_________________________________________________________________________________________________ _________________________________________________________________________________________________Purpose: The purpose of this mod is to improve the state of orbital warfare to a point where it is actually fun, interesting and balanced. We have added more unit and structure variety to the orbital layer, and improve orbit-surface interaction, without just shifting the focus of the game into the orbital layer. New Units: Excalibur: Long-range orbital sniper unit. Great against larger ships, and smaller amounts of High-HP targets. Main features: -Long range -High damage -Very low ROF -Low speed -Medium HP -High cost Hailfire: Medium-range anti-surface/air ship. Good for besieging enemy bases from orbit or defending a beachhead. Main features: -Medium range anti-surface/air missiles -Medium-High damage -Medium ROF -Low speed -High HP -High cost -Anti-surface tactical missiles can be shot down by snipers. Hammerhead: Medium-range anti-swarm ship. Good for protecting your fleet against swarms of avengers and wraiths. Main features: -Medium range homing missiles -Low damage with AOE -High ROF -Medium-Low speed -Medium-High HP -High cost Wraith: Advanced scout/support ship. Good for scouting enemy planets with it's radar stealth, also shoots down incoming tactical missiles. Main features: -Short-range laser -Very low damage: -Medium-High ROF -Anti-tactical missile weapon -Radar stealth (doesn't work against orbital and deepspace radar until uber fixes that) -High speed -Low HP -Low Cost New Orbital Structures: Sentinel: Anti-ground defence satellite. Shoots lasers at land and naval units, slight AOE, good against armies. Main features: -Medium-range anti-surface laser -Medium-low damage with AOE -Medium ROF -Structure -Medium-Low HP -Medium cost -Slight ground vision Guardian: Anti-air defence satellite. Shoots missiles at air units, good for defending beacheads. Main features: -Medium-range anti-air homing missiles -Medium-low damage -Medium ROF -Structure -Medium-Low HP -Medium cost -Slight ground vision Orbital Mine: Anti-orbital mine. Good for defending areas from orbital transfers. Main features: -Medium-low AOE -High-damage AOE explosion -Structure -Low HP -Low cost New Surface Structures: Lancer: High-powered anti-orbital railgun. Good for defending against larger orbital units, or shooting orbital structures out of the sky. Main features: -High anti-orbital damage -Long range -Very Low ROF -High energy cost per shot -Medium HP -High cost Tesla: Advanced generalist defence turret. Can hit air and ground at short ranges, but has the added bonus of being able to shoot down tactical missiles. Main features: -Medium-low damage against surface and air -Short range -Medium-high ROF -Can shoot down tac missiles -Medium-low HP -Moderate Cost Ingame-unit Changes: Advanced Radar Satellite: -Is now an orbital structure SXX: -Now has a nuke-like explosion -Is pretty much an Ion cannon -Is the coolest thing ever -Is really expensive (thanks to @Alpha2546 for the particle effects) Ingame-structure Changes: Teleporter: -Much lower HP -A bit higher cost to maintain -Basically, you need to actually be able to defend it now, for beacheads. Anchor: -Can no longer shoot air, land or sea. -No longer has vision of the surface layer Umbrella: -Minor ROF changes Orbital and Deepspace Radar: -Is now advanced Halley: -Now need 4 per engine slot -Half as much HP -1/4 the cost -Area builds in a circle Catalyst: -Gives constant energy drain of 10000 -Costs 5000 extra Jigs: -Don't explode on death (or at least, they don't do damage, death effect is still the same because it's cool) -Don't provide energy, or energy storage -Cost energy to run (2000) What you can look forward to when Playing Our mod: Orbital will take longer to become a stalemate, and combat in the orbital layer will be much more interesting. Planet smashes will hopefully be a bit more frequent, and look better, while metal planets will be harder to activate. The new orbital content will be hard to ignore in multi-planet matches, but in 1v1 games will be used just as much as it is now. IE not that much. Coding and basic particle effects are currently done by: @emraldis Models are currently done by: @nicb1 Models and code and texturing done by: @mgmetal13 Particle Effects currently done by: @Alpha2546 Major bugfixes done by @emraldis and @stuart98 . (mostly @stuart98 it seems) We have now released the mod. It is in an BETA stage, so feel free to tear the balance to shreds and let us know what is wrong!