[SHIP] Modified Stealth B

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Dugatee
Posts: 24
Joined: Tue Dec 18, 2012 9:14 pm

[SHIP] Modified Stealth B

Postby Dugatee » Mon Jan 21, 2013 12:43 am

So, I got bored of the regular ships, so I modified Stealth B and I decided to put it up on the forums.

Changes Made:
- Gave Stealth B Zoltan Shields augments and 4 weapon slots instead of 3
- Changed Crew to 1 Engi + 2 Zoltan
- Changed Glaive Beam to Pike Beam
- Added a Leto Missile
- Gave 4 Starting Missiles

Download [http://www.mediafire.com/?4chllibjx9q1751]

If there are any bugs or if it feels unbalanced leave a comment.
Last edited by Dugatee on Mon Jan 21, 2013 5:05 am, edited 1 time in total.
Rebeler
Posts: 4
Joined: Mon Nov 26, 2012 12:54 am

Re: [SHIP] Modified Stealth B

Postby Rebeler » Mon Jan 21, 2013 2:10 am

Hey, just by looking at this, wouldn't you not be able to kill any ships, unless they have no shields?
unless your intentions is to flee from every battle until you get another weapon.
Dugatee
Posts: 24
Joined: Tue Dec 18, 2012 9:14 pm

Re: [SHIP] Modified Stealth B

Postby Dugatee » Mon Jan 21, 2013 3:12 am

Rebeler wrote:Hey, just by looking at this, wouldn't you not be able to kill any ships, unless they have no shields?
unless your intentions is to flee from every battle until you get another weapon.


Yeah, I noticed, It's meant to be balanced out, because it now has 1 extra weapon slot and Zoltan Shields.
Wouldn't be the first ship where you need to be lucky to get a good run.
(I've been contemplating giving it a basic laser. Should I?)
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [SHIP] Modified Stealth B

Postby DryEagle » Mon Jan 21, 2013 4:19 am

The reason glaive beam is workable as the only weapon, is because it will damage ships with 1-2 shields. A ship that can't damage a shielded enemy is not going to go far - just as an example of this, look at the 18 ships the game shipped with (pun intended) and count how many of them can't kill a 1-shield enemy.

If you want to add some difficulty but still with a semblance of balance, you could for example give it a weak missile launcher with a low starting ammo count - this way, you still are able to take out targets, but have to be much more careful about it and go after ammo etc... so it's hard but possbile.
All ships I have created include custom weapons, graphics etc:
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Dugatee
Posts: 24
Joined: Tue Dec 18, 2012 9:14 pm

Re: [SHIP] Modified Stealth B

Postby Dugatee » Mon Jan 21, 2013 5:00 am

Okay, as long as it's still balanced.

EDIT: How about now?
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [SHIP] Modified Stealth B

Postby DryEagle » Mon Jan 21, 2013 5:27 am

a leto is just the kind of thing it needed. i would have gone with something more along the lines of 6-8 missiles, because if, say, one misses, or they repair the shield in between your beam chargeup... then you're spending 2-3 to kill one ship... oh dear :lol:

you have to bear in mind that the ship is still going to be very hard to use in any case... i mean you land in an asteroid field, or get boarded... there's a lot of ways for things to go horribly wrong, without being unable to kill anything added to the list
All ships I have created include custom weapons, graphics etc:
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Dugatee
Posts: 24
Joined: Tue Dec 18, 2012 9:14 pm

Re: [SHIP] Modified Stealth B

Postby Dugatee » Mon Jan 21, 2013 5:57 am

Yes, but it's a Stealth cruiser with Zoltan Shields and 4 weapon slots, it's certainly a very tough start though.
Also, LR scanners are for asteroid fields.