Faster Than Light | I'm developing my Stellaris mod based on FTL again, but I can't do it all on my own and I need as much input & assistance as you guys can give. |
- I'm developing my Stellaris mod based on FTL again, but I can't do it all on my own and I need as much input & assistance as you guys can give.
- FTL rams when?
- Mikael/ The cooler Mikhail
- 1719 score: FTL Hard - Crystal B - new WR for lowest score victory on hard mode
- My best setup with defense scrambler+Weapon Pre-Igniter+Zoltan shield
- Idea for how engines could be redesigned: delay impact of shots instead of dodge chance
Posted: 02 Jun 2020 09:27 PM PDT Last year in November I posted this screenshot showcasing extremely early progress on a concept for an FTL mod for Stellaris. The idea was inspired by the wonderful FTL: Kestrel Adventures by Andrew Colunga, and he even generously donated the species artwork, Rebel & Federation flags, and loading screens that have helped keep me inspired to work on this mod. People seemed to react positively and I did make some headway. However, I got burned out after a few weeks and school kept me too busy to keep working on it. Well, a few weeks ago I started up again and I'm proud to say I have the following to showcase: https://imgur.com/a/LxfChW2
Overall, it is still not a lot, and I do wish I could have gotten a more complete and unique build finished to show off to you guys. But I have realized that if I continue to do everything myself I will run into brick walls or tedious busywork and burnout before I accomplish any of my long-term goals. That's why I'm posting this now. As I've learned how modding Stellaris works, I have realized that there are both things that I can do much more easily than I realized, as well as things that are nearly impossible for me on my own. So, I am now officially requesting any & all help the FTL community can give. I don't want this to just be a personal pet project anymore, I want this to be a community project to represent FTL in the Stellaris & Paradox communities, as well as the gaming community at large. You don't have to know much about Stellaris or modding to help me, especially since there's an official wiki that can explain many of the concepts, ideas, and modding capabilities that Stellaris has. Anything from actual programming experience, to minimalist pixel art, and even fanfiction writings can help me expand this mod beyond being a few custom empires.
In conclusion, I just want your thoughts and suggestions. And I need help too. By the end of July, I'm going to be busy again and I probably won't have much time to work on this mod until school is over and winter break starts. The more I can get done the better. Making this mod has been a lot of fun, but it's demoralizing that I can't add or change as much as I want because I lack the assets, knowledge, or creativity to truly overhaul this game. So, if you have any way to help, just let me know. I'm Ivaneowski#1970 on Discord, so if you want to coordinate on there you can. I'm active on the FTL discord, the Kestrel Adventures Discord, and the Stellaris Modding Discord. I hope you guys can help me out! [link] [comments] | ||
Posted: 02 Jun 2020 07:52 AM PDT
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Posted: 03 Jun 2020 02:17 AM PDT
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1719 score: FTL Hard - Crystal B - new WR for lowest score victory on hard mode Posted: 03 Jun 2020 02:57 AM PDT
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My best setup with defense scrambler+Weapon Pre-Igniter+Zoltan shield Posted: 02 Jun 2020 03:11 PM PDT
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Idea for how engines could be redesigned: delay impact of shots instead of dodge chance Posted: 02 Jun 2020 11:59 AM PDT We sometimes discuss in this community if the RNG of dodge makes this game less fun. I think dodge is fine; good players win most hard runs and the game is very skill based and fun. Heck, the RNG of which room the AI targets is a much bigger deal. Nevertheless, it's fun to think about how it could be redone. Idea:
Ideally it would be set so that instead of getting shot by missiles every 5 seconds with a 50% hit chance, you would get shot by missiles every 10 seconds. Mathematically I think it would work out to travel time being divided by (100%-dodge chance), and if that value reaches zero (i.e. from cloaking) all currently inbound shots miss. I think the charge time of most missiles would be reduced, and the travel time of those missiles increased, to work with this idea. Impacts of this idea would be
This change would also create a really cool/dramatic scenario where a massive missile is inbound, and at the last second you destroy the enemy ship or weapons room, causing it to lose guidance and sputter off uselessly into space. I think this would emphasize some gameplay styles AE doesn't see much of. It provides strategies against missile enemies other than "have hacking or cloaking". Instead of most damage in a run coming from missiles, it would be a split of missiles and lasers. Missile gunships become more interesting and viable. One issue is that this seems to inherently buff lasers if you cannot dodge them. The solution I think is that engines delay the last laser in a volley by more than the first, so that shields can recharge in the interim. Ideally 2 shield bubbles would be enough to block a BLII volley if shields are manned and you have decent engines. I think bombs would be similarly impacted to missiles, the time it takes them to slowly appear and explode would be multiplied, slowing their rate of fire and allowing the target more time to see where the explosion will be and move crew/power around to compensate. Again, I don't think the game needs this change. I don't even know if modding something like that in would be possible. It's just an interesting design thought I had that would change the way we think about evasive piloting. Good pilots don't dodge, they delay the inevitable long enough to let you kill the enemy ship, they maximize the time to impact of an incoming projectile, and otherwise make it harder for enemies to get a lock on you. [link] [comments] |
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