Air Lord, Engineering Corps
This is part of the first super thread layout I devised: Pirates, Cultists, and Sorcerers. It is three separate threads dedicated to discussing the large suggestion topic of different in-game factions other than the air navy (player/AI).
The other threads are as follows:
Cultists (you are here)
The Cultists are an organized faction that uses radically different technology from the traditional air navy. Because of their organized nature cultists generally ware the same uniform and employ similar ship designs.
Some cultist boarding parties utilize hang gliders, this allows them to fly onto enemy airships at any range.
Cultists rely on sorcerers more than any other faction and even have a few sorcerers that cast unique spells.
Firebird, please show me an example of a cultist ship. I'm not saying its a bad idea for cultist to have ships, I'm just very interested in what it would look like...
I can't art sorry. But I'd imagine them to be much more menacing than the air navy in appearance and functionality.
Since they aren't a player faction I think we could go nuts with the design, where cultist airships have custom wall panels that more like machinery/etc and other details that make them look alien to the player.
The logic behind that is if we know where the parts will go we can make them look very unique like the giant spiders, they are technically landships and are mostly circular/spidery in appearance.
In mechanical design I think they would be much less balanced than the air navy, but this is countered by smart design building. (I assume the developer won't abuse the intentionally unbalanced modules)
By intentionally unbalanced I mean that compared to the air navy the cultists have way better gear, but they are manually balanced (specific ship designs, low unit numbers, etc).
"I can't art" eh? Well lucky for you, I can!
Maybe like this?