SOME PROPOSED RULES
Note: oh god what the hell is going on here i don't even know really
To hit a craft, subtract the target's maneuverability from the weapon's hit rating.
Result:
<=1: Miss
2-6: Chance to hit
7+: Guaranteed hit
For 'chance to hit', this is effectively decided by someone involved in running the game (might i suggest me? oh wait, i'll stop caring) rolling a regular six-sided die. If the roll is less than the result, you have hit. (ie, you get a result of 2, the roll is 1, you hit; you get a result of 6, the roll is 6, you miss. can't roll more than 6 therefore 7+ is guaranteed hit)
Once you score a hit, take into account shielding systems (weapon type & shielding type), and if any damage remains after the shielding system is depleted, apply it to the hull or, if a specific weapon mount or external feature is targeted, apply 75% to that target and 25% to the hull.
If the hull is reduced to 0 health, the ship is destroyed. If an external feature is destroyed, refer to its information for the effect this has (obviously, any passive bonuses it confers are removed).
Without a Communication Relay the ship can only receive communications.
When a ship is sighted in space, you get information on it based on range.
Base view range is subject to other judgement, all notes in percentages. 100% means maximum possible view range, 0% means RAMMING DISTANCE
Ship Class: 100%
Ship Designation & Owner: 90%
External Features: 70%
Accurate Size (actual size in m as opposed to class): 70%
Within 70% all information is available except Internals.
For weapons, there are two types of mounting: fixed-mount and turret mounts. Fixed-mount weapons use 110% of the craft's maneuverability instead of their own hit rating, and have 2 more health than turret mounted versions of the same weapon. Weapons of the Energy Weapon type also have 1 more damage when fixed-mounted.
Weapons of the Missile type ignore mount types, and their damage after shield depletion does not carry over.
ROF is noted in (shots when fired) / (rounds cooldown) for weapons.
PROPOSED SHIP BUILDING SPERGYSTEM
Hull: 1 point/5m
For every 5m of length, the ship has 1 hull point (health).
Total ship length is total of all hulls involved. Length determines the class of the ship and number of potential weapon mounting points.
External:
--- Misc ---
Communication Relay - 15 points - 10 health - 15m
Allows this ship to send communications out to 50% of base view range.
Carrier Bays - 40 points - 35 health - 40m
Requires craft total size to be at least 200m
Allows this ship to carry up to 80m of other craft inside itself.
If destroyed, contained craft cannot exit and are destroyed if the ship's hull is destroyed.
Note: This is in Externals as from outside, you can see that a ship has carrier bays, but not their total size.
External Propulsion System - 10 points - 20 health - 5m
Requires ship size to be less than 100m
Increases ship maneuverability by 6.
Stackable, max 2
--- Weapons ---
* all weapons are stackable with no hard maximum
Light Energy Cannon - 10 points - 8 health - 10m
Type: Energy Weapon
Effective Range: 5%
Damage: 1
ROF: 2/2 or 1/1 (may choose to fire twice in one round with one extra round cooldown)
Hit rating: 20
Medium Energy Cannon - 20 points - 18 health - 25m
Type: Energy Weapon
Effective Range: 10%
Damage: 3
ROF: 1/1
Hit rating: 18
Heavy Energy Cannon - 35 points - 28 health - 40m
Type: Energy Weapon
Effective Range: 20%
Damage: 7
ROF: 1/2
Hit rating: 16
Magnetic Rail System
Type: Kinetic Weapon
Effective Range: 30%
Damage: 10
ROF: 1/8
Hit rating: 10
Must be fixed-mount on craft under 150m in total size
Swarm Missile Launcher - 20 points - 15 health - 15m
Type: Missile
Effective Range: 10%
Damage: 1
ROF: 5/2
Hit rating: 30
Prometheus Missile System
Type: Missile
Effective Range: 10%
Damage: 6
ROF: 1/3
Hit rating: 28
If Kinetic Shield is hit, apply 3 damage to Kinetic Shield and 3 damage to Energy Shield. Apply any damage past energy shield to hull.
--- Shields ---
Kinetic Shielding Projector - 10 points - 5 health - 20m
Defends against: Kinetic Weapons, Missiles
Durability: 5
Stackable, max 3
Energy Shielding Projector - 10 points - 5 health - 20m
Defends against: Energy Weapons
Durability: 10
Stackable, max 2
Internal:
Reinforced Hull - 1 point/5m of ship length
Adds a second hull point for every 5m of ship length. Cannot be partially bought (must pay for full hull size).
Beta Optical Sensor System - 5 points
Increases ship view range by 10%.
Extended Carrier Bays - 20 points
Requires Carrier Bays external
Can be purchased once for every 150m past 200m of total size (350m, 500m, etc)
Extends the Carrier Bays capacity by 40m.
Upgraded Power Core - 15 points
Requires craft total size to be at least 120m
Increases all Energy Weapon mounts damage by 1
Increases all Shields durability by 1
Relativistic Drive - 10 points
Requires Upgraded Power Core
Allows relativistic speed travel, whatever the forget that means
disclaimer: all numbers subject to change. if you don't like it then why don't you come up with something objectively better.