Space Engineers

Space Engineers

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NPC Encounter Exploration Cargo Ships
   
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Type: Mod
Mod category: Modpack, NPC, Other
Tags: NoScripts
File Size
Posted
Updated
34.145 MB
12 Mar, 2022 @ 1:42am
19 Sep, 2022 @ 7:44pm
28 Change Notes ( view )

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NPC Encounter Exploration Cargo Ships

Description
This mod will allow Encounter-Type ships to spawn in the game like regular NPC Cargo Ships.

In honor of their "Exploration" origins I've updated these ships with some patrol functionality. Once they reach their [EndWaypoint] marker, they will park for a bit, then slowly spin around and pick a random direction to patrol off in. After a time, they will reset their autopilots and attempt to make their way back to their [EndWaypoint]. Be very wary if a pirate ship decides to idle near your location.

:::Encounter Corvette::: <<>A.O.E. Virtue-Class<>>

V-17E Exploration Corvette "Virtue-Class"
*25mm Gatling Turrets (2) - 2,500 m/range
**Drops Nav Buoys - Nav Buoy A: Mine Beacon, Nav Buoy B: Secret Stash, Nav Buoy C: False Station Signal + Minefield
++Corvette Patrol Protocol 15 Min [Patrol+HardBurn]

V-17X Interceptor Corvette "Valiant-Class"
*155mm Assault Cannon Turrets (2) - 4,500 m/range
*40mm Quad Autocannon Turrets (2) - 3,000 m/range
*25mm Rapid-Fire Gatling Turrets (4) - 2,500 m/range
++Corvette Patrol Protocol 15 Min [Patrol+HardBurn]

V-17X Raider Corvette "Pirate Raider"
*155mm Assault Cannon Turrets (2) - 5,000 m/range
*40mm Quad Autocannon Turrets (2) - 4,000 m/range
*25mm Rapid-Fire Gatling Turrets (4) - 2,500 m/range
++Corvette Patrol Protocol 15 Min [Patrol+HardBurn]

Interceptor Corvette is retro-fitted with Warfare II weaponry and upgraded engagement ranges. It's a Military-Type ship, so it will fire "warning shots" with it's sentry turrets at neutral targets that stray to close. This variant lacks the Nav Buoy Printing System and forgoes some of the original ship's communication & sensory upgrades for additional weaponry.

:::Encounter Ghoul Corvette::: <<>GH-0(UL) Light Corvette<>>
*200mm Rocket Launchers (2) - ?? m/range
*25mm Gatling Turret - 2,500 m/range
++GH-0(UL) Evasion Protocol 2.1 [Berserker]
++GH-0(UL) Patrol Protocol 1.0 [Seeker]

GH-A(ST) Light Corvette
*200mm Rocket Launchers (2) - ?? m/range
*25mm Rapid-Fire Gatling Turrets (2) - 2,500 m/range
++GH-A(ST) Evasion Protocol 1.3 [Berserker] <Multiple parameters can trigger [Berserker] in these older models>

:::Encounter Mining Vessel::: <<>A.O.E. Ardent-M Mining Vessel<>>
(Renamed: Ardent-M23 Mining Prospector)
*4 MR-50A Sentry Turrets
++Prospector Evasion Protocol 1.1 [BurnSpiral]

:::Encounter Small Cargo Vessel::: <<>A.O.E. Torus Small Cargo Vessel<>>
(Renamed: Taurus LCS-8 Light Container Ship)
*5 MR-50A Sentry Turrets
++Freighter Evasion Protocol 1.9 [ShakeDatAss]
++Freighter EndPatrol Protocol 1.0 Hour [HardBurn]

Ursus HCS-18 Heavy Container Ship <<>A.O.E. Urus Medium Cargo Vessel<>>
*155mm Assault Cannon Turrets (2) - 3,000 m/range
*25mm Rapid-Fire Gatling Turrets (4) - 2,500 m/range
*6 MR-50A Sentry Turrets
++Heavy Freighter Evasion Protocol 1.2 [HeavyBurnSpiral]
++Freighter EndPatrol Protocol 1.0 Hour [HardBurn]
***This is a Treasure Ship, if you can capture it, you will have enough supplies for a good long while. IF.***

:::Encounter Stingray II::: <<>Aragath's Stingray Scout II<>>
*25mm Gatling Turrets (4) - 2,500 m/range <Target Weapons>
*6 MR-50A Sentry Turrets
++Scout Evasion Protocols [Barrage,Evade,ReGroup]

The Stingray II is not looking for a fight, but if it gets to close to hostile targets, it will fire to disable any weapon systems in range and call for backup with it's Scanning Antenna. If the Stingray II detects a target lock or takes enough damage, it will go into a spinning barrage attack with rockets and then execute [HardBurn] to get out of the area fast. After it has put enough distance between it's enemies, it will run [ReGroup] and attempt to get back to it's scouting patrol mission.

:::Encounter Imp::: <<>Imp-Class Patrol Ship Mk.2<>>
*200mm Rocket Launcher - 3,000 m/range <At Will>
*25mm Gatling Turrets (4) - 2,500 m/range <Target Propulsion & Weapons>
*3 MR-50A Sentry Turrets <Target Weapons>

The Imp Patrol Ship is a fairly standard low-cost patrol ship utilized by many outer system authorities for customs enforcement. It's hydrogen based thruster design gives it incredible maneuverability and speed for overtaking pirates and smugglers alike while it's four 25mm gatling turrets allow it to handle most low-mid level threats. A Customs Enforcement Officer's primary mission is not to engage hostile threats directly, but to scan, identify and report back to HQ any findings. Because of this directive, many Imp Patrol Ships have AI-controlled protocols that limit targeting to hostile enemy weapons and propulsion systems only.

Original Creators:
https://steamproxy.net/sharedfiles/filedetails/?id=853462583
https://steamproxy.net/sharedfiles/filedetails/?id=503962027
https://steamproxy.net/sharedfiles/filedetails/?id=1212185952
https://steamproxy.net/sharedfiles/filedetails/?id=836906177
https://steamproxy.net/sharedfiles/filedetails/?id=841627007
https://steamproxy.net/sharedfiles/filedetails/?id=364528484
7 Comments
Soul 23 Oct, 2023 @ 10:51am 
this mod has been a nightmare with them weapons being so OP
Malignant  [author] 3 Apr, 2022 @ 8:13pm 
The Encounter Imp took me in a whole new tactical direction because of it's blue coloration. I've been trying to sort out how the Green, Blue, and Red team ships will fit into the overall theme here and I've finally figured it out. For Green, I see them as the more or less mercenary color scheme and they will have no special targeting considerations or restrictions. For Blue ships, think of them as more on the Defensive, Pacifist spectrum - Blue ships will only target weapons and engines. For the Red, assume Aggressive because they will fire on anything or anyone within range.
Malignant  [author] 20 Mar, 2022 @ 9:48pm 
Stingray II has been my favorite so far because of it's potential. If you get a target lock on it, it will spin around and fire rockets in all directions for about 15 seconds, then pick a random direction and fly away about 10km before stopping, then turning around to come back to it's original waypoint patrol. You could potentially target lock a neutral or friendly Stingray near another ship and score some random chaos damage. With my Warfare Range Upgrade mod, Target Locks go out to 10km and missiles fire out to 5km before exploding.
Malignant  [author] 18 Mar, 2022 @ 10:06pm 
For Trash/Block De-Spawn control, I recommend setting it to at least 2,000 blocks for this mod unless you want lots of large grids floating around dead a few hundred km from your players.
Malignant  [author] 18 Mar, 2022 @ 10:03pm 
Added a [HardBurn] thruster control system - ships that have not been disturbed and are just out floating around will attempt to leave the area at full speed after 1 hour (small) / 2 hours (large). I had a Raider Corvette park out about 6 km from my starting position and sit there for about 6 days, spawning raider & grinder drones to harass me until it ran out of power. Sure, maybe it had something to do with the Safehouse I... acquired. But I'm still not convinced.
Malignant  [author] 16 Mar, 2022 @ 10:18pm 
A note on ++Evasion Protocols. [ShakeDatAss] for example. If you breach and ventilate the hull, the evasion protocols kick in. The Taurus LCS-8 will burn it's main engine and start fish-tailing and rolling, dodging port then starboard while trying to flee the area. It will also turn it's grav generator off and on, attempting to splatter any unwelcome boarders against the interior walls. It's 2 Spawning Antenna will continue to call reinforcements as well. Since this is a cargo container ship, it holds pretty much everything you will need if you manage to capture it. Just remember to watch those stray shots around ordnance containers.
Malignant  [author] 16 Mar, 2022 @ 10:08pm 
This works with Vanilla Cargo Ships or with Modular Encounters, MES is not required.