The Androsynth Guardian is one of the original ships
from Star Control 1. They were on the Hierarchy side.
The Androsynth Guardians main weapon fires acid
bubbles that slowly home in on enemies using the
Chaos(tm) tracking system.
It's special weapon transforms it into a flaming comet,
which is extremely fast and maneuverable, and inflicts
damage upon impact.
Androsynth are modified humans. They have numbers in
their names, and are frequently clones, and are
heavily genetically modified. They have a history of
being oppressed by the rest of humankind, and hate
humans as a result. Androsynth seem to be much more
technologically advanced than normal humans.
In Star Control 2, the Androsynth were apparently dead
before the game started ; their homeworld showed signs
of some horrific struggle, strongly reminiscent of the
writtings of science fiction / horror author Howard
Philips Lovecraft III.
The implication is that all Androsynch were killed (or
worse) by the Orz or some race related to the Orz.
The Arilou Skiff is one of the original ships from
Star Control 1. They were on the Alliance side.
The Arilou Skiffs main weapon is a short range
auto-aiming laser.
It's special weapon is a short range hyperspace shunt
(random teleport).
Arilou ships are extremely maneuverable, and contain
advanced inertialess drives that stop the ship instantly
when it stops thrusting.
Discrepancy: In SC1 & SC2, Arilou Skiffs always auto-aimed
straight towards their enemy if they had one, otherwise
straight. In TimeWarp, where there can be multiple
enemies, it auto-aims at the closest enemy if one is close,
or fires straight forward otherwise.
Arilou look like little classic aliens: little green men.
In Star Control 2, the Arilou were mysterious and aloof
creatures that has been stalking humanity for centuries,
and maybe have been involved in the origin of the human
race. They expressed special dislike for the Orz. They
and the Orz were the two races in SC2 that came from other
dimensions.
The Chenjesu Broodhome is one of the original ships
from Star Control 1. They were on the Alliance side.
They were the most powerfull and wise member of the
Alliance.
The Chenjesu Broodhome main weapon fires crystals
that keep traveling until you lift the fire button,
when they explode into many small fragments.
It's special weapon launches DOGIs that seek the
Chenjesu's target and drain their battery.
Chenjesu are a crystaline life form.
In Star Control 2, the Chenjesu were imprisoned on
their homeworld with the Mmrnmhrmm before the game
started, slowly transforming into Chmmr.
The Earthling Cruiser is one of the original ships
from Star Control 1. They were on the Alliance side.
Earthlings, needless to say, are humans.
The main weapon is very long range nuclear missiles
that home in on enemies. (surplus MX missiles)
It's special weapon fires point defense lasers at
nearby objects. (surplus SDI systems)
In Star Control 2, most earthlings were imprisoned on
Earth, but you, the player, were a rogue Earthling in
a spaceship that was an ancient alien artifact 100,000
years old.
The Ilwrath Avenger is one of the original ships
from Star Control 1. They were on the Hierarchy side.
The Avengers main weapon spouts short range hellfire
in front of the ship.
Its special weapon turns the ship invisible. If it
fires while invisible it becomes visible and instantly
aims towards the enemy ship.
Discrepancy: cloaking in TimeWarp is much more powerfull
than in SC1/2 because the camera position does not
reveal their position.
Ilwrath look like spiders. In SC1 they have 5 legs, in
SC2 8 legs.
In Star Control 2, Ilwrath are depicted as the ultimate
in villany and cruelty, but not very powerfull.
The Ur-Quan Dreadnought is one of the original ships
from Star Control 1. They were on the Hierarchy side.
In fact, they were the founders and masters of the
Urquan Hierarchy (i.e. the main badguy). In Star
Control 2, their name was changed to the Ur-Quan
Kzer-Za, sometimes called green Urquan, to distinguish
them from the black urquan, the Ur-Quan Kohr-Ah.
The Dreadnoughts main weapon fires fusion blasts. It
fires fairly quickly, does a lot of damage, and has a
decent range.
The Dreadnoughts special weapon launches 2 fighter ships
which seek out enemies and kill them. These fighters can
do enourmous damage, but launching them costs crew, which
is regained when the fighter returns.
Urquan are green catepillar-like creatures.
In Star Control 2, the Urquan are the guys who imprisoned
everyone under force shields, so they seem like the badguy.
But they are much more complex than that. Urquan are
mighty, proud, arrogant, kind, masochistic, and ultimately
tragic. The Urquan overcame their predatory nature long ago
to be a part of a mutually beneficial galactic society, but
a horrific struggle 20,000 years ago destroyed galactic
civilization and permanently warped the urquans view of the
universe. Now they go around enslaving and imprisoning other
races, with the best of intentions. Parts of their history are
reminiscient of the writtings of science fiction author Larry
Niven.
The Mycon Podship is one of the original ships
from Star Control 1. They were on the Hierarchy side.
They formed an important addition to the UQ fleets,
whom they joined of their free will - accepting that
the UQ were "inevitable". Their help guaranteed UQ
victory over Earth defence forces.
The main consists of a very long range, semi-sentient
homing plasmoid. This weapon loses power slowly with
distance. A full battery is just enough for 2 plasmoids.
The special creates new crew, but this drains the whole
battery.
The Mycon are a fungi like race, living in and on
steaming hot lava worlds. Their "ships" are probably
of organic origin. They can quickly produce new
individuals from spores in a hot radiative environment.
They have a shared memory, which is somewhat incoherent ;)
The Mycon were mostly important for their hostile
relation with the Syreen in star control 2.
The Shofixti Scout is one of the original ships
from Star Control 1. They were on the Alliance side.
They were uplifted by the Yehat and thus joined the
honorable side.
Main weapon fires a short range dart.
The special blows up your ship, the so-called Shofixty
blaze of Glory. This does considerable damage to
opponents in the neighbourhood.
The Shofixti are a feral species.
They were nearly extinct after blowing up the outer
layer of their sun to destroy an Ur-Quan fleet. The
player is able to find a few survivors, whom repopulate
the species - giving cheap crew. (Shofixti breed VERY
fast)
The Spathi Eluder is one of the original ships
from Star Control 1. They were on the Alliance side.
Their role in sc1:
The main weapon is a short range, fast firing,
cannon. Only to be used in unfortunate close
encounters!
The special consists of BUTT missiles, backward
utilizing tracking torpedoes. Those are ideal for
those who are afraid to turn and face their enemies.
Very effective in combination with the high speed
of the Eluder.
The Spathi are insectoids.
In star control 2, the Spathi formed a cowardly
race, who were very funny ;)
The Umgah Drone is one of the original ships
from Star Control 1. They were on the Alliance side.
The Umgah were battle thralls of the Ur-Quan.
The main is a powerful antimatter cone, having very
short range, but being able to rapidly inflict damage
to objects entering it. It forms an almost impenetrable
forward-facing shield.
The special allows the Drone to fly rapidly
backwards. Very useful to intercept enemies.
The Umgah are a self-bio-engineered race of creeps.
In star control 2, the Umgah are the pranksters
of space, playing dirty tricks on races for laughs.
They were responsible for reviving a Dnyarri, using
their superior bi-engineering skills.
The Yehat Terminator is one of the original ships
from Star Control 1. They were on the Alliance side.
Main is a dual, fast firing gun of intermediate range.
Special spawns a shield, needed because their home
system was located in a nebula and the shield was
used to reduce friction.
The Yehat are pterodactyl-like creatures.
In Star Control 2, the Yehat are proud warriors, but who
are under the ruling of a Queen whom they always respected,
but who chose the side of the dishonorable Ur-Quan. On top
of this, they suffer from great guilt about the great
sacrifice of the Shofixti, a race which they uplifted and
admired. They loathe the Pkunk, who are a peace-loving
offshoot of the Yehat race. In short, the Yehat are a very
unhappy race.
The Chmmr Avatar is one of the original ships
from Star Control 2.
The ship's main weapon consists of an uberlaser.
Three defense satellites circle the ship. Each is
equipped with a short-range auto-targeting laser.
The special is a tractor beam with unlimited range.
The Chmmr are a race born of two races, the Chenjesu
and the Mrmnmhrm, in an attempt to save the latter from
extinction. The Chmmr are immensely powerful, hyper-
intelligent, and possibly somewhat schizophenic.
The Chmmr were slave-shielded by the Ur-Quan, but
when set free provided a valuable contribution to
the fight for freedom.
The Druuge Mauler is one of the original ships
from Star Control 2.
The Druuge Mauler is essentially a flying long range
cannon. The projectiles it fires have some mass,
which provide backwards momentum for the Druuge and
the enemy ships.
The special is somewhat gruesome - the Druuge throw
their crew into their nuclear furnaces to create
instantaneous battery reserve.
The Druuge are a race living in a dystopian
corporate society, with an emphasis on trade,
profit, and cruelty.
The Druuge trade slaves, fuel and artifacts. They
were responsible for the death of the Gg in order
to save their own skin when the Kohr-Ah approached.
The Kohr-Ah Marauder is one of the original
ships from Star Control 2. They are hostiles.
The main consists of blades which can travel
a long way until fire is released. Ideal for
placing one in the line of travel of the enemy.
The blades come with a short-range homing
capability.
The special is named FRIED (fiery ring of
inevitable and eternal destruction). It spawns
a ring of fiery spheres. If your velocity
relative to a target is very high you can
sometimes hit the target with many (3 to 5)
FRIED shots from a single ring, inflicting
substancial damage. If a FRIED shot and an
enemy projectile collide, the FRIED will always
win. This property makes them good for defense.
Using FRIED consumes half of the maximum battery.
They resemble black caterpillars.
The Kohr-Ah are the black offshoot of the
Ur-Quan race. They were bread by the Dnyarri
as warriors. The Kohr-Ah philosophy is to
"cleanse" the universe of anything that shows
signs of intelligence, on the theory that the
only viable defense is a preemptive strike.
The Melnorme Trader is one of the original ships
from Star Control 2; neutrals.
The main consists of a light sphere. This can be
charged to do more damage upon release. When fully
charged, the weapon sphere can absorb enemy fire
and act as a small shield.
Special fires some field with long range, which on
impact puts the enemy into an uncontrollable spin,
disabling the rotation controls. This field
can pass right through most defenses.
The Melnorme are cyclopses.
The Melnorme are neutral traders, apparently without
a homeworld. They provide a wealth of information
and technology in exchange for data on lifeforms.
Their origins are a mystery, they could be
descendants of the Mael-Num, a Milieu race.
The Orz Nemesis is one of the original ships
from Star Control 2.
The main weapon consists of a gun turret with
mediumrange.
Special allows you to rotate the turret, which is
not that useful a feature, but looks nice. You
do this by holding down special and pressing the
turn buttons.
The second special launches Orz space marines,
which can use a planet's gravity field to achieve
high velocities and board the enemy; once on board,
they can kill a random amount of crew. They can
stay in space indefinitely, but return when the
target is destroyed. To launch marines, press
both the special key and the fire key at the same
time.
The Orz are a fish-like creatures, who need the
safe environment of a space suit to walk around
in space.
The Orz come from an alien dimension they call
*below*. They've a suspicious connection to the
disappearance of the Androsynths. Though the
story implies that they could pose a big threat,
they're friendly and of minor importance in the game.
The Orz are an strange race, with childish sillyness
and simplicity, an undercurrent of a Lovecraftian
horror theme, and an overall very friendly attitude.
It's implied in SC2 that you should be afraid of them,
but for practical purposes allying with them is easy,
useful, and harmless. The Arilou seem to particularly
dislike the Orz.
The Pkunk Fury is one of the original ships
from Star Control 2. They were allies in SC2.
Their main weapon consists of a 3-way cannon
that fires molten metal.
Their special weapon is to insult the enemy.
They must insult the enemy to recharge their
batteries.
An additional passive ability that they have
is to resurrect themselves when they die. This
ability doesn't always work, but when it does
work it can be extremely annoying. Imagine
shooting down the same enemy ship, over and
over and over again.
The Pkunk, as a race, are themed heavily along
"new age" lines. They're probably into to
crystal power, herbal remedies, psychics,
getting in touch with your inner child, etc.
And their psychic stuff really works... maybe...
The Pkunk are a bird-race closely related to
the Yehat, though they have very different
personalities.
The Slylandro Probe is one of the original ships
from Star Control 2.
The main weapon consists of a lightning strike.
The special can be used near asteroids - this destroys
the asteroid and instantly fills up the battery. This
is the only way to refuel.
Robotic automated scouts.
In star control 2 they formed an annoying threat to the
player. The probes could pop up anywhere only to contact
and attack a ship. They were running a program on steroids,
which could lead to a universe dominated by probes, devouring
everything for their reproduction. The geniuses behind
the probes are the Slylandro, a gentle race living in a
gas giant. Otherwise unable to enter space, they'd use the
probes to gather knowledge about their surrounding space.
The Supox Blade is one of the original ships
from Star Control 2.
The main weapon consists of a rapid-fire forward
cannon.
The special allows the ship to move almost instantly
left, right, back, like a leaf in the wind.
The Supox are the only sentient plant species known.
The Supox formed peaceful allies of the Utwig, whom
they helped in their time of distress.
The Zoqfotpik Stinger is one of the original ships
from Star Control 2.
Its normal weapon is a short range pellet gun,
which throws around small projectiles in a wide
arc.
Its special weapon is a "tongue", able to
inflict some major damage at VERY short range.
The Zoq, Fot and Pik are three species who evolved
together with the Zebranky on a single world. They
worked together to destroy the predatory Zebranky,
and form a cooperative society.
They were close to Ur-Quan territory and, though
unnoticed by them, were close to extinction due to
fights between the Kzer-Za and Kohr-Ah taking place
in their systems. They were very eager to get help
against this threat.
Alary Battlecruiser (v.2.3)
===========================
Weapon:
-------
Heavy "fire and forget" MIRV torpedo. The torpedo is extremely slow though
(even warheads have lower-than-average velocity).
Note: Torpedo itself will not do damage on collisions (only launched warheads will).
Turrets:
--------
Press "special" to turn them on or off (look in the upper-right corner
of the "captain screen" to see current state). When on, turrets will
automatically shoot on possible targets in range. Priority list is
(descending): your target, any enemy ship, non-damaging things,
heavy shots.
Note: Turrets can be damaged (disabled).
Engines:
--------
Note: Engines can be damaged, crippling an already slow ship.
Shield:
-------
Automatic absorbance shield can block most of the incoming damage.
Does not work when/if overloaded by continuous heavy fire.
The shield status indicator is located in the upper-left corner
of the "captain screen"
Note: Shield does cover turrets and engines.
Quirk #1:
---------
Damage (even direct) cut in half (to make this ship really tough
without going over 42 crew (for aesthetic reasons)).
Quirk #2:
---------
"Slow death" (beware of turret fire).
-----------------------------------
*Tau*
Last updated on 31 Jan 2003.
Alchero Kronos
Perfect for a race from an other dimension, maybe quasi or orz space.
Primary Weapon:
A laser projectile that grows in length while the primary weapon button is
pressed and shoots when it is released. The projectile looses speed over time.
Special:
Slows down time while having its own characteristics unaffected.
* created by: [email protected] and [email protected]
This vessel is relatively slow and cumbersome.
However, the main weapon is powerful and long
ranged, and the side lasers have use as a point
defense system.
fire = Fires a long range torpedo (3 damage,
3 armour). cost of 4 energy. Each time the
weapon is fired, there is a 'muzzle flash' of
energy that can inflict up to 8 points of
damage at extremely close range.
Changed: the torpedo is replaced
by a copy of the Klisru Dragon torpedo. This
one is tweaked so that it increases damage
with distance (1 d up close, 4 d far away).
special = activates the two side lasers.
They start pointing backwards, and rotate
forward as the special button is held down.
The lasers do not auto-target,
so using them as a defense requires careful
timing.
Changed : it was too awkward to use that way.
If you press special+fire, they move backwards,
so that you can sort-of aim them
The muzzle flash and special lasers give
powerful ultra-short-range protection. The
torpedo is good at long range. This ship is
at its weakest at intermediate ranges.
Arilou Trapper (v0.2)
Coded by: MAZ ([email protected])
Graphics by: MAZ ([email protected])
Music by: Dragst
The Arilou Trapper was originaly designed by Arilou scientists to trap *Nnngn*. Because they weren't real enough to touch in our dimension the Trapper is designed to enter they're reality ( a place between here and quasi space), at which point it can (almost) be touched. This means when in that dimension the ship will only take half normal damage. You can not see the Arilou Trapper when it is in subquasi (cloaked) and it also has a top speed 2.5 times faster due to interdimensional effects.
The main weapon is Quasi-Degenerated-blackhole that does two damaga and uses 3 battery. If activated within subquasi, the weapon creates a energy-blackhole, this is attracted to the external active powersource of the ship you are tracking, or more specificaly the energy it has. This causes it to home in on the ship and attach to it, draining it's battery and disabling it. Once the batteries are drained the energy-blackhole has nothing to feed on and colapses in on itself.
The ship also has a unique propulsion system, where the turning thrusters are actually pointed forward. This means when you turn, you also thrust back to the side opposite the way you are turning. If both left and right turn are active, the ship will thrust backwards (slowing it down and then reversing it). With practice I have found this to actually be very usefull and gives the ability to orbit a ship while pointing directly at it.
Only one crew but 9 regenerative shield points (regenerate when energy is full)
Main Weapon: shot, range=20, damage=2, energycost=3
Special: subquasi (cloak with increased shields and faster speed)
Main Weapon fired while cloaked:
Homing energyhole, disables ship and drains energy.
Hold left and right:
Thrust backwards
// Stuff I am still doing:
// some animation code, would like to redo the energy draining weapon
// graphics to surround the entire ship being drained
If anyone would like to suggest changes to this ship please e-mail MAZ at
[email protected]
All I ask is that I be allowed to make major changes myself.
The Arkanoid Pincer is a close range ship, with potentially
devastating claws that can snap down and crunch the enemy ship.
fire = snaps the pincers forward. This costs no energy.
Damage is 2 points if only one pincer hits. Damage is 10
points (2 claw + 2 claw + 6 crush) if both pincer hit on
the same attack.
special = pressing and holding the special causes the ship
to enter scuttle mode. Pressing special will bring the ship
to a dead stop. The right and left thrust buttons now move
the ship left and right, as a crab scuttling sideways.
Using scuttle mode costs energy.
releasing the special button returns the ship to normal
maneuvering.
Astromorph: Basilisk
A snake-like ship/creature
Primary: HELD: Activates a homing-helper laser.
RELEASED: Fires a poison blast;
Slight speed boost and aiming help if locked on.
Secondary: Hurtifies the coils, a combination shield/contact weapon.
Also, if holding left/right/forward, will flick the ship in that direction
Quirk: * Coils are the health unit, each coil can absorb 1 point of damage before it is destroyed
* When battery is full and no weapons fired, the ship will heal coils automatically at a slow rate
Ayron Battleship.
The ship layout file:
Nx Ny
= grid size
ship parts, for each ix, iy:
[sprite num] [crew] [batt storage] [dynamo] [turning] [thrusting]
units are:
crew: adds up to total ship crew. If a crew compartment has no crew, it dies.
batt storage: adds up to total ship batt max (1 storage = 1 added to batt max).
dynamo: ship regen rate is multiplied by the # dynamos (ie, wait-time is divided)
turning: ship turning power is multiplied by the # turnings.
thrusting: ship thrust is multiplied by the # thrusts.
Weapons:
automatic, small defence cannons on the sides.
main weapon: 2 powerful, and very long, foward lasers.
special: re-crew the segments; this is not a very fast process, and each time 1 crew is added to a random ship part that has non-max crew.
Quirk: each little part of the ship contributes to overall performence in terms of crew, or battmax, or dynamo, or turning, or thrust, or some at the same time. When the crew of such a small ship-part is depleted, the ship loses its other contributions as well. For example, the back part is the only one providing thrust; if its crew is depleted, the ship loses all thrust.
Record 1.
; ship part properties
; (name/ crew/ battmax/ dynamo/ turning/ thrust
Note: it's expected that name = 10 characters (including spaces) !!
Record 2.
; ship grid ship parts number (0=nothing)
Record 3.
; weapons on each grid (1= weapon 1, 0=nothing)
; (weapon type/ default orientation (degr)/ max movement relative to default (degr))
; 0=upward, in direction of the ship, 90=to the right, -90=to the left, 180=down
Idea: IAmTheSongman (race) / GeomanNL.
(note: this is work-in-progress)
Ship: the Batha Deviant.
Quirk: anti-gravity field, generated because because the race comes from an alien anti-matter environment. This is on by default, as long as there is battery left... otherwise it's at a minimum, making them vulnerable to positive-world attacks. Movement in real-space drains energy quickly.
Weapon: a long range plasma missile, pretty fast, and homing as well!
Special: come to an immediate stop, and emit a small cloud. This cloud become the target of one of missiles that are around, if they were originally homing in on the ship.
Race: the Batha (by IAmTheSongman).
In one area of space, there exists a "pocket" of antimatter, for no discernible reason. Some think it was caused by Precursor experiments. Others think it was "ripped" from a different dimension and placed here by...something. In this pocket exist a star system, which consists of one star, one planet, and one moon. On this one planets there lives a sentient race. I'll call them the Batha for convenience. The Batha are a starfaring race, at roughly the same tech level as the Yehat. Their first few extrasolar ships, however, disappeared in a flash of light. Eventually they discovered that by installing antigravity devices they could prevent probes from being destroyed. But when they sent Batha, they consistently came back completely nutters. Jumpy and paranoid, their minds had cracked from the stress of thinking about the matter around them. The only way they could prevent this from happening was to send people who were already slightly barmy. But this they could not do, for the only people who could actually pilot the Deviants were those so utterly insane that they could not be used. Several attempts were made, and one brilliant government worker hit on the idea of mind-altering drugs. In all standard Deviant models currently active, there is one burner which incenerates a weed similar in effect to the Earthling marijuana. This would also provide a logical choice between the two primary ideas. Pyrotechnic, dude!
If you 'ally' with the Batha, the captains dock on the starbase, utterly destroying it. Thus you cannot ally with the Batha without losing the game. If you enter the "pocket" without some certain item, you automatically lose the game due to the antimatter/matter reaction. However, with this item, you can go the the Batha homeworld, where (unless you pissed of some Batha captain(which would take a lot of doing)), they will be sympathetic to your cause and give you two Batha Deviants.
Bipole Katamaran
For a stone-like race. Maybe Taalo...
Primary Weapon:
Both sideships have a simple projectile cannon.
Special:
Increases the distance between the sideships (if both exist) or accelerates
backwards (if only one of them exists).
Notes:
This ship is made up of two 'sideships' each of which can survive the
destruction of the other. Their crew and battery is kept track of independently
but is shown on the panel summed.
* created by: [email protected] and [email protected]
Ship - Bubalos Bomber
Class - Long range medium bomber
crew - 20
battery - 42
acceleration - Poor
Turning - Poor
Top Speed - Average
Weapons
Primary - Long range light missiles.
Secondary - Long range heavy missile. (EMP Slug)
Extra - Absorbing Shield
Reduce damage by two and converts kinetic energy from
damage into a battery reserve.
EMP Slug deals two points of direct damage every successful contact and hurls
opponent 180 degrees from point of impact.
33% chances of blowing up when killed, injuring anything near by (radius of 10).
Weaknesses
High battery consumption for both primary and secondary weapons.
Flanking moves by agile fighters.
Missiles can collide in its own ship.
Low crew complement.
Strenghts
Powerful against big but slow ships using EMP slug to gain valuable time to gain distance and/or
to simply wear-off opponent (assuming opponent isn't Doog).
Dual exit point missile launchers (can shoot both in front and rear).
Light missiles will readily attack any "specials" by opponent ship once reaching
a certain proximity (radius of 10).
Version 2
*********
Renamed classes to prevent conflict with Bubalos Executioner's missile class
Version 3
*********
Improved shield to deflect 50% damage.
Version 4
*********
Changed primary weapon
Special+thrust (use thrusters at opposite side)
Special+Weapon (fire large missile)
Used old dat file (64 sprite ship)
Version 5.
**********
GeomanNL:
The EMP is improved: accelerates enemy ships only to some max. velocity, so
that they don't outrun your own missiles ! Reduced damage reduction (set
by "EAS") to none and increased crew capacity instead. Removed "batt. inc. due
to damage", since the ship has adequate dynamos of its own.
Varith:
Mirv fix
Last explosion improvement
---
Strengths and weaknesses mentioned above still apply, even with better
balanced and implemented main/special weapons.
The Chorali Extractor
CrewMax = 10
BattMax = 20
SpeedMax = 40
AccelRate = 10
TurnRate = 2
I've got the speed/turning set medium/high to compensate for my lack of skill.
Appearance: Currently, it's a shiny gold colored ship. It's physically large, but that's only because I wanted to have a spinning asteroid as part of the ship. The front of the ship is flanged outward; this is where the ship's tractor beam comes from.
Weapon: Multi-Use Tractor Beam.
Cost: 8 to activate or deactivate prematurely
Range:6 (from center of ship)
Time: The Beam lasts for 6000 frames (not sure what that is in seconds, 6?)
Description: The Chorali use their tractor beams for just about everything. They didn't invent the beams, they found the technology on a dead world and replicated it, but they can at least come up with new uses. First, the beams will draw any matter they come in contact with (currently just ships and asteroids, I tried to get the cargo chain from the confed cargotran to work, but I'm not sure what way would be proper). The beams also turn any ships they draw, so that they will not continue to fire at the Extractor (watch out for B.U.T.T. missles). If the object is drawn completely to the Extractor, it will be held stationary (no thrust or turning, fire & special still work) until the beam's duration is done. If the fire button is pressed while an asteroid is held, the asteroid is lobbed at high velocity towards the current target. Weak long range tractor beams will occasionally correct the trajectory of the missile.
[AsteroidMissile]
Range = 60
Velocity = 80
Damage = 2
Armour = 1
TurnRate = 2
The beams will also push away any objects that the onboard computer thinks are dangerous. Currently, the only homing missiles it can keep at bay are Mycon plasmoids and Khor-Ah blades.
Special: Planet-Fall.
Cost: 1
Rate: 0
The Chorali have discovered that their tractor beams can also be used on nearby planets with surpising success. If the beams are not focused, they will draw the ship towards the planet. Used in combination with the main weapon, the Extractor can force enemy ships to crash into the planet.
Quirk: If the highly focused beams of the main weapon are used on the planet, chunks of matter are lifted from the planet, making asteroids (of a non-regenerating type, to keep the amount of permanent asteroids to a minimum).
Clowan Flurry
Background:
How to use this ship:
Main fires 5 projectiles in a circular pattern. These are slow and homing. Their speed and turn rate is improved while they are in gravity wells: the stronger the gravity force, the faster they move and turn. Outside a well, this effect quickly wears off.
Special fires a "source" which moves further away until you release special. Then it collapses into a gravity well; the source of this gravity well is invisible and doesn't damage ships.
Special+main fires alternate projectiles; not guided, but very slow and rather short-lived. These are most useful in a self-made grav well, where continued fire creates a particle swarm for protection.
Ship - Confed Cargotran
Class - Commercial cargo tug
Crew - 6
Battery - 4
Acceleration - Awe-inspiring
Turning - Average
Top speed - Slower than an Earthling Cruiser
Creator - Corona688, [email protected]
Weapons:
Primary - Weak short-range laser
Secondary - Decelerate, straightens out the chain
Teritary - fire + special, ditch the cargo
Weaknesses: This is NOT a military vessel, and is not meant to
enter combat. It's single weapon is only really meant to crack
asteroids. Even worse, the structural integrity field used to
chain the cargo containers behind it means that any damage on them is
transferred to the tug. If forced to enter combat, the captain's
only recourse is to ditch the cargo entirely and take refuge in the
slowly growing cloud of containers.
Strengths: No military strengths.
Quirks: Although the tug itself has terrific acceleration, this
is more than offset by the kilotons of cargo it tows. If caught in a
gravity well, the cargo can easily haul the whole mess into the planet
unless the captain jettisons it immediately.
Ship - Confederation Hornet
Class - Medium Range Light Fighter
crew - 1
battery - 10
accelleration - Good
Turning - Very Good
Top Speed - Very Good
Weapons
Primary - Dual Ball Laser Cannons
Secondary - Torpedoes (Direct Damage Missles, Slightly Homing)
Extra - Recharging Shield
Can absorb 8 points of damage, readout in crew-bar
Limitations
- killed instantly by any direct damage
- current known direct damages include :
- running into a planet
- Orz Marines
- Narool Acid
- *NEW* Torpedoes
Strong-Points
- Extremely Manouverable, an excellent pilot can challenge any ship in space
- Strong destructive capability for a light fighter (lasers do 1 damage each, Torpedoes do 4)
- Recharging Shield + High Manouverability = longer life, there is no suffering from length in battle
- Perfect for circling enemies.
/**************************************************************************************/
03/02/2001
- corrected minor bug (i was 1 pixle off when blitting shield pictures)
- changed colors around ship in panel to all blue shades
/**********/
03/01/2001
Torpedoes Implimented
- still 4 damage, but now split across normal and direct, (3 and 1 respectively)
Shield Indicator Overlay Implimented
- Displays a color around the ship in the panel indicating how your shield is faring.
mshppan.cpp updated to solve a problem with graphic artifacts being left when a hornet's dying, fixed now - if there are any side affects let me know.
/**********/
02/27/2001
- Shield indicator bar all blue now.
- added homing to missles.
- Minor initialization changes to strenthen ship. (not truly necessary in my opinion)
/**********/
02/26/2001
First release, most features implimented
Cracks Planetoid
The Cracks are a rocklike race. Their home system has no planets, only space debris, caused by a cataclismic war almost a billion year ago. They live on planetoids with which they can explore deep space.
Main weapon: crushes asteroids and sends glowing remains into space.
Special weapon: refits an asteroid with a (homing) engine and an integrity shield, letting it have 6 armour and on impact it'll do 2 damage.
Due to its asymmetrical shape, the planetoid can turn easiest clockwise.
Names are like:
Crush
Crumble
Shatter
Break
Crew Support Object.
(it could be used as an extra bot in a fight)
Main weapon: It regularly releases crew; flies to the planet.
Special: It can flash with its flashy lights.
It cannot die. It's really intended as a background thing ... and it cannot kill anything so it's ok I guess ...
1. Weapon - press and hold. The longer you hold, the further the shot will go before exploding (same damage).
There's a maximum range (and maximums "charge" time, after whihc the shot is fire d automatically).
The areas effect DOES affect the ship itself (though as if it was at double the distance), so be careful.
2. Special - repulsion filed. No comment.
*TAU*
The Dajelkia Emissary is an unusual warship, in that it
creates its own lasting terrain for a tactical advantage.
fire = fires a single pulse blaster. 1 energy, 1 damage,
2 armour. There are four pulse blasters on the ship.
All four blasters are cycled through, one at a time.
special = this button has three separate functions,
depending upon the situation.
1) releases the Dajielka Sanctuary. This appears
to be a rip in space-time, in the form of a miniature
'white hole'. Over time, it grows in strength, as numerous
spinning tendrils emerge. The tendrils do damage to other
ships and shots that may come near it. The sanctuary itself
is difficult, but not impossible to destroy.
2) Redeploy Sanctuary. If the special is held down for
five seconds while the ship is outside the sanctuary, it will
be redeployed in the current spot, and the old sanctuary
destroyed.
3) Harvest. If the ship is flying over one or more tendrils,
pushing and holding the special will cause the tendrils to be
harvested. This destroys the tendril, and gives 1-9 energy,
depending on the strength of the tendril. If the battery
is full, the ship can regenerate 1 crew for every 20 energy
that would have been created.
The Emissary has no dynamo. However,
the Emissary may use the tendrils of the Sanctuary to recharge
itself and regenerate. Each tendril that touches the emissary
gives the Emissary a small amount of energy. To obtain energy
rapidly, it must use the special button to harvest the tendrils.
In effect, the sanctuary is something of a 'fortress'. The
Emissaries own pulse blasters will interfere with the tendrils,
so the Emissary must emerge from the Sanctuary to do battle.
There may only be one Sanctuary in existence at a time.
Creation of a new sanctuary destroys the old one.
Upon the destruction of the ship, the Sanctuary is also
destroyed.
Ducly Lanternjaws
The Duclies would've been flying a "standard" ship, if it were not for an unfortunate encounter with a powerful space monster relatively early in their history. They had only just begun colonizing their solar system, with lots of internal struggles going on between Ducly nations. Those wars soon stopped after the arrival of a pregnant space monster in their system, warping in from hyperspace and laying about in the remote asteroid belt. When the Ducly attacked, the monster fought back with a rage of fury. The proud Ducly were no match, the monster ate their ships for breakfast. Only by uniting and striking together in force, they were able to destroy the monster and its layer before more of those creatures could be born. They lost 90 percent of their fleet in the battle, and it was just one monster. They analyzed data from the battles with the monster, and performed autopsy on the remains, which were often badly damaged. Thus they aquired hyperspace tech, they could re-create the giant laser arcs it used to scare its prey and forcing it into its mouth, and the powerful multi-purpose waste-energy exhaust. Unfortunately, the monster's power source was badly damaged, and they couldn't figure out how the monster performed his ultra-rapid thrusting and turning that surprised so many a pilot. The replacement power source they built allows for a much weaker arc and exhaust, and their accel and turning is hardly an improvement compared to their old fleet designs. With the information they built a new fleet of ships, in shape of the monster to strike fear in the hearts of their enemies. Even though _much_ weaker than the monster ever was, the ship is quite a match in a fight.
main = backward laser shots.
special = two giant laser arcs.
quirks = the mouth is deadly, and the backward firing lasers give some accel.
The Dyzun Harbringer is a mid-sized ship
that was designed to go hunt down larger
vessels and kill them.
pressing the fire button activates one
of the pair of plasma cannons mounted on
each side of the ship. Although they are
quite short ranged, they can quickly rip
an opponent to shreds.
pressing the special button launches
a pair of long range missiles. Each
missile has a massive warhead (4 pts
of damage!) but the missiles are slow
and do not track quickly. They are used
to kill slow moving, large ships and to
restrict the maneuvering of fast
opponents.
EARTHLING CRUISER MK2 (code name "Crusader") v.1.4
New technological advances and reverse engineering of some of the Precursors' technology
made possible the construction of this ship. It is faster, with higher energy capacity and regeneration.
Its weapon is a replica of the Fusion Blasters (a bit less powerfull than its Precursor analogue though)
with ATS. Point Defense Laser now fires twice as fast.
Unfortunately, with all that machinery there was just not enough space abroad, so crew capacity had
to be decreased (not significantly, though). And, to improve maximum speed and acceleration, some of
the maneuverability (for which Cruiser is known) had to be sacrificed in order to accommodate more thrusters.
Note 1: Be very careful with the new PDL - it can deplete your battery in a glimpse.
Note 2: Mk2's ATS is somewhat inferior to its Precursor's analogue, and cannot efficiently work at short range.
So don't rely too much on homing in close-up combat; fire from medium and long range to utilize your ATS to
its full capacity.
----------------------------
Programming, graphics and sound: Tau
Concept 3D ship model: Slag786B
EARTHLING CRUISER MK3
This ship represents yet another attempt to make a worthy "new generation" Earthling ship.
Started a along time ago, it would never be competed if it was not for Starwreck, which
inspired that last effort needed to bring this ship to life. And, sure enough, this attempt
brings the Earthling Cruiser a step or two closer to its 'Treck predecessors (which is not
necessarily a bad thing).
Primary weapon on this ship is the proton torpedo launcher, capable of firing highly destructive
projectiles at long range. Advanced targeting system automatically tracks all major targets in range
and calculates optimum firing angle. However, the launcher itself is limited to a relatively small
firing arc, and can take some time to aim in on target. The limited accuracy is an inherited problem
of all existing proton torpedo launchers.
Secondary weapon system is the short-range point defense laser (PDL). The beam can be fired
in short bursts, with some time required to cool down the emitter. Each burst is automatically
aimed at the nearest non-friendly object. If the object is destroyed or is out of range, PDL can
quickly acquire a new target. This weapon is especially effective against projectile weapons.
----------------------------
*Tau*
30 Jan 2003
Estion Gunner
Primary Weapon:
Huge blue projectiles that bounce off of any target. If a Platform is
nearby the shots bounce towards it.
Special:
Launches Platforms that stop after a small amount of time. Platforms shoot
the Gunner's own projectiles towards the targetted vessel. The projectiles
regain range this way. If this range is not enough to reach the target the
projectiles are shot towards the next Platform nearby the target (if there
is any). Only a limited number of Platforms can be active.
* original created by: orz
* revised: [email protected] and [email protected]
Fop-Vop Sling.
Main weapon:
ballistic thingy, which does 1 damage.
Special:
creates a field, in which the weapons are trapped and oscillate. When special is released, or energy runs out, the trapped weapons are released at once. A maximum of 8 shots can be trapped/ released this way.
----------------
Zekfahan Shocker
----------------
The primary is the same but the graphics made it necessary
to put the guns closer. If you think this a major drawback,
I might redesign it to feature the original barrel distances.
The secondary now is a chain lightning weapon. It will bounce
towards every non-planet object after a hit, including the
shocker itself. It does a reducing amount of damage with
each bouncing, and the shocker is immune to its shot.
Thanks for Richardyzo for allowing me to rework his ship idea.
(I've done it because the original one had some copyright
issues with StarCraft.)
I'd like to thank "the coder" also for doing me this job.
Have fun with the new Shocker! Richardyzo, I hope you enjoy it!
Forevian
Frein Schizm.
The Frein are highly advanced beings, possessing the powers of creation and destruction. They like to be in *control* of the outcome of the battle, and they often are.
Main weapon: fires missiles (1d).
Special: fires healing torpedoes (-1d). If enemy (target) crew is maxed, the recrewing process goes on on board of the Schizm (aint that fair...).
Gahmur Monitor
This is a behemoth-class ship which uses
homing plasma projectile as the primary armament.
fire: Holding down the fire button charges up
the plasma launcher. Plasma projectiles may be
damaged in a way similar to mycon torpedoes, but
are more resistant to damage. The plasma projectiles
lose power as they travel further from the point of
launch. While charging, the dynamo does not recharge
the battery.
release fire: releasing the fire button launches
a charged plasma projectile. Anywhere from
one to forty points of power may be in the
projectile. The charging curve is non-linear:
1 power : damage 3, range 15, speed 15.
20 power: damage 9, range 50, speed 35.
40 power: damage 16, range 85, speed 55.
The plasma projectile automatically is facing the target.
These cannot injure the firing ship.
fire + special: Only has an effect if the fire
button has been held down and the plasma launcher
has been charged up. This uses the current
energy in the launcher to fire a beam of coherent
plasma straight ahead from both launchers.
The damage and effect is non-linear:
1 power: 2 beams, damage 1 each, range 5
20 power: 2 beams, damage 4 each, range 25
40 power: 2 beams, damage 8 each, range 45
special: Pushing and releasing the special
(without the fire button) toggles the tractor
beam on and off. Activating the tractor
beam stops the dynamo, costs 4 power, and
continues to cost 4 power per second.
The beam slowly extends in front of the ship.
When the tractor beam hits an object with
mass, it holds the two units together, although
not perfectly.
Holding a target in a tractor beam only costs
1 power per second. Also, 1 point of direct
damage is done every second to a target caught
in the tractor beam.
Ship - Garash Tyrant
Class - Behemoth
crew - 42
battery - 42
acceleration - Poor
Turning - Very Good
Top Speed - Average
Weapons
Primary - Charging weapon (damage depending on charge)
Stage 1: acts as shield and good at ramming
Stage 2: can be released.
Stage 3: same as stage two but a little bit powerful.
Secondary - Repulsar wave
Knockbacks opponent.
Knockouts control over ship at a very limited time.
Inflicts a modest damage.
Weaknesses
Slow rate of fire
Cannot shoot at whim (there's a minimum charge required to shoot)
Cannot hold on to the shot indefinitely (auto released at some max time limit)
Very big ship (easy to hit with high armored shots)
Strenghts
Good at long range.
Good defense vs low armoured shots.
Good at pillboxing tactics.
Very good versus low range ships.
Very powerful shot (absorbs everything or any other form of shots!)
Idea: GeomanNL.
Ship: Gerl Hero.
Basically, gerls are stupid beings. However, 2 of them can merge together to form a more capable member of their species, a Gerzel. Gerzels can form Gerzelles, Gerzelles even a Gerzellion, but that's beside the point now.
The basic gerl type, I'll call them morons for now, are just able to function as crew of a large spaceship and to keep it's engines and energy dynamo running, which stupidly flies through space following what I'm going to call the hero. The only "intelligent" thing they can do, is avoid the planet - but that is such a conspicuous immobile object, even they can do that.
The hero vessel contains a single Gerzel, who can fearlessly evade missiles, sneak onto an enemy ship, climb onto it, and deal some damage there. When attached to the enemy, he can even influence enemy flight a little by providing its own thrust. Manoeuvering and attack costs fuel though, which the small ship (or should I say, advanced space suit?) cannot produce. When the hero runs out of fuel, he dies. Special makes him leave the enemy ship.
Sitting on the back of a moving ship isn't that comfortable; it takes valuable energy to stay on top, and that is a rather scarce commodity in deep space.
Fortunately there's the moron ship. When the hero is close enough, he can refuel. When you use special, the hero positions himself in front of the ship's nose, after which the morons execute a "launch" command, which launches the hero at very high speeds. Very handy, because that'll save him fuel ;)
Race: see story board.