Author Topic: Galaxy 1.0 Development  (Read 3796 times)

I think reducing this to the scale of a star cluster would be good.

I think reducing this to the scale of a star cluster would be good.

I agree a galaxy would be too complex.

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.

what the forget

this is like

a dnd system




i love it.

Use Space Engine for this. It will be 100% awesome-r.

Use Space Engine for this. It will be 100% awesome-r.

What about ships?  We can use Blockland, as everyone doesn't have Space Engine. (assuming there's ship building in SE)

Not all of us can build ships in BL.

Not all of us can build ships in BL.

More of us can build ships in Blockland, than the ones who actually have and can run Space Engine.  Additionally, when I mean ships in Blockland, I mean mini-szed ships, like ones you'd see in a Mini Empires game.

What I meant to say is, what about people who suck at building?

What I meant to say is, what about people who suck at building?

Try your best, or ask someone that's nice to make it for you?

Have everyone download Orbiter. I heard that was good.

Frankly Kiddeh I certainly can't be arsed to build. I'll use space engine to model the play area but it's not like everyone will need to have it to view images.

-superlongtextsnip-
That must have been an ass to write. Thet does, however make alot of sense. Sort of. Seems reasonable though.
EDIT: Bump
« Last Edit: August 31, 2011, 09:52:40 PM by xxxxkill »

How about something similar to Gratuitous Space Battles' system?

MORE STUFF IS HERE :

At the start you have points/cash to put into 3 categories: Building, Research and the People. These points represent the government spending prior to your civilization heading star-ward.
Having more points in Building will increase the amount of building points you have at the start (for spaceships and the like).
Having more points in Research will increase the initial amount of research points you have at your disposal.
Having more points in the People increases your population and efficiency (and HAPPINESS but is that a real factor WHO KNOWS).