[SHIP] The Capital Cruiser (Updated for Adv. Editon)
Posted: Thu Jun 13, 2013 1:24 pm
From the guy who pieced together the leftover parts that made up the animated Artillery Beam comes... well, it's this cliché'd mod again. Only this time, expect to have to put some effort into flying her.
NOTE: This ship, by default, replaces the Crystal Cruiser.
The Capital Cruiser (Type A) - The Imposter
My original vision of a Flagship mod, complete with Federation colourscheme. She comes equipped with a wide variety of weaponry with which to choose from and pick off any foe that stands in your way. With a laser, beam, ion and missile weapon in hand, it forms the simple foundation of most weapon-based strategies and allows you to build upon them. However, regardless of its blast doors, the lack of starting crew and any form of venting will make dealing with damage particularly challenging. Such is the way of flying the very weakness of the Rebel Fleet.
The Capital Cruiser (Type B) - The Paradox
While I was sat there with the custom colourscheme for the flagship I decided to make a Type B from the actual Rebel colours. In the spirit of the ship that it replaces by default, it starts with every single subsystem already installed and ready to be useful, to some capacity (Weapons start at Lv2 but the Drone controls are only Lv1). Naturally it has its own issues, namely the lack of any form of direct damage, with the only form of offensive capability coming from a two-man teleporter and a quartet of hapless Humans. At the very least the Lv2 Sensors will let you see what you're getting into, but expert boarding tactics will be key to your success. The other weaknesses to mention include a reactor that'll struggle to keep everything running from the get-go, as well as the (again) lack of any venting and additional lack of blast doors.
Here's hoping my understanding of balance in this game is enough to have created an enjoyable experience for you guys. Now go out there and take down the weakness of the Rebel Fleet with itself!
UPDATE: After a bit of mulling over in my mind about the way ion storms affected certain vanilla ships (particularly the unique way you wield EngiA), I was reminded at at only 6 power, CapitalB would become completely unplayable if it was to encounter one. So it was altered to have 7 power instead of 6, to make it slightly less frustrating. I am still open to feedback on how powerful this ship is on the whole since my aim was to make a cruiser that was fair in game balance.
DOWNLOAD LINK FOR ADVANCED EDITION (Dropbox):
https://www.dropbox.com/s/ab7emdf4g857hs6/Ship%20-%20The%20Capital%20Cruiser%20AE.ftl?dl=0
Links below are for versions of FTL earlier than 1.5.
DOWNLOAD LINK (MediaFire): http://www.mediafire.com/download/v9goimm465n0gru/The_Capital_Cruiser.ftl
DOWNLOAD LINK: (Dropbox): https://www.dropbox.com/s/4hhtnuslh3c1uft/The%20Capital%20Cruiser.ftl
NOTE: This ship, by default, replaces the Crystal Cruiser.
The Capital Cruiser (Type A) - The Imposter
My original vision of a Flagship mod, complete with Federation colourscheme. She comes equipped with a wide variety of weaponry with which to choose from and pick off any foe that stands in your way. With a laser, beam, ion and missile weapon in hand, it forms the simple foundation of most weapon-based strategies and allows you to build upon them. However, regardless of its blast doors, the lack of starting crew and any form of venting will make dealing with damage particularly challenging. Such is the way of flying the very weakness of the Rebel Fleet.
The Capital Cruiser (Type B) - The Paradox
While I was sat there with the custom colourscheme for the flagship I decided to make a Type B from the actual Rebel colours. In the spirit of the ship that it replaces by default, it starts with every single subsystem already installed and ready to be useful, to some capacity (Weapons start at Lv2 but the Drone controls are only Lv1). Naturally it has its own issues, namely the lack of any form of direct damage, with the only form of offensive capability coming from a two-man teleporter and a quartet of hapless Humans. At the very least the Lv2 Sensors will let you see what you're getting into, but expert boarding tactics will be key to your success. The other weaknesses to mention include a reactor that'll struggle to keep everything running from the get-go, as well as the (again) lack of any venting and additional lack of blast doors.
Here's hoping my understanding of balance in this game is enough to have created an enjoyable experience for you guys. Now go out there and take down the weakness of the Rebel Fleet with itself!
UPDATE: After a bit of mulling over in my mind about the way ion storms affected certain vanilla ships (particularly the unique way you wield EngiA), I was reminded at at only 6 power, CapitalB would become completely unplayable if it was to encounter one. So it was altered to have 7 power instead of 6, to make it slightly less frustrating. I am still open to feedback on how powerful this ship is on the whole since my aim was to make a cruiser that was fair in game balance.
DOWNLOAD LINK FOR ADVANCED EDITION (Dropbox):
https://www.dropbox.com/s/ab7emdf4g857hs6/Ship%20-%20The%20Capital%20Cruiser%20AE.ftl?dl=0
Links below are for versions of FTL earlier than 1.5.
DOWNLOAD LINK (MediaFire): http://www.mediafire.com/download/v9goimm465n0gru/The_Capital_Cruiser.ftl
DOWNLOAD LINK: (Dropbox): https://www.dropbox.com/s/4hhtnuslh3c1uft/The%20Capital%20Cruiser.ftl