My compy is having issues using the PM system on the sins site, so, would you pls forward this to Teal?
I was intending to send it to you anyway,
Hey Teal
I have a cool mod idea, inspired by something you said.
Unfortunately, I am too busy to develop it, and shadow has to many ideas of his own. ( I think we have around 15 separate planned full sized mods)
So, I was thinking, since you inspired the idea, maybe you would be willing to develop it, and if you wish, Shadow and me can help. (I have good mod and balancing ideas, and shadow can do ANYTHING with abilities)
To explain my idea, have you ever played Homeworld? If you haven’t, you should. It is the greatest RTS of all time. It is ten times better than sins.
One basic idea about Homeworld, is that you have no base. It is very similar to Battlestar Gallactica in that EVERYTHING is based off of starships.
You have one mothership that builds all other ships.
Though we may not be able to make ONE ship to build all others, we can do something very similar.
You start out the game with one ship, the Colony pod. This is a frigate (based off of the Colony Frigate). Its sole purpose in the game is to “call in” your constructor ships, and hold your civilization. If all of these ships die, then you lose the game.
The way we replace planets with this little ship, is to give the ship the “colonizer” line. We won’t give it the ability to colonize planets. But we can change the role of the ship to “colonizer” And I Have noticed, that in sins, unless all your colonizers are dead, you will not lose, even you have no planets. (opening the way for BSG tactics, and mods such as this one)
This one idea paves the way for SO much.
I would like to start with just a basic mod, that uses the current races in sins. But imagine what this means for like a HW mod, or even an AWSOME BSG mod?
If I have peaked your interest, I will describe the minor details of the mod.
(Super minor details will still need to be worked out)
This mod will have to be done in Entrenchment for two reasons, some ships will need to have five abilities, and we will need the ability to build structures using an ability.
Also, whenever I use the words “Call In” I am referring to the line that the Vassari use in their Dark Fleet ability in their Fleet Beacon.
And when I say “produce” I mean, the ability generates a frigate or structure in the same way the Sova produces its missile turret.
Now I can continue.
The Colony pod can call in five other frigates (for construction)
1. Frigate construction yard
It has five abilities to produce: Light frigate, LR frigate, Colony Pod, Flack frigate, and Sniper ship.
Note, that siege frigates are now worthless, due to their being no planets. So, I am thinking we should replace them with a Sniper ship. A frigate designed to out range all ships. (Much like the anti-structure cruisers out range all structures)
These snipers probably should have two weapons. A puny point defense weapon. And a Snipe ability that can hit ships from across the Grav Well. (But is very weak, and slow firing)
2. Cruiser Construction yard.
Produces: Heavy Cruisers, Carriers, two utility cruisers, and the Anti-Structure cruiser.
3. Utility Construction yard.
Produces: Civilian Construction Vessel, Military Construction Vessel, Resource Collector, Mine layer (for Vassari), and maybe one other new ship.
Note: that we will still need to be able to build structures. Research is one example. I don’t know how to create a research Ship.
This is why we have the Construction vessels.
Civilian will produce the two labs, Trade Port, maybe a few other structures, and mines for TEC.
Refineries, extractors, and Culture towers will become obsolete in this mod.
Military will produce: defense turrets, repair station, fighter bay, Starbase, and a race specific structure.
Note that Super weapons are also obsolete.
The collector will collect resources, as we discussed on the forums.
4. The last construction vessel isn’t a construction vessel. It is a beacon to call in capitol ships.
This is because unless something has changed in entrenchment, in Vanilla sins you couldn’t generate cap ships, you have to call them in using a fleet beacon ability. Of course, you can’t build structures in Vanilla sins either.
I look forward to seeing your thoughts on this. I will be sending this to shadow as well, because there are some ideas here he will want to see.
EvilTesla-RG
P.S. If you decide to join us, and make this mod, then I will say this in advance, welcome to Wraith Mod Productions. (I just decided that this is our new mod groups name)