Mod Announcement: Star Trek: The Void

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posted on December 29th, 2011, 3:40 am
Void multiplayer Mod Anouncement:

Hey there, i just droped in to announce a new mod i'm working on, one with a unique focus and exciting
gamplay possibilitys....... WELCOME TO THE VOID!

The purpose of the Void RPG mod is to create an experence that is authentic to the Voyager epsode "the void"
we will include as many chooseable factions as possible, in an effort to varrate gameplay.

All factions will start will one non-chooseable ship and an upgrade station.
The upgrade ststion will consist of 2 parts, a yard and a research outpost.
Scouts and fighter are buildable, a couple factions will have acess to small destroyers instead of fighters)

The gamplay of the mod will focus around keeping your one ship alive while killing others to
increase your supply count, will supply you will be able to buy upgrades for you ship
to increase your chances of survival. Alliance teams are sugjested to give an authentic void experence.

enemys will come in the form of (1) other supply hungry players, these represent other
long-term veteran residents of the void that have the same objective as you. and (2) ai units that
are brought in via wormhole gateway, so that random antagonists can be brought in.

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some of the Factions we aim to include in the initial release and their unique bonuses are:

Faction 1:
Federation (able to beam turrets into space, and the max upgrade is a ship change via Q)
Ship available: To be decided

Faction 2:
Klingon (higher than normal offensive, max upgrade is the super disabler)
Ship: Vorcha

Faction 3:
Romulan (cheaper Research,)
Ship: to be decided

Faction 4:
Dominion (cheaper to deploy fighters,)
Ship: C-17

Faction 5:
Hidden, to be announced at a later date

Faction 6:
Hidden, to be announced at a later date

Faction 7:
Hidden, to be announced at a later date

Faction 8:
Hidden, to be announced at a later date

8472 (Biogenic regen, max upgrade is evolution to a higher tier form)
Ship: Bio-Cruiser, Max: Bio-Battleship

Andorian (able to build hunter destroyers instead of fighters, max upgrade is: Hidden)
Ship: Atlira, Destroyer: Mikloon

Vulcan (unyeilding logic: Subsystems will never fail, Maxupgrade: Brutal Science: Hidden)
Ship: Sotek, Survey scout: Drelex

Cardassian (Military resolve: weapons upgrades are less expensive, Max upgrade: Hidden)
Ship: Vericidor Cruiser, Attack Scout: Hedeki

Talaxian (Ultimate Survivalist: Gets the most supplys per kill, Max upgrade: Hidden)
Ship: Guard Cruiser

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Each faction will share the following research available:

Weapon Upgrades 1-3 (10% each) 750 supply increases by increments of 250
Sheild Upgrades 1-3 (9% each) 750 supply increases by increments of 250
Engine upgrades 1-3 (5% each) 750 supply increases by increments of 250
Cloak (for all who do not have it defalt)
Engine disabler (one race has a unique feild effect one)
Max upgrade (yeilds a unique bonus to different races)
Deploy fighters
remote Tachyon Ping
myotron tachyon Ping

Races also will have acess to a pleau of their own races regular research, for non stock
races we will have unique and intresting upgrades for them.

you will also be able to build low mass ships in the void.

Scout (varying costs based on starting systems)
Survey scout (vulcan only) 120 supply
Attack scout (Cardassian only, combined fighter+sout) 125 supply
Fighter (after research) 30 supply
Destroyer (andorian only) 275 supply

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Winning:
Simple: destroy every ship on the map.
Destroying stations is not required, you just need to kill off the other players and the
A.i. ships.
Draging it out: So yeah there are bullshit nOObs that, if their main ship was destroyed,
they would float around in a cloaked scout forever dragin out a game, NOT GONNA HAPPEN.
if your main ship is destroyed, you are out, no matter what, having scouts and fighters
and a home base still alive means nothing.
What if they make the excuse that its just to watch? guess what, if they want to watch,
they can just ally every one else on the map, even if their dead so that they can watch.
Problem solved.

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tips:

Beta testing in progress, more on that later

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Enviroment: The void although empty, is not completely devoid of matter, here are some things you'll encounter:

Void storms, stationary dark matter clouds, cause damage to ships that go through them.
Void Barrier, A ring of damageing enegry that surounds the void.
Wormhole, A vortece that brings in new ships., can happen anywhere on ze map.

More detail on the enviroment later.

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Expect this mod to come one or two months after the release of the next patch, because
we intend to take full advantage of the new engine improvments, techtree stuff, and of course
all the new special weapons and models.

Rank Issue: Looped Ranks will be utilized to allow infinate supply, so upgrading via ranks will not be possible in the first version

if there are any factions that you want to see in the void mod, sugjest them and see if you
can find links to A2 content that we need for each one, remember each faction needs a:
Yard like thingy
Main combat crusier (in the akira to vorcha size range)
Scout
Fighter

Happy trails People =D

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posted on December 29th, 2011, 3:49 am
Sounds good.  :thumbsup: I look forward to a completely different game experience. I will enjoy seeing different applications to existing features and new possibles.  Thanks!!
posted on December 29th, 2011, 8:33 am
Interesting, ambitious, unique. Definitely worth to wait for it!
posted on December 29th, 2011, 12:59 pm
Sounds good and completly different I'll wait for this.  :thumbsup:
posted on December 29th, 2011, 2:40 pm
sorry to be captain buzzkill, but there weren't any ship yards or stations in the void.  Just ships preying on each other's resources.

If you can code/script it then it's much better to have just a small selection of ships, 1 or 2 per player and then have the ability to form alliances and share resources like the episode.

You could get resources automatically at a rate of +5 per tick, but you get a +2 bonus for each member of your group/alliance that is currently alive.

so for a group of 3 the income generated would be 5+5+5+(2+2+2)= 21 resources per tick.


You should also be able to beam resources from other players to add to your pool, but maybe have a cool down so that it cant be abused.


with the resources, you can make repairs to your ship. repairs would be done in the field using your supplies
posted on December 29th, 2011, 9:53 pm
disorder wrote:sorry to be captain buzzkill, but there weren't any ship yards or stations in the void.  Just ships preying on each other's resources.

If you can code/script it then it's much better to have just a small selection of ships, 1 or 2 per player and then have the ability to form alliances and share resources like the episode.

You could get resources automatically at a rate of +5 per tick, but you get a +2 bonus for each member of your group/alliance that is currently alive.

so for a group of 3 the income generated would be 5+5+5+(2+2+2)= 21 resources per tick.


You should also be able to beam resources from other players to add to your pool, but maybe have a cool down so that it cant be abused.


with the resources, you can make repairs to your ship. repairs would be done in the field using your supplies


Sorry to be captain stomp all over you, but here goes:

About yards, ships cannont build research as far as i know the code, and even then i want to have a sort of "safe zone" for you, not a don everything from your ship thing (plus as far as i remember, building stuff from ships makes you freeze in the game, that sucks for game play, because you'll have a whole lot of time doing nothing)

Resources per tick is a bad idea, because you could just sit cloaked in teh corner of the map and build up the awesome tech. the resource per kill thing is done for many reasons, more on that later.

Beaming resources? your reading to many FO idea threads. and as far as i now this is not possible when it comes
to the currents code

Everything in this mod has been planed out to the letter, the only thing i'm open to ideas on are the factions.
i perfer gamplay and fun to be more important than cannon, after all, its a mod.
posted on December 30th, 2011, 12:13 am
nice!  :thumbsup:
posted on December 30th, 2011, 2:52 am
Actually, you can build pods from moveable researchStations, but there are some visual issues that can occur if you aren't careful :) See the top of the page, here, for more information: ResearchStation - The Hitchhiker's Guide to Fleet Operations
posted on March 23rd, 2012, 11:51 pm
Last edited by Anonymous on March 23rd, 2012, 11:54 pm, edited 1 time in total.
March 2013 Update:

So lets talk about how the priciple for this mod has evolved in the last 3 months. First up is gameplay.

When i concieved this mod i dreamed of fighting in open void space, and while i like that idea, i realise that a mod soley focused on that aspect is doomed to fail. you need more varity that just 'empty sapce'. So while i will still include a Void enviroment or two. More enviroment maps that feature more interactive terrain will be included, as such, this mmod is being re-focused to a more of a All out survival/ships wars theme. Gameplay will remain unchanged how ever, with the only difference between being inside the void and outside being the abiltiy to hire and recruit mercs.

As for the Enviroment, a good deal of empasis will be placed on map control, a seemingly non existant priciple in a single ship game. this will be enacted by various bonus that will be randomly distributed throughout the map.

Also a Few new abilitys will also focus on this aspect of gamplay, for example:

Fighter Bouy
This ability is given to all factions after they complete their research to build and deploy fighters, Its allows you to drop a small permanat marker that becomes the priority carrier for your fighters, making them break off of prottecting you and instead protect the given area. the small Bouy will be targetable and destroyable, but it is equiped with a stantard function 'grey mode'. allowing it to by pass enemey fight and ships fire unless specificly targeted.

Other abilitys such as mines, Attack sats, low yeild turrets, are going to be there.

And other not-yet functioning concepts such as Graviton Feilds might make it in.


Also this post has one other feature, to reveal one of the hidden factions.......
And that just happens to be the............

REMANS  :woot:

With more of a "clean up the broken bodies" aproach, this is a proto type reman faction:

As with stock romulans, their weapons will have decreased fire times for the begining
of the battle and increased times for the rest, and they will have large special enegry
reserves with slower recharge. the proto type tech we hope to include is this:

Advanced cloak(keep sheilds up) defalt ability
Advanced Tracking Computers (ATC) (passive) constantly scans the enemey ship for openings in the sheilds
if it finds one, it fires 3 disrupter shots atempting to deal high damage. also has a small
chance to deal critical damage to subsystems. defalt passave.

Stealth mode, Hacks into the systems of the enemeys in the area to change its radar
profile to nutrel, ships will not automaticly fire on the ship. cannot use other abilitys
while this is active. still can be manuly targeted

Power up weapons, powers up the high yeild torpedo system for 15 seconds.

Vulture Strike: Disable subsystems one one ship, either weapons or engines, for 6 seconds

Central Hack, hacks into the sensors of a vessel, allowing you to see its sensor radius
for 1 minute

Subspace drive: Allows a short range subspace warp, can only use uncloaked and when
other abilitys aren't active.

Assualt Torpedo: Fires a single torpedo from under cloak, deals decent damage.
costs supply to use (as do most amunition abilitys in the void)

Dark matter mines: Mines crafted from matter collected inside the void (or other matieral), deal high damage,
cost no supply to use, unlike other races that use mines.

Max Upgrade: Increases Offensive/system value by 10, allows weapons to be used under
cloak.


Also, their repair station is equiped with a short range enegery recharger.


KK, till next random post. Happy Hunting :badgrin:



EDIT: i'll get some screemiies of the reman ship up tomorow somtime hopfully. Oh and BTW, SCORPION FIGHTERS!!!!!!!!!!!!!!!!!!!!!!!! ok, me good now.
posted on March 24th, 2012, 12:01 am
Ohh God!!! This is a paradise of races. Ohh, i love variety. ^-^

You can put Orion Pirates and Gorn too.

I'm waiting at full charge  :lol:
posted on March 24th, 2012, 12:28 am
2013 huh?  :D

Sounds awsum. :woot:
posted on March 24th, 2012, 12:34 am
Adm. Zaxxon wrote:2013 huh?  :D

Sounds awsum. :woot:


WHATEVAH HATER!!!!!!!!!

LOL, and your helping me :D
posted on March 31st, 2012, 10:34 pm
Ok so this post is going to be about the Feds in my mod, Here Goes:

The Federation will have a scientific/defence focus, this will hamper their begining offensive cpabilitys but however through research this can be negated somwhat.

There is nothing really special about the feds, but a point of intrest is their research structure.

The feds, by nature, will have direct access to a handfull of defencive and scientific abilitys as well as the upgrades mentioned, but to gain offensive special attacks they must use a different approach.

When Voyager entered the void, there was contoversy over weither or not the should raid and destroy others to survive, but they chose to stick to thier 'morals', in the mod you have a simalar choice..... You can stay being a nice guy, or you can chose to 'undergo' the destruction of your morals.

This special research is split into three seprate parts, ecah containing a notacably more violent and sadistic ability, Giving you the ability to use your ever present special enegry as powerful attacks against unsuspecting opponets.

KK till next post happy hunting :badgrin:

Oh and as a special treat for this post the federation avatar graphic in a test:

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posted on April 1st, 2012, 4:30 am
So will there be any reason for a Fed player to not take that option?
posted on April 1st, 2012, 4:40 am
Nice work!  :thumbsup:
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