Volt_Cruelerz Volt_Cruelerz

[MOD WIP] Fleet Diversification

[MOD WIP] Fleet Diversification

Adding new ships to the game

http://auroragames.lefora.com/

We are currently looking for help with skinning.  We lack this extremely important job.  If you would like to do this, please PM me.  If you have things you have done in PS or GIMP, please send those as well.

Also, for more detailed information on what we are adding, you may click on the external link above which will take you to the Aurora Games forum which has backstories and statistics.  Ultimately, it will have images as well.

 

Features:

9+ new ships

2 new capital ship classes: Lancer and Destroyer

2 new cruiser class: Troop Transports and a Utility Cruiser

2 new SC classes: Interceptors and Torpedo Bombers.

Reworked SC: Fighters are now multi-purpose and Bombers are Gunships

3+ new researchables that increase the power of capitals [for once]

Currently, we have five capital ships, each with their own capabilities.  We have the support, the colonizer, the battleship, the dreadnought, and the carrier.  This mod is dedicated to adding two more classes to that list: Lancer and Destroyer.

Lancer: These ships are the snipers of the game.  They carry very heavy forward guns with little defense on their sides.  They do not maneuver well, but have very long range and carry an axial cannon to damage targets from long range.

Destroyers: These ships are pure damage dealers.  These are not to be confused with battleships as these have greater damage and less health.

 

Pictures: I will post these as I get time to do so.

Unfortunately, I'm do lazy to hunt through the thread to find the other pics of ships.  I'll get around to it eventually.  Here is one though.

Astrom:

http://i180.photobucket.com/albums/x111/VoltCruelerz/Astromv3.jpg

 

Special Thanks:

TheRezonator: created the thread that spawned this idea

Eadtaes: balanced many of the statistics

Guywhoyoudontknow/CI: created Sinners which is referenced in the Backstory

Whiskey: has posted here more than anyone else aside from me...  (he's kept the thread alive)

Darvin: Came up with the idea of an Artillery Cruiser which caused me to think of a way to 

 

Other:

If you see typos, pleas alert me to them.

EDIT: Wow...  In the typo line, I type something wrong.  Because of the irony, I'll leave it.

We lack someone who can skin, so if you are good at such, we could use you.

495,858 views 328 replies
Reply #51 Top

I was thinking, this might be good as the Vasari destroyer:

Its a pellion class star destroyer.

Reply #52 Top

:grin:  I like that ship...

 

Okay... That leaves my other idea... I'll just adapt it to the Advent...

Reply #53 Top

Quoting soasertsus, reply 1
I was thinking, this might be good as the Vasari destroyer:



Its a pellion class star destroyer.

haha... nice... a little cliche though...

idn, lets let Volt weave his magic and see what he comes up with

Reply #54 Top

Well, at the moment, I'm working on the Gartel.  It is lacking, but its gonna get better, its just that I'm having trouble getting what is in my head out...

 

As for the pellion, That will actually be really easy...  Take a 16 sided pyramid/code and flatten eight of those sides.  Now make it really stout by bringing down the point.  Adjust dimensions, rotate 90 degrees, duplicate over the axis and combine the two.  It won't take long.

Reply #55 Top

Well, here is the Gartel:

 

And here is the Kramrock:

Reply #56 Top

the Gartel is sweet, but the Kramrock looks like a hand-fan lol.

Reply #57 Top

Thank you.

I'm not even close to done, that was just the product of seven minutes (all the time I had before being kicked off the PC).  Currently, the Kranrock lacks the distinctive Vasari look, so I'll have to fix that, but it shouldn't be too hard...  Just need time...

Reply #58 Top

that looks like it's in Softimage. Am I correct?

Reply #59 Top

Yes it is, and yes you are.

Reply #60 Top

Well, here are the updated and possibly finished versions of the Kramrock and the Gartel.

 

 

 

 

 

 

Quoting Whiskey144, reply 6
but the Kramrock looks like a hand-fan lol.

Look a bit more menacing now?

Reply #61 Top

a little. But I still think the Gartel will put a LOT (~400,000,000) bullet holes into it.

Reply #62 Top

Well, the Gartel is the ultimate, definition destroyer.  The Advent ship has massive shield arrays while the Vasari one is a cross between direct combat and invasion.  The point here is that a Gartel will beat any ship (minus a battleship) in a one-on-one, and will probably take about forty other ships down at the same time.  Gartels are made to be anti-fleet, not anti-ship like the Kramrock.  Gartels have splash damage, DoT's, passive damage upgrades, active (and monstrous) damage upgrades.  This ship is made to take out fleets.  Combine all that with Broadside, and this ship is not something you want to meet...  Simply put...  Anti fleet combo is as follows:

2 Kol Mk. V's

1 Sova Mk. V

1 Marza lvl 6+

2 Gartels

2 Astroms

Have the Marza wait with the Lancers unless using MB.  On the sides of the enemy fleets, you have Gartels which will fly to the center to use Broadside.  Protecting the Lancers and Sova is a Kol with its impenetrable hull.

 

Vasari ships don't work on the same principle.  TEC ships are straightforward, direct combat/direct effect rather than the rather odd bonuses and synergies of the other races.

Reply #63 Top

that's what makes them so good. No goofy support abilities that need several ship types to work effectively, just straight up combat. That's why I like them. That, and the TEC's Argonev SB has an ability I like to call, 'THE BIG RED BUTTON OF DOOM'. Simply get both levels of it, and not even a lvl 10 cap ship of any class or race will survive. If I'm wrong and it does survive, then a couple of your caps can easily whipe the floor with it, cause it'll probably have around 100 hull and maybe some shields. That's it. Anything less than a cap is instantly GONE, with the exception of SCs. They get deconstructed due to lack of host.

Reply #64 Top

TEC: direct combat, credits

Advent: Super-Synergies, crystal

Vasari: phase missiles and phase gates, resources

 

I am trying to follow the sam path here...

Reply #65 Top

hey, sorry bout my absence, my gf comes over on weekends and she doesnt like me on Impulse =( i like the Gartel... the weird circular opening looking thing in the middle is a little odd though... honestly this model could be substituted with the Astrom quite easily...

aside from that, i count 4 weapon mounts on the side of the Gartel, and unless you intend to build the aft torpedo tubes into the fusealge of the ship itself, i cant see them. i thought we said 2 heavy autocannon batteries and 1 medium laser, so what did you have in mind exactly? unless the cannons you've used in the design are actually place holders and each one represents a battery in itself, it which case i understand.

lastly, i think we could swap the 3 forward lasers for Kol style beams weapons. it would make sense seeing as this is a new, purpose-built ship (is it? i dont remember... still), and beam weapons are the TEC's pinnacle of weapons technology...

As for the Kamrock (I wasnt saying it would be hard to modify the pellion itself, i was saying using a ship from starwars is kinda cliche, considering its popularity, still, i like what you've done with it) i like it, though perhaps you could make it look a little more like the Kortul (as in, a central 'core' fuselage with 'wings' mounted on large pylons) keep the general hand-fan shap, but take out a sliver of hull, starting from the panel beside the forward phase missile batteries, and ending somewhere near the end of the panel beside the forward phase missile batteries... in fact, just take out that entire panel, maybe give the 'nose' or the ship some winglets like a hammerhead shark, tweak the wings a little bit and i think it would look truly fearsome

also, am i right in thinking that the reason the Kamrock has no aft weaponry is because Phase Missiles can be fired backward? if thats so, can the Gartels aft Torpedos be fired at targets in front of the ship?

lastly, i was thinking about each ships abilities. The Gartel Broadside ability, it says one massive volley. it makes sense, but i personally think 3 volleys right after each other done in about 0.8-1.0 seconds would not affect gameplay while be much more visually appealing. As for the Kamrock Genocide and Invasion abilities, what were you thinking graphics wise? i think the design has alot of potential for creating a specialised 'mount' or location each ability could come from. So, for instance, there are a number of square-ish panels near what i assume to be the bridge. those could act as the point of origin (PoO... hmm i need a better acronym for that...) for the Genocide ability... perhaps it launches nanobots or some sort of energy weapon that looks like a lightening bolt or similar to the kostura blast effect? one that jumps from the Kamrock to ship to ship to ship etc etc it would certainly be visible and let the enemy know what happened/is happening. As for Invasion... perhaps the large panel located behind the forward Phase Missile batteries could house some sort of Marza-esque seige cannons, or you could use the proposed gaps in the fan shape of the ship to generate and collect energy to be fired at the surface (almost like the novalith). alternatively, you could use the entire shape of the front of the ship to act like a massive wave cannon that fires at the planet... mmm... juicy.

one last thing, i was thinking about some ability names:

The Eyron Evangelist has two abilities, Sheld Depression and Unity, to refresh your memories, Shield Depression reduces enemy ship shield points by a number of points and Unity spreads recieved damage over all owned ships by a percent. I was thinking of renaming these abilities as Shield Assault and Strength of the Unity, as it gives a better idea of what the ability does and just sounds a bit better.

The Kamrock Dissapator has 2 abilities Genocide and Invasion. Genocide damages all ships of a certain type in a gravity well while Invasion damages population and the planet itself. I was thinking of renaming Invasion as Xenocide (or Genocide but Xenocide applies more times than Genocide) because Invasion implies an actual invasion with troops and colonisation etc. An alternative is to call it Orbital Bombardment (Marza already has Raze Planet :( ) Genocide could be renamed Concentrated Assault (alternatively, rename Invasion as Orbital Bombardment (or Death from Above?) and keep Genocide as Genocide)

The Nolane Converter has a 3 abilities: Mass Conversion, PsiTech Ranging and Charged Cannons. They damage the planet over time, increase weapons range and increase damage respectively. i was thinking of changing Mass Conversion to Anger/Might/Rage/Fury of the Unity, changing PsiTech Ranging to PsiTech Enhanced Sensors, and changing Charged Cannons to Super-Charged Weaponry.

The Astrom Lancer has 2 abilities: Primary Target and Railgun. They increase the damage of nearby ships and activate the main weapon respectively. I was thinking of changing Primary Target to Pinpoint Targeting, and changing Railgun to Astrom Ion Cannon, 1) because scientifically an Ion Cannon is not too different from a Railgun (they both use magnets to propel something, one propels a metal slug, the other propels ions) and 2) because it just sounds cool, especially since the other races have names like Apocalypse Summoner and Obliteration Cannon.

The Rashnak Obliterator has just the one ability: Nanite Slugs, which deals extra damage over time. i think changing it to Nanotech Warheads is more accurate (i think the Vasari call it nanotech not nanites... its a nit pick but nanite warheads sounds weird) and sounds better.

 

okay, i think thats all, oh, except i was reading under the lancers there, it said the Astrom's Emergency Generators can speed up AM etc regen so it can dish out powerful attacks... so is that ability channeled/interuptable? i didnt think abilities in Sins could be cancelled by the user...
Second thing is you said Lancer super attacks have a 25-second cool down during which all engines and weapons are disabled... i think thats too long... you can definitly have the main gun cool down that long or even longer, but standard weapons and engines should come online sooner, perhaps have weapons online at 10-12-15 secs and engines online at 17-20-22 secs or vice versa, or simply together at 15-17 secs. i know you are trying to give the enemy time to get around and flank the lancer, but 25 secs would be enough time for even a well placed capital ship to flank it...

anyway, sorry again for my absence, but great work in the meantime, i would love to see the Astrom and Rashnak with the place holder skins you put on the Destroyers! have you scrapped the Rashnak design or just on hold?

Reply #66 Top

I will respond in blue...

Quoting TheRezonator, reply 15
hey, sorry bout my absence, my gf comes over on weekends and she doesnt like me on Impulse i like the Gartel... the weird circular opening looking thing in the middle is a little odd though... honestly this model could be substituted with the Astrom quite easily... Nice, and true, but I like each one for its respective job.

aside from that, i count 4 weapon mounts on the side of the Gartel, and unless you intend to build the aft torpedo tubes into the fusealge of the ship itself, i cant see them. i thought we said 2 heavy autocannon batteries and 1 medium laser, so what did you have in mind exactly? unless the cannons you've used in the design are actually place holders and each one represents a battery in itself, it which case i understand.  The other battery is lower down and you can't see it because of where the camera is.  The same goes with the torpedo tubes, you just can't see them...

lastly, i think we could swap the 3 forward lasers for Kol style beams weapons. it would make sense seeing as this is a new, purpose-built ship (is it? i dont remember... still), and beam weapons are the TEC's pinnacle of weapons technology...  Actually, that would be the novalith...  But yeah, we could...  I don't really care...

As for the Kamrock (I wasnt saying it would be hard to modify the pellion itself, i was saying using a ship from starwars is kinda cliche, considering its popularity, still, i like what you've done with it) i like it, though perhaps you could make it look a little more like the Kortul (as in, a central 'core' fuselage with 'wings' mounted on large pylons) keep the general hand-fan shap, but take out a sliver of hull, starting from the panel beside the forward phase missile batteries, and ending somewhere near the end of the panel beside the forward phase missile batteries... in fact, just take out that entire panel, maybe give the 'nose' or the ship some winglets like a hammerhead shark, tweak the wings a little bit and i think it would look truly fearsome.  That could be done...  I'll have to figure out how to do something in XSI, but I could do that...


also, am i right in thinking that the reason the Kamrock has no aft weaponry is because Phase Missiles can be fired backward? if thats so, can the Gartels aft Torpedos be fired at targets in front of the ship?  No, they can't...

lastly, i was thinking about each ships abilities. The Gartel Broadside ability, it says one massive volley. it makes sense, but i personally think 3 volleys right after each other done in about 0.8-1.0 seconds would not affect gameplay while be much more visually appealing. As for the Kamrock Genocide and Invasion abilities, what were you thinking graphics wise? i think the design has alot of potential for creating a specialised 'mount' or location each ability could come from. So, for instance, there are a number of square-ish panels near what i assume to be the bridge. those could act as the point of origin (PoO... hmm i need a better acronym for that...) for the Genocide ability... perhaps it launches nanobots or some sort of energy weapon that looks like a lightening bolt or similar to the kostura blast effect? one that jumps from the Kamrock to ship to ship to ship etc etc it would certainly be visible and let the enemy know what happened/is happening. As for Invasion... perhaps the large panel located behind the forward Phase Missile batteries could house some sort of Marza-esque seige cannons, or you could use the proposed gaps in the fan shape of the ship to generate and collect energy to be fired at the surface (almost like the novalith). alternatively, you could use the entire shape of the front of the ship to act like a massive wave cannon that fires at the planet... mmm... juicy.

Well, I think a single volley would look cooler...  We could try it both ways though...  And There is actually a port on the bottom of it that spawns things for invasion, and I was thinking something with those panels anyways for geno...  I do like your wave cannon idea though...  That would be awesome...

one last thing, i was thinking about some ability names:

The Eyron Evangelist has two abilities, Sheld Depression and Unity, to refresh your memories, Shield Depression reduces enemy ship shield points by a number of points and Unity spreads recieved damage over all owned ships by a percent. I was thinking of renaming these abilities as Shield Assault and Strength of the Unity, as it gives a better idea of what the ability does and just sounds a bit better.  Okay, that'll work...

The Kamrock Dissapator has 2 abilities Genocide and Invasion. Genocide damages all ships of a certain type in a gravity well while Invasion damages population and the planet itself. I was thinking of renaming Invasion as Xenocide (or Genocide but Xenocide applies more times than Genocide) because Invasion implies an actual invasion with troops and colonisation etc. An alternative is to call it Orbital Bombardment (Marza already has Raze Planet ) Genocide could be renamed Concentrated Assault (alternatively, rename Invasion as Orbital Bombardment (or Death from Above?) and keep Genocide as Genocide)  It depends on what exactly it does...

The Nolane Converter has a 3 abilities: Mass Conversion, PsiTech Ranging and Charged Cannons. They damage the planet over time, increase weapons range and increase damage respectively. i was thinking of changing Mass Conversion to Anger/Might/Rage/Fury of the Unity, changing PsiTech Ranging to PsiTech Enhanced Sensors, and changing Charged Cannons to Super-Charged Weaponry.  Maybe, I'll think about it...

The Astrom Lancer has 2 abilities: Primary Target and Railgun. They increase the damage of nearby ships and activate the main weapon respectively. I was thinking of changing Primary Target to Pinpoint Targeting, and changing Railgun to Astrom Ion Cannon, 1) because scientifically an Ion Cannon is not too different from a Railgun (they both use magnets to propel something, one propels a metal slug, the other propels ions) and 2) because it just sounds cool, especially since the other races have names like Apocalypse Summoner and Obliteration Cannon.  No, it stays as it is...

The Rashnak Obliterator has just the one ability: Nanite Slugs, which deals extra damage over time. i think changing it to Nanotech Warheads is more accurate (i think the Vasari call it nanotech not nanites... its a nit pick but nanite warheads sounds weird) and sounds better.  How bout Nanite Warheads?  And they use nanites as in Volatile Nanites.

 

okay, i think thats all, oh, except i was reading under the lancers there, it said the Astrom's Emergency Generators can speed up AM etc regen so it can dish out powerful attacks... so is that ability channeled/interuptable? i didnt think abilities in Sins could be cancelled by the user...  Its an ability that cannot be deactivated, but yes, a user can do that (ie: discharging missiles)

Second thing is you said Lancer super attacks have a 25-second cool down during which all engines and weapons are disabled... i think thats too long... you can definitly have the main gun cool down that long or even longer, but standard weapons and engines should come online sooner, perhaps have weapons online at 10-12-15 secs and engines online at 17-20-22 secs or vice versa, or simply together at 15-17 secs. i know you are trying to give the enemy time to get around and flank the lancer, but 25 secs would be enough time for even a well placed capital ship to flank it...  Perhaps 17 then...

anyway, sorry again for my absence, but great work in the meantime, i would love to see the Astrom and Rashnak with the place holder skins you put on the Destroyers! have you scrapped the Rashnak design or just on hold?  Its on hold...

Reply #67 Top

TheRezonator:

RAILGUNS ARE NOT MAGNETIC ACCELERATOR WEAPONS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

They use an ELECTRICAL CURRENT that goes from one rail, through the projectile, and into the other rail, completing a circuit, and propelling the slug downrange. As for an Ion Cannon, it is not a magnetic accelerator weapon either. Not sure how it DOES work, but IT ISN'T ELECTROMAGNETIC ACCELERATION.

What you confused railguns with is actually COILGUNS.

Counter- "But Whiskey, the Kol's prime offensive ability is the 'Gauss Railgun' and a Gauss gun is another name for a Coilgun."

Coilguns work on an ENTIRELY DIFFERENT, BUT SLIGHTLY SIMILAR, principle than railguns. Coilguns are magnetic accelerator weapons, but railguns aren't. You can check my thread on 'The Legions Mod', p2 I believe, if you don't believe me.

Reply #68 Top

Ion cannons are basically plasma cannons... The only difference is you remove all the protons/electrons from it before firing...  (generally the protons as doing it the other way doesn't have nearly the same effect as it becomes a nuke in beam form)

 

And we know...  Technically though, you could have a railgun and gauss cannon connected to the same thing...  It would be redundant, but you could do it...

Reply #69 Top

interesting to know the relationship between ion and plasma cannons.

But do you mean same POWER SOURCE, or same WEAPON PLATFORM. You could easily put a coilgun and a railgun onto a tank, in the same mount but WITH DIFFERENT AMMUNITION AND POWER FEEDS. You just CANNOT COMBINE THEM INTO THE SAME WEAPON (I.E. A COILGUN WITH COILS&RAILS/RAILGUN WITH RAILS&COILS).

That's because of the science behind it. You can check wikipedia for this. While it may not be the BEST site for info, it can SOMETIMES be good. for this, I think it would be acceptable, as too few people really know the science behind these weapons.

Reply #70 Top

Well, one generator (if big enough) could charge both banks of capacitors and then fire them as both can be fixed around one barrel as the systems would not interfere with one another...  In other words, the barrel has rails on either side and then surrounding everything are the coils...

Reply #71 Top

but that would actually be neither a railgun or a coilgun. That would be SOMETHING ELSE ENTIRELY. While it might be a hybrid, it would be more of a linear accelerator cannon. Besides, the projectile might be warped and therefore innacurate/impotent due to the conductive acceleration from the rails and magnetic acceleration of the coils.

Here's a sample firing cycle of a 3-stage coilgun. The # of stages in a coilgun is dictated by the # of coils.

1. A projectile is fed into the firing chamber. Coil #1 is switched on, accelerating the projectile.

2. As soon as the round reaches coil #1, it is switched off. Coil #2 is switched on.

3. p2 is repeated, except w/ coils 2&3.

4. projectile reaches coils #3, which is then switched off. The projectile leaves the barrel, heading toward the target.

Of note is the fact that to get successively greater velocity in a multistage coilgun is that each succesive coil must be further from its predecessor.

I.E. coil 1 is 5 cm from chamber; coil 2 is 10 cm from coil 1; coil 3 is 15 cm from coil 2; o/a barrel length- 20 cm.

Reply #72 Top

I know how coilguns work... I've built one...

Reply #73 Top

didn't know that. I usually assume that people don't understand how certain things work, as they are rather obscure things. Railguns are far more common in peoples minds and oftentimes in science fiction than coilguns, when in fact a coilgun would be a SIGNIFICANTLY more practical infantry-portable weapon system. Could you post pics of your coilgun? I think it's awesome you built one; I probably couldn't because- A. not enough cash for parts; B. I live on a military base, and one that (most stupidly IMO) bans firearms in the residents homes. Come on man, that's part of the US CONSTITUTION!! And while a coilgun ISN'T a firearm, you never want to mess around when you could get thrown into a federal prison.

Reply #74 Top

Uhh... It kinda died...  It worked for about a month and then I tried overcharging it with another thousand volts.... I lit it on fire...

 

But you can assume that anything sci-fi ish I am aware of.  Anything from nerd, to geek, to genius, to big head has been used to describe me.  I'm also writing a book, so I think I'm good...

 

Simply put, this is what you would want to hypothetically do...

Gauss Cannon: ICBM launchers/flak cannons/infantry rifles

Railgun: naval ship guns/sniper rifle

Railguns just don't work well when fired quickly... They tend to overheat or explode...  Gauss rifles however have so much surface area that they can cool quickly...

Reply #75 Top

LOL YOU LIT THAT THING ON FIRE!!! XD

Coilguns could also be used in large-size rapid firing weapons; however a Railgun would also make an effective tank weapon system. One of the other key things is which will be more destructive in an accelerator weapon (I'll use the railgun for an example)- a 5x10mm slug, moving at ~20k m/s, or a 90x300mm slug, moving at only 3k m/s?

Coilguns are also easier to adapt to an automatic firing mechanism than a railgun.