Orbital Warfare Overhaul

Orbital Warfare Overhaul

A mod by: [RLM] Darksteel, Mgmetal13 , [BRN] Nicb1 and [BRN] Crembels

Goal

Our stated goal for the Orbital Warfare Overhaul mod is to improve the state of orbital combat to a point where it is actually fun, balanced and interesting to play, without shifting the focus of the game into the orbital layer. To achieve this, we have added a whole set of new mobile units obtainable only through the orbital factory, along with orbital structures – built by orbital fabricators – that fit different tactical niches. We have changed a lot about the old orbital structures, namely the Anchor and the Jig, to make them less overpowered, and have also turned some of the old orbital units into structures.

New Units

Four new units have been added to the orbital factory, each of which fills a different kind of role in combat. Since we are still in alpha, a fair bit could change about these units if it turns out something is completely broken, but for the most part we’re pretty happy with how they turned out.

Orbital Units

The Excalibur

Your Premium orbital battleship, ideal for Structure Bombardment

Abilities

  • Long range
  • High damage
  • Very low ROF
  • Low Speed
  • Medium HP
  • High cost

Good Against

Any high-HP Orbital Unit

The Hammerhead

The perfect anti fighter escort ship. A must have for any sane commander.

Abilities

  • Medium range
  • Low damage with splash
  • High rate of fire
  • Medium-low Speed
  • Medium High HP
  • High cost

Good Against

Avengers and wraiths

The Hailfire Missile Barge

Anti-surface-and-air unit

Providing orbit support for ground units, especially useful when establishing beach heads in enemy controlled territory.

Abilities

  • Medium range anti-surface air missiles
  • Medium to high damage
  • Medium ROF
  • Low speed
  • High HP
  • High Cost

Good Against

Ground armies and structures

The Wraith

Advanced orbital scout

Featuring the latest in stealth tech, making the wraith ideal for covert orbit reconnaissance.

Abilities

  • Short-range laser
  • Very low damage
  • Medium to high ROF
  • Anti-tactical missile weapon
  • Radar stealth
  • High speed
  • Low HP
  • Low Cost

Good Against

None

Orbital Structures

The Orbital Mine

Triggered Explosive

A stable of any front line defence.

Abilities

  • Medium-low AOE
  • High-damage AOE explosion
  • Structure
  • Low HP
  • low cost

Good Against

Any unit arriving via orbital transfer

The Sentinel Laser Platform

Anti-surface Defence

Great orbital defence without the need to land massive armies.

Abilities

  • Medium-range anti-surface laser
  • Medium-low damage with splash
  • Medium Rate of fire
  • Structure
  • Medium-low HP
  • Medium cost
  • Slight ground vision

Good Against

Ground Armies

The Guardian Missile Platform

Anti-air Defence

Combined with a Sentinel, this is an amazing solution for remote outposts.

Abilities

  • Medium-range anti-air homing missiles
  • Medium-low damage
  • Medium Rate of fire
  • Structure
  • Medium-low HP
  • Medium cost
  • Slight ground vision

Good Against

Air Units

Surface Structures


The Lancer Railgun

Anti-orbital defence

Sometimes the best way to clear orbit is to use a really big gun.

Abilities

  • High anti-orbital damage
  • Long range
  • Very low ROF
  • High energy cost per shot
  • Medium HP
  • High cost

Good Against

Orbital units and structures with high HP

Unit Changes

A lot of the old orbital units and structures were either kind of overpowered or just really bland. The Avenger was a blob unit with no interesting traits other than being an orbital unit; it was slow and boring to use. The Anchor was capable of hitting any layer and hard to take down. The Jig was straight-up the most overpowered economic structure in the game and invalidated the Solar Array. We’ve believe that we have fixed these issues.

Here’s a general overview:

Orbital Structures

Orbital Units

2014-12-17_00010

Surface Structures

Surface Units

Superweapons

Gameplay

During our exhaustive playtesting we noticed a few things about the gameplay in our mod. It meets our goals pretty well, it doesn’t completely remove the orbital stalemate as it is still possible to lock down a planet (we’re still looking at how we can tackle this problem), but orbital stalemates generally occur later than they would in vanilla and there are more options available to the player to try and get the upper hand. The main issues we’ve noticed haven’t been issues we can fix, simply problems inherent to the game engine: the poor orbital UI and the broken celestial radar. The Orbital and Deepspace radars have been moved into T2 until Uber fixes this.

The Future

We are currently trying to nerf the teleporter as we think it is pretty ridiculously overpowered at the moment. Other than that, we’re looking at changing nukes to make nuke gameplay a bit more interesting by making different kinds of nukes with different ranges (not giving away more than that). We’ve got some pretty cool concepts for an orbital teleporter, if we can get it working, and a few new things here and there, but we’re pretty close to a feature-complete beta release which we’ll follow with a focus on balance.

Our main goal, other than finishing the mod and delivering something well balanced and fun to play, is to beat Statera in number of downloads, so get downloading people!

Download and installation

Author: Mod Type:
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Provided by CMM

Author: Mod Type:
Discuss on the forums
Provided by CMM

Published: 22nd December, 2014

About the author

Modder

Leader of the Orbital Warfare Overhaul Development team, university student, and gold-ranked PA ranked player.

Comments

    This looks like an incredible mod, but I am having one small (well, not actually small, it is absolutely huge.) issue.
    The issue is this: Once the mod is installed, it changes the vanilla entities like it should, but I cannot build ANY of the new structures/units, which is a huge bummer. I assume this is a conflict of sorts.
    the mods I have installed are Fr33lancer’s team colour effects, and his PA-FX mod, this, (and the icons that it requires), and league of commanders (and the icons that it requires).
    Are there any known compatibility issues with any of those?

    okay, i have done some testing, and it appears to be incompatible with LoC- which sucks, as they do work really well together in concept.

    In general, server mods aren’t really compatible with each other, as they overwrite the units.json files.

    The Mod doesn’t seem to be coming up on Pamm! It says its not found!

    Yeah, It’ls currently out of date. I’m trying to get it working again, but I have little to no free time right now. When I get some time, I should be able to work on it again.

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