[MOD] [WIP] FTL: Otherspace
Posted: Fri Mar 20, 2015 11:56 pm
Incoming broadcast: Operation: Otherspace has been taken out of development hell. I repeat, Operation Otherspace has been released from development hell. Ready the crew, because this is going to be one hell of a mission.
FTL: Otherspace is essentially an updated "sequel" of sorts to FTL. Set a few years after the fall of the Rebels, a new threat has spread throughout the galaxy. The Federation is divided, and only a few small factions remain, many of which are fighting a losing battle. However, one of these factions, the Allied Federation, has just received data that pinpoints the location of a secret superweapon in construction, the destruction of which could lead to the end of the war.
You command a small task force that is assigned with scouting the base for intelligence purposes. A new, updated fleet, based on outdated Federation and Rebel technology, is waiting in the hangar. These ships, outfitted with advanced prototype features, are some of the strongest in the galaxy. But beware, for at every turn there is a galactic threat waiting for you...
Features
- New Weapons, Drones, Augments, Sectors, and Events
- A new race, and a new ship to follow. This race will have a unique ability, but most of the details will be revealed after a playable version is available. (This will be done by palatte-swapping an old race, effectively allowing us to use both while controlling which appears. Have to get around the limitations somehow...)
- New ships. These ships will be separated into different classes instead of being organized by crew race. They each have unique features that set them apart from the original ships.
- More side missions. Many more than FTL has to offer, branching out into different plotlines of the game.
- Upgrading weapons. This is a feature that I have really wanted in the game. Basically what I mean is paying extra scrap to upgrade a weapon, say a BL1, into an advanced version, in this case a BL2. This would cost more (maybe about 20-25 scrap) than the difference between the cost of the two weapons, would only work with weapons in the same class (No upgrading a Basic Laser to a Heavy Laser), requires an empty beacon, and the "fleet" advances one jump.
- Capital ships. This mod is partially inspired by Captain's Edition, and I want to introduce several features similar to that of CE. Capital ships are commandeered by a particular race, and they have a chance to appear in their respective home sector (maximum of once per sector). They are much more powerful than standard ships, but they give a larger reward when defeated.
Support
This mod is still in the very early stages of development, meaning that we need every ounce of support we can get. After half a year in development hell, we're not even close to finishing the mod at this rate. If you have anything that you could donate to the project - ship hulls, event ideas, hell, even ship names - please feel free to do so. If you could lend a permanent helping hand on our crew, that would be even better. This is going to be a dauntless task, and I will be updating this post constantly, filling it with new ideas, ship artwork, and more, so join the FTL Otherspace Discord at https://discord.gg/2eNpd2X to stay tuned for updates.