I am trying to come up with how to implement a hero mothership game mode
A few things I am planning on starting with
The player can build up a normal fleet through resourcing and construction
The hero mothership can be built once the no rush timer is expired, the player can pick from a list on the build menu with a limit of 1
The hero mothership would have its own .ship and maybe .hod file, but for now would just be a stats change from the normal ships with different weapons etc
The player would be able to build 1 hero ship for the game, once it is destroyed maybe a timer would start before they would lose, if all players hero ships were destroyed then some other victory condition would need to take over (highest score?, most ships killed?)
okay so onto the hero ship itself, there is a fine balance between hit points and regen rate that will just need experimentation to make the ship powerful, but also not unkillable, I think it would be uncapturable to start with
I would like some help to know if I have all of the abilities that would be useful listed here
Capture,salvage,canbuildships,sensor ping, repaircommand, cloaking, specialattack(EMP, missile barrage), minelayer, defense field, magnetic field, hyperspace inhibitor, hyperspace (default for all heroes but also add area hyperspace)
I stumbled across this one, but I think it is only on capture
addAbility(NewShipType,"CanHaveTechHarvested","GhostShipRecording",100, 45);
script based actions (obviously could write additional ones, but these could be adopted quickly)
Drones, auto spawn fighters, gravity well effect (turn off small ship engines), sensor distortion field
Multipliers
Health Regen Rate
Sensor Distortion
capture
nebula sensativity
dustcloud sensativity
weapon accuracy
weapon damage
cloaking strength
resource capcaity
resource collection rate
resource drop off rate
build speed
max health
max speed
ship hold repair speed
max emp shield
emp shield regen rate
hyperspace time
hyperspace cost
hyperspece abort damage
hyperspace recovery time
cloaking detection
visual range
primary and secondary sensor ranges
Here are some more advanced topics that I want to investigate (I may add more thoughts in the future)
Is it possible to have buttons on the UI that always apply to the Hero ship? (thinking about MOBA type cooldowns) This would be something that would need to be in the hero ship's lua file, not something in the game type if possible.
I remember some talk of an experience point system being possible, can these points unlock ship specific research/changes to the ships stats?
has anyone been able to randomize the starting subsystems on a ship ( for example mix up the turret types that get installed on hardpoints)?
Any thoughts on how to implement area effect ranged attacks?