GambitDash wrote:Wolfy wrote:In Trans-X 2, all CSC's will have different weapons loadouts- so some, if not all CSC's will appear in the game. (almost every ship will have variable weapon configs- only a few, such as eridani corsairs or eridani centarian raiders will have non-changeable configs)
Not to rain on your parade, but technically speaking they're all military ships. Military ships of the same class have the same loadout -- usually because the hardware is hardpoint bolted to the ships deck, etc.
Now if you wanted to break out the fleet into multiple different capital ship classes, then I'm 100% for that suggestion. And having St. K's have a strong military presence -- a customs station with a couple corvettes and some missileboats, for example, around the jumpgate -- would absolutely be interesting.
There's a lot of set piece spruce-up that could be done with the friendly stations; as you can see from the changelogs, things like the korolov missions and the ships running them regardless of player interactions are exactly in line with that.
Anyways, sounds interesting!
--G
1/2) yes, that's how the general idea works - there are different variants of CSC's- and since each takes a long time to build, technology changes, needs change, and thus the variation changes.
Military ships will though have only a few standard types. Civilians and not-so-organized groups will have a wider array of potential device sets.
and yes, the outbound jumpgate DOES have a customs station of sort (at the moment it's just a few fast firing Tev9 turrets like the ones guarding the city- but soon there will be a couple Centurions and a customs station.)
That pic is outdated too btw. There's been a lot added. And alot more to be added.
Here is how st.k's is going to look when I'm done:
Outerplanet- small black market group.
Outer ring- sparse enemy stations. no reinforcements though.
Outer planet- several friendly businesses, a korolov and a military base* (will probably be moved to inbound gate). No defenses other than the civilians.
Planet cluster- several friendly stations, a bunch of residences. a few Tev9 turret defenses.
Main planet- giant metropolis. inner rings are commercial and residences. Outer two rings are slums. Beyond outer ring are beacons and Tev9 turrets, beyond those are the patrol ships, 4 drydocks with 4 guarding turrets each, and CSC Pangaea. If you save CSC Antarctica, it'll be there too, patrolling just outside of CSC Pangaea.
Outer inner planet- a couple businesses or residences. just civilians guarding, but no other defenses.
Inner planet- military base will probably be moved here- several turrets guarding the gate and maybe a few patrolling ships. There will also be a fuel depot and one or two businesses.
There will be small commuter ships running about from unmanned messenger pods to space buses. There will also be the korolov ships making deliveries.
Anyone have suggestions for the missions you should get for the CSC and fortress?
If you come back after the antarctica mission (if you kill it or if you let it live, as long as it's somehow finished.) there will be a point juno style assualt on the entire system, except much bigger than point juno's.
I recently tested it out with 3 phobos, 7 deimoses, 4 cometfalls, a few polars, a huge bunch of sandstorms, chasms and tundras. The main city was quite messed up (about 1/3rd was utterly demolished, and the other 2/3rds had a few dead stations)- the only ships still alive were two chasms, all the phoboses, and 2 deimoses. 5 deimoses died in eachothers explosions so they would have lived (minus the one which got killed by the defences) if they had been further apart. So yes- phoboses would be very OP- only one phobos next time...
Anyhow, to do this once you gate in, you go to the CSC Pangaea (the city is under a light attack by a couple wings of sandstorms and a few tundras maybe) and take some centurions and aquilas over to kill the phobos which leads the main attack force.
If:
you kill it, the main assualt fleet will probably get chewed up really really fast. Ignore them and go after the incoming wing of cometfalls.
you fail to kill it or severely wound it before the assault fleet moves in on the capital, there will be four auxiliary fleets that also move in as well as the cometfalls. The battle is now a lot harder.
in both situations once the timer runs out and they move in on the capital, you're task is to protect the central station.
This mission is designed to be incredibly hard, yes, but of course there are plenty of cool things to gain from "major missions" like this. I'd advise beating all the Trans-X2 major missions available to the path you choose (ie, saving the Antarctica will lead to a couple major missions not available if you kill it and the opposite it true as well.) before you go to heretic- for now it's not an Iocrym command ship you face, but an Iocrym fleet.