The Ascension Campaign R&D Thread
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Re: The Ascension Campaign R&D Thread
That makes sense. I'm not entirely sure it's as new as it is unused, though.
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Re: The Ascension Campaign R&D Thread
So is the ascension campaighn ready yet?
- NewAgeOfPower
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Re: The Ascension Campaign R&D Thread
Nope. Research internship, classes, sleep has been my schedule. Apologies.KomissarBojanchev wrote:So is the ascension campaighn ready yet?

Probably won't be able to come back and code seriously until next year

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Re: The Ascension Campaign R&D Thread
Ok thanks for update. This is by far the coolest looking mod in progress for ftl. I suggest the federation get some kind of improved stealth frigate(after a temporary decrease of open hostilities with the republic of humanity and massive losses in the fleet the federation has started to use unconventional warfare by creating a separate force specifically trained for infilitration, spying and striking deep into enemy logistics.
The 2nd ship for the federation I think would be cool to be a modified lightened cruiser
summary: after the massive losses the federation sustained it no longer had to resources to restore the numbers of it's advanced artillery beam wielding cruisers so it had to find a cheaper solution. It instead relegated artillery beam duty to cheap specialized light support vessels and started building a new light cruiser design that was cheaper faster and more robust than the original. Instead of using heavy beams it has specialized in using more rapid firing burst lazers and, powerful offensive drones inherited from the engi and dual firing cheaper ion torpedos
I hope my suggestions can be added in the mod
thanks again.
The 2nd ship for the federation I think would be cool to be a modified lightened cruiser
summary: after the massive losses the federation sustained it no longer had to resources to restore the numbers of it's advanced artillery beam wielding cruisers so it had to find a cheaper solution. It instead relegated artillery beam duty to cheap specialized light support vessels and started building a new light cruiser design that was cheaper faster and more robust than the original. Instead of using heavy beams it has specialized in using more rapid firing burst lazers and, powerful offensive drones inherited from the engi and dual firing cheaper ion torpedos
I hope my suggestions can be added in the mod

- NewAgeOfPower
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Re: The Ascension Campaign R&D Thread
Actually, there IS a pre-alpha out somewhere that I put up in the working forums to test weapons mix effectiveness. It's horribly balanced ATM, but that's life.
I'll be implementing Special Tactics vessels for each Faction's Tech II .5's prototypes, but their end game vessels (final arc design vessels) will be true to their faction/races nature; the Imperial Concordiat Navy uses Artillery/Stealth, whereas the United Space Service (everyone just calls them The Feds) are more of an Artillery/Boarding alignment whereas the Republican Navy (known to everyone else as the Rebel Navy) are a mix of all 3 archtypes.
Zoltans - Great with Ionization- *T2.5 will have an Ion Beam (with 1-distance effect, 40s charge that draws 5+ power, for balance) good with Drones and Special Shields. Enjoys Ionization/Drone tactics.
Crystals/Rocks - Good with Boarding, Weapons and Stealth. Enjoys Fire/Breach/Boarding tactics.
Mantis- Great at Boarding. Some factions good at Stealth, others with Drones or Weapons. Enjoys Boarding tactics.
Humans - Good with Artillery, Weapons, and Drones. Some factions are also good with Stealth, others with Boarding (good is relative here, lul).
Engi- No major factions or organized military technology focus (due to being relatively peaceful in nature and the Mantis not in the mood to give their opponents breathing room or time). Overall innately good with drones and ionization.
Slug- No major factions or organized military technology focus (due to being pirate warlords who prefer scavenged/'acquired' technology rather than R&D programs). May employ Fire/Breach/Boarding tactics.
I'll be implementing Special Tactics vessels for each Faction's Tech II .5's prototypes, but their end game vessels (final arc design vessels) will be true to their faction/races nature; the Imperial Concordiat Navy uses Artillery/Stealth, whereas the United Space Service (everyone just calls them The Feds) are more of an Artillery/Boarding alignment whereas the Republican Navy (known to everyone else as the Rebel Navy) are a mix of all 3 archtypes.
Zoltans - Great with Ionization- *T2.5 will have an Ion Beam (with 1-distance effect, 40s charge that draws 5+ power, for balance) good with Drones and Special Shields. Enjoys Ionization/Drone tactics.
Crystals/Rocks - Good with Boarding, Weapons and Stealth. Enjoys Fire/Breach/Boarding tactics.
Mantis- Great at Boarding. Some factions good at Stealth, others with Drones or Weapons. Enjoys Boarding tactics.
Humans - Good with Artillery, Weapons, and Drones. Some factions are also good with Stealth, others with Boarding (good is relative here, lul).
Engi- No major factions or organized military technology focus (due to being relatively peaceful in nature and the Mantis not in the mood to give their opponents breathing room or time). Overall innately good with drones and ionization.
Slug- No major factions or organized military technology focus (due to being pirate warlords who prefer scavenged/'acquired' technology rather than R&D programs). May employ Fire/Breach/Boarding tactics.
- Anthonest
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