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Star Strike is 5 Years Old!
Moderators: EVA-251
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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sat Feb 20, 2010 4:15 am    Post subject:  Star Strike is 5 Years Old!
Subject description: and 1 day. Woops.
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Damn, that's old.
I have been prepping for exams and debates instead of mod updates for the last week now, but I don't intend to break my duties of giving you guys an update for what is a special day for this mod.

As some of you may have noticed, the forums have been quite inactive as of recent. As you will see, something I hope to change. Wink

So without further ado, the unit updates.
SSIA
The SSIA, or Star Strike Interplanetary Army, is the brute force faction of the mod. Relative to their counterparts in the EDF and Invaders, SSIA units generally have more armor, more firepower and less speed. Their defenses are similar- heavily armored, deadly but all requiring power to function. However, when compared to the EDF and Invaders, their airpower and naval power fall short. The SSIA have no capital ships*, no super heavy aircraft and are the least potent in ground-attack from the skies.
  • The SSIA Medium Tank, a mobile yet very powerful basic tank that makes up the bulk of SSIA armored forces. This version was designed from the ground up, and is much lower profile than its predecessors, with better protection from small-arms.


EDF
The EDF, or Earth Defense Force, is the more "tactical" faction of the mod. With weaker ground forces than the SSIA that are also at a disadvantage to the speed of Invader counterparts, the EDF is very dependent on its very powerful support unit. Units like the HIMARS operate with the power of artillery and the mobility of personnel carriers, making possible the idea of Artillery harassment. With warships like the Battleship, Aircraft Carrier and aircraft like the massive Mi-30 Gunship, ultra-fast F-22 and stealthy B-2 Spirit, the EDF is sure to harshly punish anybody who surrenders control of the sea and air.

  • The EDF M1A3 Abrams makes up the core of EDF armored divisions. Chosen over Russian and Western European designs for its perfect combination of cost, mobility, protection and firepower, the Abrams is among the most versatile units on the battlefield. With a 120mm gun for tanks and structures and failed APS turned anti-infantry MGM-167 missile launcher, the Abrams can respond to just about any land based threat with great efficiency. Even though it pales in comparison to the massive weapon of the SSIA's Main Battle Tank or the rapid speed of the Invader Proton Tank, its versatility allows it be their equals without a question.

  • The EDF Humvee is the primary recon and light transport in EDF service. Like Abrams, it was chosen for its mingling of innovative technology and low costs. Rolling straight out of the factory with extra armor protection and infantry firing ports, the Humvee makes for an ideal raider, given the right men are put inside. When it becomes necessary for the crew to defend itself however, they don't simply run away or rely on the help of loaded infantry: the powerful remote-operated M312 .50 caliber machine gun can chew through infantry without any remorse, and some elite crews are entrusted with TOW missiles, helping remind enemies that just because their vehicle is lightly armored doesn't mean it should be taken lightly.

  • The EDF Avenger is rolling death for aircraft and missiles. Based off a Russian APC chassis and heavily modified to support the Testudo CIWS system. Named after the Roman defensive formation, the Testudo CIWS's 20mm minigun and Block III Stinger launcher system can literally stop any airborne threat, from incoming missiles to jet fighters before they can cause harm. The vehicle is also electronic warfare capable, with the Testudo's radar being wired into the vehicle and also capable of projecting what has been termed a disruption beam. This allows for the Avenger to disrupt the cloaking fields of invisible objects as much as to render them visible to everyone else.

  • The EDF Battleship (Independence Class) is one of the EDF's two capital ships. With powerful 16 inch guns, the Battleship is by far the deadliest surface combat on the high seas. Although thought to be doomed after the First Red War and the ensuing proliferation of Missile Ships and Aircraft Carriers, the need for a near indestructible warship that could sail into range of shore defenses, shrug off attacks and destroy them never faded. As quoted by one US admiral- "whereas airplanes can be seen on radar and defended against, the enemy has no alternative but to try to endure the devastating salvo of hypersonic 16 inch shells."

  • The EDF Missile Destroyer (Wilson Class) is the workhorse of the fleet. Equipped with an incredibly powerful sensor/cloak disruption system, the Destroyer is not only a lethal combatant but a useful fleet support and escort unit. Intended to keep targets from getting too close to Battleships and Aircraft Carriers, Wilson Class Missile Destroyers use 155mm deck guns to defend against surface targets, surface-to-air missiles to defend against most aerial targets and two Phalanx CIWS systems to defend against missiles.


Invaders
The Invaders are the mobility faction of SS. While not necessarily weaker in firepower, the Invaders are at a genuine disadvantage in respect to vehicle protection to both the EDF and SSIA. The most powerful units of the Invaders however, are their infantry, which are faster, stronger and deadlier than their human counterparts. Several of their infantry can equal the firepower of main battle tanks, one can move as fast as a main battle tank and another can take more punishment than a main battle tank.
  • The Invader Bomb Drone is a simplistic suicide drone designed to deliver a huge payload at a quick speed. When close enough to a target, the bomb drone activates a powerful burst of energy that triggers a massive explosion, which can level buildings, destroy tanks, punch holes in ships and annihilate entire platoons of exposed infantry. With powerful hoverjets and a 360 degree camera, there is little in way of terrain, be it sea, land, slope that can slow down a Bomb Drone in its approach to a target. As such, it has become one of the priority targets of both the EDF and SSIA.


Changes
It has been a long time since the last release of Star Strike to the public. Star Strike 0.6x Build 2, which a marked improvement over Build 1 which was a marked improvement over 0.57, and so on. However, 0.7x will represent not only a shift toward better balance but toward an entirely different style of gameplay.
  • Infantry have been tweaked as to not be so dominant on vehicles, but still a great threat. Tier-1 Anti-Tank infantry are no longer uncrushable, meaning that tanks now have the option of running them down.
  • Vehicles play a greater role in battle as a result of tweaks to the other areas of combat. Tanks in particular are back in style. Artillery on the other hand, have been made less potent against tanks, to solve the age old problem of artillery being "glass tanks" instead of artillery.
  • Aircraft have been mightily nerfed. In Beta 0.6x, aircraft were the kings of the SS battlefield. Helicopters were worth infinitely more than tanks, and airpad aircraft laid waste to entire tank formations and even heavy anti-air without difficulty. Like artillery, they are no longer "tanks with ammunition" but rather support units, which although powerful will not win the battle for you anymore.
  • Ships have been tweaked. Ships like the Destroyer and Battlecruiser no longer have artillery range, giving those who lost the high-seas some hope now. Aircraft Carrier range has been dramatically reduced, as to actually make players leave their base or the safety of an expansion outpost when an attack is desired.


Additions
During testing, many times short-comings were identified with the factions- the SSIA navies lackluster units, or the Invader's inability to strike out at a distance from the sea, for instance.

SSIA
  • Guardian Frigate: The SSIA players had to place most of their trust into the Battlecruiser, which literally had the job of anti-ship, anti-land, anti-sub, anti-air, anti-missile and stealth detection. To ease up the workload on the Battlecruiser, and force the SSIA to mix their naval forces, the Guardian Frigate takes over the duties of anti-aircraft and anti-missile defense. Firing powerful cluster missiles, the Guardian is more than capable against any airborne target.

  • Sensor Corvette: Taking over the duty of stealth detection from the Battlecruiser, the Sensor Corvette is a dedicated support vessel. Lightly armed and having more hardware than ammunition, Sensor Corvettes are meant to operate within SSIA fleet formations to provide them with protection from submarines and Shadowcraft.

  • Hunter VTOL: The Hunter VTOL is the primary helicopter-type assault aircraft of the SSIA. It is equipped with two pods of air to air anti-helicopter missiles and another two pods of unguided air-to-ground rockets. Not too potent against infantry targets, the rocket barrage is meant to turn tanks into scrap metal in a short period of time. It was added to shore up the gap in SSIA airpower.

  • Air Transport: Added to diversify the factions, the Air Transport is an armed and heavily armored variant of the Chinook Helicopter that provides the SSIA with an effective means to shuttle infantry and light vehicles around. It also has an anti-infantry minigun and anti-tank guided rockets for self-defense, which although weak, give the SSIA an advantage when the LZ is hot.

  • Resource Extractor: Whereas the Invaders have had a resource building for some time now, known as the Technology Hub, the SSIA and EDF never had one. The Resource Extractor provides the SSIA with a constant flow of credits by drawing directly on the mineral resources of the earth below it.


EDF
  • Repair Drone: Whereas the SSIA had the Repair Tank for some time and the Technology Hub provided free constant repairs to all Invader units, the EDF had to drive their vehicles back to Service Depots for any sort of repair. Acting somewhat as an upgrade to EDF vehicles, Repair Drones enter the vehicle internals, releasing smaller self-contained repair drones that will actively repair battle damage as it is incurred.

  • Mirage Transport: Replacing the M2A5 Bradley as an infantry transport, the Mirage was meant to mix up the factions but also give the EDF a way to covertly insert infantry, such as spies, into the enemy base without detection. It has the same weapon set as the Bradley, but the vehicle lacks a turret due to mirage logic.

  • Drilling Platform: The EDF Drilling Platform extracts iron ore from the ground and puts it onto the surface, allowing it then to be harvested by the EDF, which can be extremely advantageous in siege scenarios. It is the EDF resource building.

  • Satellite Scan: The removal (see below) of map revealing powers means that the EDF once again gets the intelligence advantage, as they now have the only means by which to clear the shroud without scouting.


Invaders
  • Lite APC: The Lite APC gives the Invader starting vehicle inventory a much needed boost and reduces Invader dependence on the naval yard based regular APCs for trasnport duties. It uses a vehicle armor instead of a ship armor, meaning it is less vulnerable to bombing and more vulnerable to tank killer weapons. It also lacks the anti-sub capabilities of the standard APC.

  • Heavy Bomber: The Invader Heavy Bomber is the strongest and most powerful aircraft in SS. A long delayed addition to the Invader arsenal, the Heavy Bomber is a nightmare to anything on land or sea, including even the strongest tanks and resilient buildings.

  • Swarmer: The Swarmer is the Invader equivalent of an Aircraft Carrier. Acting as the Invader capital ship, the Swarmer uses its teleporter pad to receive incoming Interceptorcraft. Each swarmer can launch and command a small flight-wing of the craft, each of which has 3 bursts worth directed energy cannon fire to attack with. Although less numerous than the drones launched by the EDF Carrier, the Swarmer's are much harder to destroy and thus actually can swarm around a target effectively.

  • Spy Drone: The Invader Spy Drone is an equivalent to the SSIA Agent and EDF Spy. It uses invisibility as its means of disguise and movement to target area.

  • Ripper Infantry: Invader Ripper Infantry are basic T1 anti-tank infantry. Taking over the role of the Proton Trooper in stopping tanks after that unit was moved up to Tier 2, the Ripper can also attack infantry. With low damage against infantry, Rippers, like SSIA Rocket Soldiers function most effectively when supported by other basic infantry.

  • Conversion Device: A minor superweapon in the last iteration of SS, it now acts as the Invader's special paradrop equivalent. Find a group of enemy infantry and turn all of them within a 2 cell radius into your own! Wonderful, isn't it?

  • Defense Shield: Replaces the Conversion Device as the Invader minor superweapon. Reusing the Forceshield logic of YR, the Defense Shield provides protection for a wide area of an Invader base for no power cost for a decent amount of time.


Removals
However, some units become extraneous or just plain detrimental to gameplay. As such, they were removed.
SSIA
  • Sniper: As part of an effort to make infantry more useful, snipers were eliminated from the list of normally buyable infantry. This includes the SSIA Sniper, who was arguably the worst offender when it came to being overpowering.

  • Grenadier: The Grenadier was folded into the Machine Gunner. This new unit is called the Heavy Gunner, and uses the grenade whenever faced with building or vehicular targets.

  • Anti-Personnel Tank: The SSIA Anti-Personnel Tank was simply too overpowering to be kept in the mod. The SSIA had no need for such a unit either, given its powerful artillery and tanks.

  • Assault Carrier: In order to diversify the naval forces, the SSIA lost their Aircraft Carrier unit. It was compensated by the addition of a dedicated anti-air vessel and sensor vessel, which will allow for the Battlecruiser to be made cheaper as it will no longer be such a jack of all trades unit.

  • Rocket Barge: In a brief experiment to test the suitability of a battleship-ish unit for the SSIA navy, the Rocket Barge was invented. The experiment concluded there was no such need.

  • ATGM: As named by testers the "Telescope", the ATGM was removed as it made heavy defenses like the SSIA's Omega Laser Turret useless. It costed one-third of what the Omega costed, did more anti-tank damage and required no power to operate.

  • Laser Turret/Missile Turret: The SSIA Anti-Ground Missile Turret and Laser Turrets both had their chances to shine in the sun and be used as defenses. However, with the restructuring of each side's defensive buildings, the Missile Turret has become a multi-role anti-ground/anti-air defense.

  • Spy Satellite: Removed to emphasize scouting over rushing to Battle Lab.


EDF
  • Sniper: To make infantry usable beyond the first few minutes. Snipers were far too hard a counter against all infantry; they were totally overkill inside vehicles.

  • Tank Destroyer: The Tank Destroyer was redundant given the power of the Railgun Tank.

  • Tesla Cruiser: The Volkov Class Tesla Cruiser was cut from the EDF lineup primarily to help even out the unit counts between the 3 factions' fleets. The other candidate for removal was the Destroyer, but it was decided that the Destroyer was much more versatile awhile not being nearly so volatile to balance.

  • Black Eagle: In Beta 0.6x, it was easily the most overpowered unit and nothing done to it ever seemed to fix it completely. It was removed for basically making the F-22 Raptor, Tesla Bomber and B-2 redundant. Or in short, it outclassed the rest of the EDF airforce. Yikes.

  • NDS(Naval Defense System): The Naval Defense System was at first a dual missile launcher and then a railgun that was the only naval defense in SS. It was removed primarily because it was overpowering and also because the idea of giving each side naval defenses fizzled out.

Invaders
  • Bio Trooper: The Invader Sniper equivalent, the Bio Trooper was removed to keep the side matchups fair in infantry wars. The Bio Trooper was the more balanced of the snipers however.

  • Blazer: The Blazer was an Invader anti-tank turret that was added during testing but recently removed in light of the re-imagined defensive lineups for each side.

  • Sensor Probing: The Sensor Probing ability was the Invader map reveal ability, until all map clearing abilities were removed and this ability was given to the EDF as "Satellite Sweep".

Upcoming Attractions
Expect to see these soon. Wink
  • SSIA Faction Logo
  • EDF Faction Logo
  • Invader Faction Logo
  • Finalized design for Mod logo?

Last edited by EVA-251 on Fri Feb 18, 2011 7:25 pm; edited 1 time in total

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sat Feb 20, 2010 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

That carrier is beautiful. Its a honest shame to see it going, imo. Will it be in campaign or something?

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woodman
Civilian


Joined: 06 Oct 2006

PostPosted: Sat Jun 12, 2010 4:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Dose SSIA have spys?
I was wiped out by the AI before finding it.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sat Jun 12, 2010 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

All factions have a Spy. The SSIA's is the "SSIA Agent".

Also, this thread is a little old. You probably should have asked this in the Discussion category. #Tongue

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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