[Ship][WIP] Kumiho
Posted: Fri Jun 14, 2013 11:17 pm
Hello, FTL community!
Thanks to kartoFlane and his wonderful Superluminal Ship Editor, I'm currently fashioning my first mod for FTL! It's a Stealth Cruiser variant focused around fire, anti-bio weapons, and disabling systems, and I'm after any answers and detailed, constructive feedback you're willing to offer.
This ship will end up having the potential for a fairly strong start no matter what, since I can't do everything I want with it while keeping it balanced to most of the vanilla ships, but I do still want to make it as balanced to the actual game as I can, rather than have an absurdly powerful ship that is only challenging to play with super difficulty mods.
Here's what I have so far:
Yes, it is just a recolour, but I didn't trust myself to attempt to imitate the game's art style and still do it justice.
The look was actually inspired in-part by the Shivan, since I like the idea of the hull of a ship having a glow which matches its weapons. Of course, as most of the weapons in the game glow only red and green, I set out to create my own to match.
Now, I will be the first to admit that these weapons may be a little overpowered at the moment, especially when you consider the fact that the ship will likely start with all four of them. Any advice on balancing would be greatly appreciated.
Fire Burst Mark I
A burst laser that fires super-heated shots capable of starting fires. Takes a while to charge as a result.
Required Power: 2
Charge Time: 15 seconds
Shots Per Charge: 2
Damage Per Shot: 1
Fire Chance: Moderate (4)
Fire Burst Mark II
A straightforward upgrade of the Fire Burst Mark I, firing an extra shot with each volley.
Required Power: 3
Charge Time: 16 seconds
Shots Per Charge: 3
Damage Per Shot: 1
Fire Chance: Moderate (4)
I tried to balance both Fire Bursts around the vanilla Heavy and Hull Lasers, reallocating some points from breach chance into fire chance, removing the bonus hull damage, and bumping up the charge times.
Volcano Bomb
Bathes a room in fire, erupting with enough force to devastate crew and systems in the process.
Required Power: 2
Charge Time: 17
Requires missile
Damage Per Shot: 0
Fire Chance: High (10)
Personnel Damage: 2
System Damage: 2
I tried to balance this bomb somewhere between the Fire Bomb and the Breach Bomb Mark II, trading breach chance for fire chance, giving it the longer of the two cooldowns, and leaving in some of the bonus system damage.
Hellfire Beam
Rips though flesh and leaves a trail of fire in its wake.
Required Power: 4
Charge Time: 18 seconds
Damage Per Room Hit: 0
Fire Chance: High (8)
Personnel Damage: 3
Beam Length: 140
The idea behind this weapon was to combine the Fire Beam with the Anti-Bio Beam while balancing out the fact that it only takes one weapons slot.
Now, this ship's starting systems is where I aim to balance things out a bit more. It's only defenses to start will be Cloaking level 1 and Engines level 4. No Long Range Scanners, no Titanium System Casing. Stealth Weapons will be the only augment.
Shields, Teleporter, and Drone systems will need to be purchased. Apart from that, Weapons and Sensors will start at level 2, meaning you only get enough power for the weakest of your starting weapons, but you get to see every fire you've lit on the enemy ship! Yay! Everything else will start at level 1.
Another strategy for weapons I am considering is just forgetting about the lasers and starting the ship with only the bomb and the beam, but that would require either buffing the starting systems or nerfing the weapons themselves, neither of which seem ideal. Again, this is why I'm coming to you guys.
I'm close to having a playable version ready for testing! All that's left is weapon coding and likely a little tweaking here and there.
I'll either post a download link here or in a new thread on the Working Mods forum, depending on which happens to be more appropriate for a playable but unfinished mod.
Please, leave me any thoughtful suggestions, feedback, and criticisms you can offer. I want to make sure my very first mod is a good one; something that I won't be the only one enjoying.
Again, thanks and credit to kartoFlane for both his wonderful ship editor and this little text divider I found in his posts that I'm gonna keep using for a while (if that's okay). Also, thanks to VanguardOfValor for making this fantastic tutorial on the use of Superluminal and inspiring me to try my hand at modding in the first place. You're both awesome.
Thanks to kartoFlane and his wonderful Superluminal Ship Editor, I'm currently fashioning my first mod for FTL! It's a Stealth Cruiser variant focused around fire, anti-bio weapons, and disabling systems, and I'm after any answers and detailed, constructive feedback you're willing to offer.
This ship will end up having the potential for a fairly strong start no matter what, since I can't do everything I want with it while keeping it balanced to most of the vanilla ships, but I do still want to make it as balanced to the actual game as I can, rather than have an absurdly powerful ship that is only challenging to play with super difficulty mods.
Here's what I have so far:
Yes, it is just a recolour, but I didn't trust myself to attempt to imitate the game's art style and still do it justice.
The look was actually inspired in-part by the Shivan, since I like the idea of the hull of a ship having a glow which matches its weapons. Of course, as most of the weapons in the game glow only red and green, I set out to create my own to match.
Now, I will be the first to admit that these weapons may be a little overpowered at the moment, especially when you consider the fact that the ship will likely start with all four of them. Any advice on balancing would be greatly appreciated.
Fire Burst Mark I
A burst laser that fires super-heated shots capable of starting fires. Takes a while to charge as a result.
Required Power: 2
Charge Time: 15 seconds
Shots Per Charge: 2
Damage Per Shot: 1
Fire Chance: Moderate (4)
Fire Burst Mark II
A straightforward upgrade of the Fire Burst Mark I, firing an extra shot with each volley.
Required Power: 3
Charge Time: 16 seconds
Shots Per Charge: 3
Damage Per Shot: 1
Fire Chance: Moderate (4)
I tried to balance both Fire Bursts around the vanilla Heavy and Hull Lasers, reallocating some points from breach chance into fire chance, removing the bonus hull damage, and bumping up the charge times.
Volcano Bomb
Bathes a room in fire, erupting with enough force to devastate crew and systems in the process.
Required Power: 2
Charge Time: 17
Requires missile
Damage Per Shot: 0
Fire Chance: High (10)
Personnel Damage: 2
System Damage: 2
I tried to balance this bomb somewhere between the Fire Bomb and the Breach Bomb Mark II, trading breach chance for fire chance, giving it the longer of the two cooldowns, and leaving in some of the bonus system damage.
Hellfire Beam
Rips though flesh and leaves a trail of fire in its wake.
Required Power: 4
Charge Time: 18 seconds
Damage Per Room Hit: 0
Fire Chance: High (8)
Personnel Damage: 3
Beam Length: 140
The idea behind this weapon was to combine the Fire Beam with the Anti-Bio Beam while balancing out the fact that it only takes one weapons slot.
Now, this ship's starting systems is where I aim to balance things out a bit more. It's only defenses to start will be Cloaking level 1 and Engines level 4. No Long Range Scanners, no Titanium System Casing. Stealth Weapons will be the only augment.
Shields, Teleporter, and Drone systems will need to be purchased. Apart from that, Weapons and Sensors will start at level 2, meaning you only get enough power for the weakest of your starting weapons, but you get to see every fire you've lit on the enemy ship! Yay! Everything else will start at level 1.
Another strategy for weapons I am considering is just forgetting about the lasers and starting the ship with only the bomb and the beam, but that would require either buffing the starting systems or nerfing the weapons themselves, neither of which seem ideal. Again, this is why I'm coming to you guys.
I'm close to having a playable version ready for testing! All that's left is weapon coding and likely a little tweaking here and there.
I'll either post a download link here or in a new thread on the Working Mods forum, depending on which happens to be more appropriate for a playable but unfinished mod.
Please, leave me any thoughtful suggestions, feedback, and criticisms you can offer. I want to make sure my very first mod is a good one; something that I won't be the only one enjoying.
Again, thanks and credit to kartoFlane for both his wonderful ship editor and this little text divider I found in his posts that I'm gonna keep using for a while (if that's okay). Also, thanks to VanguardOfValor for making this fantastic tutorial on the use of Superluminal and inspiring me to try my hand at modding in the first place. You're both awesome.