Untitled is a mod designed to incorporate RPG elements into Sins of a Solar Empire. Why? Because I felt like it and because it would be the first building block in a soon to be started Sins usermade CAMPAIGN!
I say building block in the sense that through this mod (which can be played independantly at any given time), I will attempt to create new abilities and structures (in the sense of gameplay changes) which will ultimately unlock the way to designing the campaigns boundaries.
This mod in progress...for the sake of understanding let's call it 'Ultima'... rests on the idea to sort of terraform D&D (Dungeons & Dragons) rules and units into SINS counterparts. Hear me out!
This mod allows full user customisation meaning you will play with the units YOU WANT and your choice of abilities will only be restricted to your personnal preferences. Let me explain through an example in which I will explain all the mod specifications! Let em quickly explain the map so oyu might have a clearer view when I'm rambling +_+.
HW 1 (Player X) -----------------------Asteroid Belt -----------------HW2 (Player Y)
Here goes...a challenge begins between Player X vs Player Y (how original )! And together they have decided to play a 1 000 point game! What does that mean? It means that at the start of the game, both players will be granted 1 000 starter credits (resources will not be used in this mod)to buy their own 'squad'.
Now each of their homeworlds only contain 2 Buildings:
-A Command Module and a Ship Beacon.
No more, no less (all researches are deactivated and building lists are destroyed).
Whilst the Asteroid Belt contains 2 Static D cannons and a salvage yard. (all these notions will be explained further down). All are indestructable but capturable
The comand module allows the spawnage of the scouts (which will allow all races to capture neutral structures) and the 3 times only usable ability (TAX INCOME which will regenerate some of your credits at the expense of command module strenght).
The ship beacon in itself is where you are going to get your vessels and customise them to your liking using the points you were given at the start of the game (the 1 000 points).
PS: Planets will have NO MEANS of acquiring ANY sort income (either resources or credits) except through specialised structures.
Here's the list so far (though like Warcraft 3 you can add any new type of ships by simply adding a new beacon in which the ability to spawn that particular ship exists) :
PS: These ships will be considered capital ships and thus will be able to level up and increase their abilities strengths.
Squire (light frigate), 300h/120s, speed 500, 20 dmg per 4 secs, Range of 1 (thus normal frigate range).
Jab (60dmg) Cooldown 10 secs
Slice (24dmg, speed decreased by 50% for 2 secs) Cooldown = 6 secs
Hammer Blow (80dmg + abilities down for 4 secs) Cooldown = 20 secs
Fury: For 30 secs, gain +20% dmg output! (Cost: 20 credits)
As you can see the fourth ability is a 'mega' ability which will require credits in order to activate but whos effects will make it well worth your money! Thus the tactical struggle of thinking..more ships or one uber ability!
Long-Range (LRM), 160h/80s, speed 600, 30 dmg every 6 secs, Range of 2 (twice tange of light frigates)
Precision Strike: 120dmg every 30 secs. Range of 2, Cooldown = 30 sec
Thruster Disruption: No dmg but speed decreased by 50% for 6 secs, R1.5 Cooldown = 21 sec
Burst: AoE of -10h per second for all ships in range of target, Cooldown = 24 sec. Max Targets: 2-3-4.
Pocket Shot: 60dmg guaranteed + ON CHANCE 25-40-55% of stealing 75 credits from opponent. (25 credits to use).
Support (Hoshiko), 240h/10s, speed 450, No auto-attack weapons.
Heal: +200hull, Cooldown = 30 secs, R.2
Shield: Share 33% dmg with the target for 10 secs, Cooldown = 20 sec, R.2
Aura: +5h per secif in range of this ship. Max Targets 2-4-6
Invulnerability: (40 credits), target becomes inculnerable for 8 secs
Firepower (To Be Determined), 120h/40s, 40dmg every 8secs, R1.5
Fire: 75dmg, cooldown = 16 sec, R1.2
Ice: 30dmg (speed down of 10% for 20 secs), cooldown = 16 sec
Distort: All ships in range of target (chance to hit -40% for 5 secs), cooldown = 30 secs
Kill: On Chance, automatically kill an opponent (50 credits to use) No cooldown
As you see the name of the abilities are based off of RPG games (D&D but will be converted to Sins names).
Now I mention these names so I can get on to the next point which I briefly described earlier, the ship beacon!
THE SHIP BEACON:
The ship beacon is a simple structure who sole purpose is to allow you to spawn your desired 'squad' with your 1 000 point allotment. These 'points worth of ships' are simply calculated based on the price in order to activate the ability. Thus in this case, since we only have 4 ships available in this test battle.
- Spawn Squire (50 credits), 4 sec cooldown
- Spawn LRM (75 credits), 6 sec cooldown
- Spawn Support (150 credits), 10 sec cooldown
- Spawn Firepower (225 credits), 20 sec cooldown
The COMMAND MODULE:
On the other hand possesses only 2 abilities.
- Spawn Scout (60 credits), 60h/20s, possesses capture neutral and temp invulnerability (8 secs invulnerability every 20 secs) but no weapons.
Used in order to be able to capture the salvage yard (see below) and the Static D cannons.
- Tax Income (FREE), grants the player a boost of 300 credits per use BUT the structure loses 200 hull per use.
Now why is that important? Why not just spam it? Because that command module is linked to your planet! Meaning you may either siege the planet to death (the old way and if you feel like getting sieges) or destroy the command module which will trigger a self destruct on the planet therefore also granting you a victory.
The Salvage Yard:
EXTREMELY useful since over time that little +2 per sec will add up allowing you to buy more ships and use more abilities!
The Static D cannons:
With a range of 16K and a dmg output of 60dmg per 10 secs these big guns might seem like a distraction but since they are indestructabel...they might be able to destroy those lone archers who are trying to snipe your retreating frigates.
What this mod offers:
Fast paced battles in which your choice of abilities will determine who wins.
No empire managing! So solemnly focused on combat.
Small squads allow for more precise action as you dont have to micro 600 ships at a time!
Ideas, Interest, Comments?
I'm open to all!