Star Seed

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Cost
Mass
Tech Level
Duranium
Tritanium
Molybdenum
Large Weapons
Max Large Size
Small Weapons
Point Defense
Super Weapon
Max Fuel
Max Ord
Max Repair
Max Cargo
Engines
Generators
Power Bank
Armor Limit
Shield Limit
Pod Bays
Crew Size
Passengers
Fighter Bays
Fighter Bay Size
Construction Bay Size
Max Speed
Max Hyp Jump
Evasive Bonus
Attack Bonus
Warp Drag Factor
Warp Signature
Scan Range
Tractor Beam
Cloak Fuel Burn












Vulnerability To Weapons Fire
Parts / Hull
Control Systems
Engines
Hyperdrive
Lifesupport
Critical (Soft Spot)

Hull ID: xxx
Ship Pack Name: xxx.spk
Pack Version: xxx
Pack ID: xxx
Idea : Olly Harlow

Essentially non-sentient - mainly solitary - space creatures - fully organic. They fly through the galaxy very slowly - essentially stationary (in game terms) - using their light sails - i.e. speed 1. Or perhaps organic "Ram Scoop +". Still very slow.
Slow - tachyon flux drive ~10-15 speed.

Cannot be boarded or captured, but can be destroyed for "stuff".
Maybe you have to tow it to a planet and de-orbit it (killing it) to get the stuff to drop into your pod-catcher / base?  That requires a lot of tow power. Set that so you need a Missouri or better to do that.

Real thing is - they all (need to) look and scan the same to players.
However,

Males are helpless - no weapons. You can trash them for a random (0 - 10?) mixed selection of wreckage pods? Metals, food, gems even?

Females are tougher - they fight back! Decent cruiser type weaponry?

Pregnant females - are LETHAL. Get too close and you'll find out about it! 10LY? Ships only attacked. They don't consider planets a threat unless attacked by them?

"sexing" is a scripted thing - they're the same ships - different "load-out". As a "thing" they don't actually breed during the game - so are not a NPC race.

Too slow. Let them use tachyon flux from stars to surf off at 10+ which is still fairly slow. So they can use "Kosh-ship" like stuff rather than a simple ram-sail. (corrected - see above)

Sounds about right - slowish. The intent was as an easy AI concept - in a 100 turn game they only move a settable distance/direction. Also a bit dull as a NPC thing? Assuming ~10-15 speed - still useable. The idea would be to have many of these things essentially drifting around and getting in the way and having a very low scan signature - the "Ooops! Hold up! Is that a "preggers" one or just a gas bag? Hmmn"

To make them interesting how about each Seed is done as a pod. It contains some stuff it picked up when created around its birth star. Maybe metal, maybe tech parts, or stuff like gems that are effectively money.

Scaling factors for "wreckage" is a stats/script thing? Destroying one would essentially release the pod cargos leaving the organic remains as perhaps a smattering of foodstuffs? As an "organic" the materials should be "basic" in nature? ( I wot not of what I speake)

Perhaps you cannot board.

 Definitely not possible to board - unless you want to wander around inside its tubes being "et" by antibodies/whatever. It's a "thing" you can destroy for "stuff" or keep a wide berth of if it might be aggressive (female and/or pregnant) (range?).

Maybe you have to tow it to a planet and de-orbit it (killing it) to get the stuff to drop into your pod-catcher / base?  That requires a lot of tow power. Set that so you need a Missouri or better to do that.

Definite possibilty! Work hard for your wreckage - that's a wreckage value scaling issue and possible code add-on?

<GREG> <DP?>
This is the perfect idea to use for the Dopplegangers theory.  I'm not sure how you would make it a benefit to kill one though.