Let me explain through an example in which I will explain all the mod specifications! Let em quickly explain the map so oyu might have a clearer view when I'm rambling +_+.

 

HW 1 (Player X) -----------------------Asteroid Belt -----------------HW2 (Player Y)

Here goes...a challenge begins between Player X vs Player Y (how original ;))! And together they have decided to play a 1 000 point game! What does that mean? It means that at the start of the game, both players will be granted 1 000 starter credits (resources will not be used in this mod)to buy their own 'squad'.

Now each of their homeworlds only contain 2 Buildings:

-A Command Module and a Ship Beacon.

No more, no less (all researches are deactivated and building lists are destroyed).

Whilst the Asteroid Belt contains 2 Static D cannons and a salvage yard. (all these notions will be explained further down). All are indestructable but capturable

 The comand module allows the spawnage of the scouts (which will allow all races to capture neutral structures) and the 3 times only usable ability (TAX INCOME which will regenerate some of your credits at the expense of command module strenght).

The ship beacon in itself is where you are going to get your vessels and customise them to your liking using the points you were given at the start of the game (the 1 000 points).

 

PS: Planets will have NO MEANS of acquiring ANY sort income (either resources or credits) except through specialised structures.

THE SHIPS:

Here's the list so far (though like Warcraft 3 you can add any new type of ships by simply adding a new beacon in which the ability to spawn that particular ship exists) :

PS: These ships will be considered capital ships and thus will be able to level up and increase their abilities strengths.

 

Squire (light frigate), 300h/120s, speed 500, 20 dmg per 4 secs, Range of 1 (thus normal frigate range).

  • Jab (60dmg) Cooldown 10 secs
  • Slice (24dmg, speed decreased by 50% for 2 secs) Cooldown = 6 secs
  • Hammer Blow (80dmg + abilities down for 4 secs) Cooldown = 20 secs
  • Fury: For 30 secs, gain +20% dmg output! (Cost: 20 credits)

As you can see the fourth ability is a 'mega' ability which will require credits in order to activate but whos effects will make it well worth your money! Thus the tactical struggle of thinking..more ships or one uber ability!

Long-Range (LRM), 160h/80s, speed 600, 30 dmg every 6 secs, Range of 2 (twice tange of light frigates)

  • Precision Strike: 120dmg every 30 secs. Range of 2, Cooldown = 30 sec
  • Thruster Disruption: No dmg but speed decreased by 50% for 6 secs, R1.5 Cooldown = 21 sec
  • Burst: AoE of -10h per second for all ships in range of target, Cooldown = 24 sec. Max Targets: 2-3-4.
  • Pocket Shot: 60dmg guaranteed + ON CHANCE 25-40-55% of stealing 75 credits from opponent. (25 credits to use).

Support (Hoshiko), 240h/10s, speed 450, No auto-attack weapons.

  • Heal: +200hull, Cooldown = 30 secs, R.2
  • Shield: Share 33% dmg with the target for 10 secs, Cooldown = 20 sec, R.2
  • Aura: +5h per secif in range of this ship. Max Targets 2-4-6
  • Invulnerability: (40 credits), target becomes inculnerable for 8 secs

Firepower (To Be Determined), 120h/40s, 40dmg every 8secs, R1.5

  • Fire: 75dmg, cooldown = 16 sec, R1.2
  • Ice: 30dmg (speed down of 10% for 20 secs), cooldown = 16 sec
  • Distort: All ships in range of target (chance to hit -40% for 5 secs), cooldown = 30 secs
  • Kill: On Chance, automatically kill an opponent (50 credits to use) No cooldown

As you see the name of the abilities are based off of RPG games (D&D but will be converted to Sins names).

Now I mention these names so I can get on to the next point which I briefly described earlier, the ship beacon!

Structures:

THE SHIP BEACON:

The ship beacon is a simple structure who sole purpose is to allow you to spawn your desired 'squad' with your 1 000 point allotment. These 'points worth of ships' are simply calculated based on the price in order to activate the ability. Thus in this case, since we only have 4 ships available in this test battle.

  • Spawn Squire (50 credits), 4 sec cooldown
  • Spawn LRM (75 credits), 6 sec cooldown
  • Spawn Support (150 credits), 10 sec cooldown
  • Spawn Firepower (225 credits), 20 sec cooldown

 

The COMMAND MODULE:

On the other hand possesses only 2 abilities.

  • Spawn Scout (60 credits), 60h/20s, possesses capture neutral and temp invulnerability (8 secs invulnerability every 20 secs) but no weapons.

Used in order to be able to capture the salvage yard (see below) and the Static D cannons.

  • Tax Income (FREE), grants the player a boost of 300 credits per use BUT the structure loses 200 hull per use.

Now why is that important? Why not just spam it? Because that command module is linked to your planet! Meaning you may either siege the planet to death (the old way and if you feel like getting sieges) or destroy the command module which will trigger a self destruct on the planet therefore also granting you a victory.

The Salvage Yard:

  • Salvage: the owner will receive 2 credits per sec as long as he holds this yard.

EXTREMELY useful since over time that little +2 per sec will add up allowing you to buy more ships and use more abilities!

 

The Static D cannons:

With a range of 16K and a dmg output of 60dmg per 10 secs these big guns might seem like a distraction but since they are indestructabel...they might be able to destroy those lone archers who are trying to snipe your retreating frigates.

What this mod offers:

  • Fast paced battles in which your choice of abilities will determine who wins.
  • No empire managing! So solemnly focused on combat.
  • Small squads allow for more precise action as you dont have to micro 600 ships at a time!
  • A change ;)

 

 

Ideas, Interest, Comments?

I'm open to all!

 

 

ShadowMastiff2468

 

36,138 views 35 replies
Reply #1 Top

Hmm...very intersting

 

I like the idea. And I like how we're working towards a campain.

 

 

However, as usual, it will need ALOT of work.

 

and of course, we need to finish Bridge Comand first.

+1 Loading…
Reply #2 Top

Doing my best Tesla :(! I'm only human after all :(

Reply #3 Top

that was the only thing in soase that i have never really been happy about. The fact that your taking control of a system and theres no story behind it. I always felt there should have atleast been a mini campaing to introduce you to the game elements and untis for each race at the very least. but for a full campaing as much as i feel the game needs it im not saure if its able to support it. unless your are able to remove the ships and building from being built by the user and you self input them through gal forge ect limiting the user what he is able to build in certain missions, and than set the campaing up into saved games sorta speak but than descripion and a story line are needed and you wont be able to do that.  But if you can figure out the intro musics and set them to que at the start of each map with a breif idea of misssion objectives and some plot than mabey you could.

either way i think its a great idea and i hope to see it work

if you need any help or ideas let me know

Cursed

Reply #4 Top

Shadow Mastiff is the Greatist modder in sins.

 

If we don't meet any major Hard coded blocks, Shadow WILL find a way to add a Full-on campain.

 

And if he doesn't, (very unlikly), I will.

Reply #5 Top

Just w8 until ou see Bridge Command finished! It'll pawn ALL!

Reply #6 Top

GO shadow! :)

Reply #7 Top

Yeah got 2 Sins breakers right here ;)

Bridge Command ---> Focuses on one cap!!!

Untitled ---> RPG ;)

 

Sins on a whole new level ;) next to this the DOME looks like a kids project. loool

Reply #8 Top

:)  Go Justin!!!!

Another Great Idea From ShadowMastif2468!!!!!

:)

Campaign sounds very very very cool!!

:)

-Teal

 

 

Reply #9 Top

And I just sorted the issue that got Bridge Comand stranded for a week (not to mention the return of the pc and the laptop!) both working FLAWLESSLY and running at 200% +_+.

This is gonna skyrocket ;)

 

Reply #10 Top

Laptop working too!??!?!

 

Thank goodness for small favors!

Reply #11 Top

He he he! Long live friends....saved me 200$ which I will promptly spend on candies!!

SKITTLES FTW!

Reply #12 Top

I vote that the title forever remane 'Untitled'

Reply #13 Top

May you care to expand on why??? Cus I seem to denote a trace of sarcasm in there ;)

Reply #14 Top

cuz that'd be funny.

 

I hadn't gotten any sleep for several days when I posted that, I was logic challenged.

Reply #15 Top

LOOOOL! Np at all ;)! Untitled it will remain :)

Reply #16 Top

Good luck man, maybe IC will take your ideas into the game again!

Reply #17 Top

I'd love to work for them ;) looooooool

but until that miracle happens..I'll just get a kick out of outplaying them in their creations ;)

Reply #18 Top

i dont know if you would care but i have one more idea. Mabey 2 more ships could be added.

1) Dreadnaught. 500 credits, but many diverse abilities including strike craft, planet razing, and targeting sensors. Put Embolden in there for good measure. A beast in terms of firepower, but quickly overwhelmed in terms of smaller ships. it takes only 3 squires with Fury on to destroy it. Once again posing the question, Uber ship or Armada.

2) Gunboat. Capable of attacking Strike Craft and only 10 credits, this can easily offer a last line of defense. The dowside is that it is relatively weaker than the squire, and completely useless against long range frigates. However they can easily take down ship shields to allower heavier weapons to attack them directly, and work wonders in packs.

EDIT: one more then?

Heavy Bomber squadron. Capable of fighting independent of carriers or hangars, these are incessant little buggers that cost only 5 credits. Be careful though, they are easily swatted out of the sky by gunboats.

Reply #19 Top

Quoting Mr_Blunt3d, reply 18
i dont know if you would care but i have one more idea. Mabey 2 more ships could be added.

1) Dreadnaught. 500 credits, but many diverse abilities including strike craft, planet razing, and targeting sensors. Put Embolden in there for good measure. A beast in terms of firepower, but quickly overwhelmed in terms of smaller ships. it takes only 3 squires with Fury on to destroy it. Once again posing the question, Uber ship or Armada.

2) Gunboat. Capable of attacking Strike Craft and only 10 credits, this can easily offer a last line of defense. The dowside is that it is relatively weaker than the squire, and completely useless against long range frigates. However they can easily take down ship shields to allower heavier weapons to attack them directly, and work wonders in packs.

EDIT: one more then?

Heavy Bomber squadron. Capable of fighting independent of carriers or hangars, these are incessant little buggers that cost only 5 credits. Be careful though, they are easily swatted out of the sky by gunboats.

 

Like I said dear fellow..this will ressemble Warcraft 3 in the sens that the amount of different ships available will only be limted ot the amount of structures you want already on the map! So far we have 1 Command Module and a Beacon module (with 4 spawns)! But nothing stops us from adding a second Beacon which himself will contian 4 other types of ships!

 

I already have a list of about 10 ships I'd love to add ranging from artillery, covert, demolition, etc... so any more ideas are awesome and always welcome!

Reply #20 Top

Hehehe gonna turn out like Starcraft RPGs? Thats fun :D

Reply #21 Top

I live but to turn games into their complete opposites ;)

Reply #22 Top

well then try to make this an FPS, like C&C renegade :rofl:

Reply #23 Top

a sins FPS would be awsome.

 

But I can't see how we could possibly do that.

Reply #24 Top

Quoting Mr_Blunt3d, reply 22
well then try to make this an FPS, like C&C renegade

 

I never finished Renegade!!! It's a drag...my pc died before I could complete it...and luck it all...I lost the serial key!

Was real fun though.

 

As for Sins FPS! Not to sound cocky or what not...but I have an idea to make it work ;)

Reply #25 Top

You have GOT to be joking......

 

I can't wait to hear this one.....