This is essentially a collection of ideas for various different types of combat encounters. A few of these have the potential to be player ship designs, but most are aimed at being AI ships or boss encounters. (Bosses could be unlocked via investigating an ‘unknown signal’ on the star map, or by completing the three regular objectives and then choosing to continue the patrol.)
Asteroids with Rockets
There are a lot of asteroids floating around the sectors, so why not weaponize them? These asteroids act like long range torpedoes. They’ll lock onto enemy ships and go full speed ahead towards them. Upon impact, they do very heavy damage. However, they fly very poorly, and have a tendency to run into anything in their flight path, making them a danger to ally ships.
Simple AI controlled fighters that a a threat due to their sheer numbers. They can be mass produced and then dropped into a sector for the next unlucky ship that doesn’t match the listed IFF requirements. Often in groups of up to ten, they’ll swarm and continuously attack any enemies they encounter. Not super threatening, but can make for good meat shields for a fleet.
Not all ships are build for combat. Some are freighters or cargo ships transporting supplies. Also known as ‘loot ships’, destroying one of these will drop several pods that can be picked up by utility fighters with the search and rescue component, and will contain various things such as materials, weapons, medical supplies, or even rare tech.
The Orbital Defense Platform
The Orbital Defense Platform is a mostly stationary ship/station that is meant for being a sector’s primary form of defense. Armed to the teeth, heavily armored/shielded, and often flanked by a support fleet, this is what you get when you take a space station and design it for war. There are a few potential sub-types.
- The Artillery Platform is equipped with an absolute massive amount of weapons. Expect it to have MACs, nukes, and high power laser weapons. Approaching directly is not advised, and it is instead recommended to use fighters to distract its more powerful weapons while the main ship finds openings in the flak to fire.
- The Ship Yard is a more support focused platform. Any allied ships nearby can be quickly rearmed and repaired, faster than a carrier ships. It still has defensive weapons like flak and PDC, but is much easier to approach. The issue is the supporting fleet it’ll likely have. You can either pick off the fleet one by one, or try to rush and destroy the platform so the fleet loses its ability to repair and re-arm.
- The Starbase has about the same weapons as the Ship Yard, but it makes up for its low firepower with it’s ability to launch several fighters at a frequent rate. Expect the ship to get swarmed. Although fighters go down fairly easily, the Starbase will keep producing and launching them until destroyed. Either get in quick and destroy it before it can launch too many fighters, or do your best to cull and control the incoming fighters so you can focus on the Starbase.
Ever wonder where those little grey men come from? Well now you get the chance to see their mothership in person. Of course, they’re not happy to have been found out. The Mothership uses laser weapons, lots of them. They also have a shield that will regenerate over time if out of combat. Being the sneaky little b******* they are, they also have stealth capability, making it hard to spot them and only showing up on DRADIS when very close. The Abductors have one other trick up their sleeve. If you come too close to their ship, they’ll be able to beam a boarding party directly aboard your ship with the goal of forcing the shuttle call. Best have a security fireteam squad ready.
Critical Mass Blob
This is what happens when a blob is left unchecked for too long. This ship/station has now been entirely consumed by a blob organize, and it’s still looking to expand further. The Blob will launch a hail of spore clumps at any vessels that come to close. These act differently depending on the type of clump.
- Blob Clumps act like torpedoes and do heavy damage when striking the ship. It may also leave bits of blob scattered around the impact site.
- Spore Clumps will drop several spores onto the ship that will attack anything nearby. Very devastating if it takes out important crew.
- Chemical Clumps will release a massive cloud of blob chems on impact, poisoning any crew caught in it.
There is also the danger of getting too close to a blob. If a vessel comes into contact with the blob, it’ll become stuck against it until enough damages is done to the blob to free the ship. In addition, any time a clump strikes the ship, it’ll slow it down for a few seconds.
On some distant Nanotrasen station, one of these destructive beings were successfully summoned. Now they’re wrecking havoc on all the nearby sectors, spreading their influence and accumulating more followers to further increase their power. It’s gonna take a lot of nukes to take them out. The summoned god acts quite different from a space ship, with their behavior depending on how they’re currently attacking.
Bluespace Disturbance prevents any ships in the sector from activating their FTL. Once you enter the sector, you have to fight the god.
Bolt Attack, either made of blood or bronze, will be shot at the ship while the god circles it. These bolts can be shot down, but do heavy damage if they connect.
Seize will see the god reach out and try to grab the ship. If successful, it’ll hold it in place and convert many of the ship tiles into corrupted tiles (Bronze or cult). This can wreck havoc if a door is converted, which essentially locks it to the crew. After which, the god will shove the ship away.
Death Ray ™ will have the boss aim at where the ship currently is, charge for a few seconds, then fire a devastating beam that has the same destructive force as a nuke. Better hit the turbo to evade it.
Minions act like fighters. They’ll primarily focus on other fighters, acting like an anti-air unit. They should be kited near the main ship so they can be shot down with flak and PDC.
The inclusion of this boss will see some changes to the way the cult works. If there is an active cult on the ship, the god won’t randomly spawn. Instead, it has to be spawned via the cult’s usual summoning ritual. If the cult is successful, the boss encounter begins, and any cultists on the ship get the option to spawn in as fighter minions. Should the ship be destroyed, the cult wins. (Think of it as the crew’s last stand.)