This mod is essentially in alpha, and once I have things well balanced I will start to add further content. Currently, it reworks all the weapons, including strike craft, to fit a new model for combat. My idea was to move away from the "rock-paper-scissors" design of the base game and differentiate weapons more.
Each weapon family will now have certain strengths and drawbacks. Mount sizes now matter a great deal, as larger mounts are generally more efficient and powerful than smaller ones.
Components also scale with size. Larger shield generators, reactors, or armor components give proportionally more benefits when a higher level slot is used. The cost per point of shield/power/armor goes down as tech improves as well.
When designing a warship, I want for the slots to really matter and for the larger ones to be valuable.
I have thoroughly overhauled the movement, acceleration, and engagement ranges for warships and civilian craft. All combat vessels now have the same top speed, but smaller ships will accelerate more quickly and turn faster. Ship behavior was also reworked so that ship computers no longer give a statistical benefit, but they will fight at longer distances and move around more to keep their targets near the desired range. Use a defensive computer for a ship you really want to hang back, and an offensive one for ships with close range weapons you want to charge in.
The mod is currently on Steam, here
Other changes include increased military station hit points, and drastically reduced minimum required distances between stations.
It is also easier to withdraw from a fleet engagement. Emergency FTL damage has been dropped to 5%, and can be initiated 3 days after a battle begins. However, it will take 10 days from when the retreat button is pressed for the fleet to disengage.
Each weapon family will now have certain strengths and drawbacks. Mount sizes now matter a great deal, as larger mounts are generally more efficient and powerful than smaller ones.
Components also scale with size. Larger shield generators, reactors, or armor components give proportionally more benefits when a higher level slot is used. The cost per point of shield/power/armor goes down as tech improves as well.
When designing a warship, I want for the slots to really matter and for the larger ones to be valuable.
I have thoroughly overhauled the movement, acceleration, and engagement ranges for warships and civilian craft. All combat vessels now have the same top speed, but smaller ships will accelerate more quickly and turn faster. Ship behavior was also reworked so that ship computers no longer give a statistical benefit, but they will fight at longer distances and move around more to keep their targets near the desired range. Use a defensive computer for a ship you really want to hang back, and an offensive one for ships with close range weapons you want to charge in.
The mod is currently on Steam, here
Other changes include increased military station hit points, and drastically reduced minimum required distances between stations.
It is also easier to withdraw from a fleet engagement. Emergency FTL damage has been dropped to 5%, and can be initiated 3 days after a battle begins. However, it will take 10 days from when the retreat button is pressed for the fleet to disengage.
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