List of releases:
List of known issues with version 0.1.0.1:
- General:
- Ship building isn't constrained by fleet cap.
- Ship building doesn't cost resources.
- Ship building isn't singularly queued. (You can build multiple types of ships at the same time from the same factory.)
- Ships:
- Destroyer, Assault: Penetrating Fire doesn't actually penetrate shields.
- Frigate, Strike: False Radar Signatures is nonfunctional.
- Frigate, Sweeper: Deflection Field does not make the ship immune to mines.
- Shuttle, Colony: Conquer Planet is not being channeled.
- Shuttle, Industrial: Production Efficiency: PlanetResourceOutput doesn't seem to do anything.
- Shuttle, Industrial: Conquer Extractor is not being channeled.
- Shuttle, Industrial: Conquer Extractor does not work on Psi or Phase extractors.
- Shuttle, Miner: Deflection Field does not make the ship immune to mines.
List of edits to this post:
- 5 Jun 2008: Initial post. Included details of Corvette abilities.
- 10 Jun 2008: Added details of Shuttle abilities.
- 15 Jun 2008: Added details of Frigate abilities.
- 17 Jun 2008: Added the beginning of my balance discussion. See https://forums.sinsofasolarempire.com/314219/page/1/#1770309 this post.
- 22 Jun 2008: Released v0.1.0.0 to the public. Added the list of known issues.
- 23 Jun 2008: Added the download URL to v0.1.0.0 to the top of the post.
- 28 Jun 2008: Released v0.1.0.1 to the public. This release contains only a small change that fixed module constructors.
Well, I'm far enough along in my modding escapades that I figured I'd announce my intentions to the world, and see what people thought. When I first found out that Sins was a modable game, I immediately decided I must implement something. I have a lot of ideas that I think would be pretty cool for a Sins mod, but I decided to start with a singular goal, and continue from there to see where my fancies take me.
I call this mod my tech demo because I'm planning on implementing solely gameplay changes at first. If there's significant demand, I may actually go so far as to implement new models/textures/sounds/UI graphics, but for now, I'm using placeholders from standard Sins stuff.
The first stage of my tech demo is my ship proliferation. Through some clever usage of the ability and buff system, I have created a way to have many more ships than the standard Sins game allows. There are a few side-effects to my creative method of ship building, the most obvious one being that no ships cost any resources. The day the devs implement abilities that cost resources is the day I can truly balance my proliferated mod. The second side-effect that I've seen is that ship building doesn't queue nicely, since abilities don't queue. Since abilities can be run side-by-side, you can build multiple different ship classes at the same time.
Currently I have rough plans for a total of 48 ships for my Tec(hDemo) Faction. These ships range in size from Shuttle- and Corvette-class small ships all the way up to Mothership- and Titan-class capitals. Every single ship class will have four abilities, a large majority of which are unique to that ship class. This leads to... a lot of abilities for me to implement!
The first classification of ships is into three size categories: small, large, and capital.
- Small ships are very roughly equivalent to vanilla Sins frigates and cruisers.
- Large ships I expect to be similar to low level vanilla capital ships.
- My capitals will be significantly larger than vanilla capitals, but will require the build time and fleet cap (and eventually resources) that one would expect.
I am currently implementing the 16 different small ship classes. These small ships are categorized into four different hull types: Shuttles, Corvettes, Frigates, and Destroyers.
- The Shuttle-type hull is a ship with no offensive capability, little defenses, and average speed. These hulls are cheap and quick to build, and fill a variety of generally non-combat activities.
- The Corvette-type hull is the combat-oriented small ship devoted primarily to speed. The offensive and defensive capabilities of the Corvette are average, but the speed and manueverability of the Corvette is second to none.
- The Frigate-type hull is the hardiest of the small ship hulls. Their offensive abilities are average, and their speeds are nothing of note, but they utilize advanced hull alloys and more efficient shielding technologies to make the Frigate the longest lasting of the small sized ships.
- The Destroyer-type hull is designed around maximum firepower in a small vessel. Destroyers have the defensive abilities of the Corvette and the speed and maneuverability of the Frigate, but contain top-of-the-line weapons technologies, and utilize a plethora of antimatter-dependent systems designed to amplify and augment their standard weapons fire.
[EDIT on 10 Jun 2008]
I have finished the Shuttle-type hulls! This hull has been specialized into four different ship classes: the Colony, the Scout, the Industrial, and the Miner.
- The Colony-class Shuttle is the tier-1 ship of this hull type. Filled to the brim with civilians of all walks of life, the Colony Shuttle is designed to spread the influence of the people underlying your empire to new worlds .
- Colony Tier-1 ability: Colonize. Costs 20 antimatter, has a 120 second cooldown. Colonizes an unmanned planet for your empire.
- Colony Tier-2 ability: Population Hub. Passive. Increases population growth rate at local planet by 50%.
- Colony Tier-3 ability: Cultural Nexus. Passive. Increases culture spread at local planet.
- Colony Tier-4 ability: Conquer Planet. Costs 100 antimatter, has a 1500 unit range, has a 1800 second cooldown. Takes control of target enemy planet after 600 seconds.
- The Scout-class Shuttle is the tier-2 ship of this hull type. Retrofitted with blazingly fast engines and utilizing the latest in reconnaissance technology, the Scout is designed to quickly explore the vast distances of space and to boldly go where no one of your empire has gone before.
- Scout Tier-1 ability: Explore. Passive toggle. Ship automatically explores new worlds when not given other orders.
- Scout Tier-2 ability: Planetary Monitoring. Costs 25 antimatter, has a 2000 unit range, lasts 900 seconds, has a 300 second cooldown. Gathers recon of target planet even without any ships in the area.
- Scout Tier-3 ability: Ship Monitoring. Costs 75 antimatter, has a 5000 unit range, lasts 600 seconds, has a 600 second cooldown. Gathers intel about the targeted enemy ship by attaching probes to hidden locations on the ship's hull.
- The Industrial-class Shuttle is the tier-3 ship of this hull type. Crewed by semi-independent businesses, Industrial Shuttles are purposed with increasing the economic might of your empire.
- Industrial Tier-1 ability: Crew Extractor. Costs 40 antimatter, has a 1000 unit range, has a 60 second cooldown. Captures a neutral extractor for your empire.
- Industrial Tier-2 ability: Production Efficiency. Passive. Increases resource production at the local friendly planet by 10%.
- Industrial Tier-3 ability: Market Control. Passive. Steals 10% of the resource production at the local enemy planet.
- Industrial Tier-4 ability: Conquer Extractor. Consts 75 antimatter, has a 1000 unit range, has a 600 second cooldown. Takes control of the targeted enemy resource extractor after 120 seconds.
- The Miner-class Shuttle is the tier-4 ship of this hull-type. This class of ship saw the Shuttle hull jury rigged to function as a deployment platform for localized defensive emplacements. Unable to fit larger, more complicated point defense systems within its cargo bay, the Miner has been relegated to deploying simplistic, if effective, proximity mines.
- Miner Tier-1 ability: Explosive Mines. Costs 50 antimatter, has a 600 second cooldown. Deploys a mine that does 200 damage to all ships in a 5000 unit radius when triggered.
- Miner Tier-2 ability: Plasma Mines. Costs 50 antimatter, has a 600 second cooldown. Deploys a mine that does 600 damage to all ships in a 1500 unit radius when triggered.
- Miner Tier-3 ability: Phase Mines. Costs 100 antimatter, has a 900 second cooldown. Deploys a mine that disables, for 90 seconds, the phase engines of all ships in a 3000 unit radius when triggered.
[END EDIT on 10 Jun 2008]
I have finished gameplay implementation of my first line of ships: the Corvette-type hulls! This hull has been specialized into four different ship classes: the Skirmisher, the Antimatter Warfare, the Disrupter, and the Tackler.
- The Skirmisher-class Corvette is the tier-1 ship of this hull type. Designed for hit-and-run engagements, the Skirmisher utilizes systems designed to quickly sabotage the enemy, as well as systems designed to dictate the terms of engagement. Get in, eliminate the target, and get out. That's the motto of a good Skirmisher crew.
- Skirmisher Tier-1 ability: Warmup Phase Engines. Costs 50 antimatter, lasts 300 seconds, has a 300 second cooldown. Decreases time to wind up phase engines to almost zero.
- Skirmisher Tier-2 ability: Timed Charges. Costs 100 antimatter, has a 200 unit range, has a 300 second cooldown. Deals 1200 damage to targeted enemy structure after 15 seconds.
- Skirmisher Tier-3 ability: Redirect Power. Costs 25 antimatter, lasts 20 seconds, has a 20 second cooldown. Increases weapon rate-of-fire of self by 25% but disables phase engines.
- Skirmisher Tier-4 ability: Thrust Amplification. Passive. Increases max speed of self by 25% and manueverability by 50%.
- The Antimatter Warfare-class Corvette is the tier-2 ship of this hull type. Utilizing newly discovered antimatter projection systems, this ship can alter the antimatter stores of any ship, giving needed antimatter to friendlies, or destroying or even stealing the antimatter right out of the enemy's storage containers.
- Antimatter Tier-1 ability: Transfer Antimatter. Costs 50 antimatter, has a 4000 unit range, lasts 10 seconds, has a 15 second cooldown. Transfers 4.5 antimatter per second to the targeted friendly.
- Antimatter Tier-2 ability: Neutralize Antimatter. Costs 75 antimatter, has a 4000 unit range, lasts 10 seconds, has a 20 second cooldown. Removes 15 antimatter per second from the targeted enemy.
- Antimatter Tier-3 ability: Steal Antimatter. Costs 25 antimatter, has a 1500 unit range, lasts 10 seconds, has a 10 second cooldown. Steals 5 antimatter per second from the targeted enemy.
- Antimatter Tier-4 ability: Restoration Efficiency. Passive. Increases the antimatter restoration rate of self by 0.5 antimatter per second.
- The Disrupter-class Corvette is the tier-3 ship of this hull type. Utilizing electromagnetic and antimatter-based disruption technology, this ship is designed to interfere with the offensive capabilities of the enemy fleet.
- Disrupter Tier-1 ability: Antimatter Disruption. Costs 15 antimatter, has a 4000 unit range, lasts 10 seconds, has a 30 second cooldown. Disables the abilities of the targeted enemy ship.
- Disrupter Tier-2 ability: EMP Cannon. Costs 30 antimatter, has a 4000 unit range, lasts 5 seconds, has a 30 second cooldown. Disables the weapons of the targeted enemy ship.
- Disrupter Tier-3 ability: EMP Blast. Costs 100 antimatter, has a 1000 unit range, lasts 10 seconds, has a 300 second cooldown. Disables the weapons of all ships within range.
- Disrupter Tier-4 ability: Interference Field. Passive, has a 8000 unit range. Increases the ability cooldowns of all enemies within range by 25%.
- The Tackler-class Corvette is the tier-4 ship of this hull-type. The Tackler is designed to interfere with the functionality of the engine systems of the enemy fleet. Both standard sub-light engines and phase engines can be interrupted or at least impeded.
- Tackler Tier-1 ability: Phase Dampener. Costs 25 antimatter, has a 2000 unit range, lasts 10 seconds, has a 10 second cooldown. Disables the phase engines of the targeted enemy ship.
- Tackler Tier-2 ability: Inertia Amplifier. Costs 10 antimatter, has a 6000 unit range, lasts 10 seconds, has a 10 second cooldown. Reduces the manueverability of the targeted enemy ship by 50%.
- Tackler Tier-3 ability: Mass Projector. Costs 10 antimatter, has a 6000 unit range, lasts 10 seconds, has a 10 second cooldown. Reduces the top speed of the targeted enemy ship by 80%.
- Tackler Tier-4 ability: Flax Net. Costs 200 antimatter, has a 5000 unit range, lasts 20 seconds, has a 600 second cooldown. Disables the engines, both sub-light and phase, of all ships within range.
[EDIT on 15 Jun 2008]
I have completed basic implementation of the Frigate-type hulls. This hull has four specialized classes: the Attack class, the Strike class, the Support class, and the Sweeper class.
- The Attack-class Frigate is the tier-1 ship of this hull type. The first ship designed for direct fleet combat, the Attack-class frigate comes equipped with a full munitions system as well as an enhanced hull and shielding framework. Advanced, antimatter-driven systems have been placed on top of that framework, making the Attack-class Frigate the pinnacle of survival in its size category.
- Attack Tier-1 ability: Afterburners. Costs 75 antimatter, lasts 5 seconds, has a 60 second cooldown. Increases the max speed and acceleration of self by 100%.
- Attack Tier-2 ability: Active Hardeners. Costs 10 antimatter, lasts 10 seconds, has a 10 second cooldown. Increases armor of self by 1.5.
- Attack Tier-3 ability: Redirect Power. Costs 25 antimatter, lasts 20 seconds, has a 20 second cooldown. Increases shield regeneration of self by 300% but disables all engines.
- Attack Tier-4 ability: Passive Hardeners. Passive. Increases armor of self by 1.
- The Strike-class Frigate is the tier-2 ship of this hull type. The Strike-class hull has been retrofitted to function as a launching platform and mobile base for a squad of strikecraft. The enhanced defensive systems of the Frigate hull make it much more likely that the pilots will have a home to return to after they've completed a sortie, even in the midst of fleet combat.
- Strike Tier-1 ability: Order Afterburners. Costs 25 antimatter, lasts 10 seconds, has a 30 second cooldown. Increases the max speed and acceleration of the strikecraft controlled by this ship by 100%.
- Strike Tier-2 ability: Order Repairs. Costs 35 antimatter, has a 60 second cooldown. Repairs 100 hull points on the strikecraft controlled by this ship.
- Strike Tier-3 ability: False Radar Signatures. Costs 50 antimatter, lasts 120 seconds, has a 300 second cooldown. Creates two illusionary copies of each of the strikecraft controlled by this ship, confusing the radar and target selection of the enemy.
- Strike Tier-4 ability: Order Overload. Costs 100 antimatter, lasts 60 seconds, has a 600 second cooldown. Increases the antimatter damage dealt by the strikecraft controlled by this ship by 50%.
- The Support-class Frigate is the tier-3 ship of this hull type. Filled to capacity with the latest developments in fleet support and reparation technology, the Support-class design complements well any fleet utilizing ships that fall under the small size category.
- Support Tier-1 ability: Remote Hull Repair. Costs 75 antimatter, has a 5000 unit range, has a 20 second cooldown. Repairs 200 hull points on the targeted friendly ship.
- Support Tier-2 ability: Remote Shield Boost. Costs 50 antimatter, has a 5000 unit range, has a 20 second cooldown. Regenerates 200 shield points on the targeted friendly ship.
- Support Tier-3 ability: Shield Harmonization. Costs 25 antimatter, has a 5000 unit range, lasts 5 seconds, has a 5 second cooldown. Increases the shield mitigation of the targeted friendly ship by 10%.
- Support Tier-4 ability: Synergy Field. Passive, has a 6000 unit range. Increases the shield regeneration rate of all friendlies within range by 25%.
- The Sweeper-class Frigate is the tier-4 ship of this hull-type. Designed as a counter-class to a proliferation of mining class ships, the Sweeper handles even the largest of minefields, given time. Even though its primary purposes is the clearing of mines from the field of engagement, the Sweeper-class is designed with enough firepower to be of use in a fleet battle.
- Sweeper Tier-1 ability: Disable Mine. Costs 30 antimatter, has a 6000 unit range, has a 10 second cooldown. Destroys the targeted enemy mine after a 5 second delay.
- Sweeper Tier-2 ability: Inertia Amplifier. Costs no antimatter, has a 6000 unit range, has a 300 second cooldown. Destroys the targeted enemy mine after a 5 second delay.
- Sweeper Tier-3 ability: Hack FoF Detection. Costs 75 antimatter, has a 6000 unit range, has a 600 second cooldown. Takes control of the targeted enemy mine after a 15 second delay.
[END EDIT on 15 Jun 2008]
As I complete the implementation of more ship classes, I will add their details to this post.
What do you all think so far? Do you think this is a cool idea? Would you be interested in playing it and testing the balance of things?