Pre-CosmicNES: Shards of an Empire

In the meantime, I've fleshed out the system a bit, created some example modules, and implemented the previously designed ships.

Spoiler Classes :
Squadron: Small and fast, generally lowest range, but hard to hit. Requires a carrier to move between systems. Plus two agility. One module space. Cost of 1EP; +.25EP for every agility increase; +.5EP for every non-agility stat increase. Size = Modern fighters, X-Wing, most space side-scrolling shooters.
Frigate: Smaller, lower range than most ships. Plus one agility. Two module spaces. Cost of 1EP + .5EP per stat increase. Size = Millennium Falcon, Serenity.
Cruiser: Mid-line everything. Four module spaces. Base cost of 1EP + .5EP per stat increase. Size = USS Enterprise
Capital: Largest, but slow and easy target. Unlimited module spaces. Two hits to destroy. Cost of 1EP + 1EP per stat increase. Size = Star Destroyer<
Space Station: Capital, but immobile. Can't move between systems. Unlimited module spaces. Two hits to destroy. Agility always equals zero. Cost of 1EP + .75EP for every stat increase. Size = Capital

Spoiler Stats :
Default of 1 for all stats. Stations' agility is the exception, as a station always has an agility of zero.

Kinetics: Short range weapon, only good when the enemy is virtually right on top of you. Can also shoot missiles. No proper defenses, only agility.
Energy: Medium range weapon, middle of the line. Deflected by shields, but difficult to dodge.
Missiles: Longest range weapon, double the maximum attack of other weapons. Deflected by kinetics. If a significant amount is used in battle, the owner will be charged an additional maintenance fee.
Shields: Deflects energy weapons.
Agility: Helps defend against all weapon types, and is useful for moving on the battlefield.

Spoiler Module Examples :
Improved Life Support: Allows this ship to travel an extra turn before needed to return to a friendly system. 2EP for Frigate, 3EP for Cruiser, 5EP for Capital. 1 Module space. Cannot be installed on Squadrons.
Colonizer: Decreases the cost to colonize a system by ~20%. 5EP, 2 module spaces.
Lanshire Colonizer: Decreases the cost to colonize a system by ~25%. 4EP, 2 module spaces. Can initially only be used by House Lanshire, but can be traded.
Mass Rail Gun: Gives a 4 damage attack that is independent of other combat systems. Unaffected by enemy shields, kinetics. However, heavily affected by enemy agility. 4 module spaces. 4EP.
Missile AI Core: Missiles are less affected by enemy agility, but have shorter range. 1 module space. 2EP.
Tracking Field: Point Defense is significantly more effective. This ship can also defend other ships from missiles, and has longer effective range against squadrons. 2 module spaces. 3EP.
Fighter Bay: Allows the storage of one squadron for interstellar travel. 2 module spaces. 2EP.
Scanning Equipment: Increases the knowledge gained from unexplored systems. 1 module space. 2EP.
Trading Post: A central location for trading ships in a system. +1EP per active trade route. 6EP. Can only be built on Stations.
Energy Bombs: Energy weapons are significantly stronger against large ships, but ineffective against high agility. Range is decreased. 1 module space. 1EP.


The ships so far:
Spoiler Sulis :
Name/Class: Sulis/Cruiser
Kinetics: 3
Energy: 1
Missiles: 1
Shields: 3
Agility: 1
Cost: 7EP
Buildable By: House Steward
Research cost: 3TP
Modules: Mass Rail Gun

Spoiler Lanshire Class Deep Space Frigate :
Name/Class: Lanshire Class Deep Space Frigate/Frigate
Kinetics: 1
Energy: 1
Missiles: 1
Shields: 1
Agility: 2
Cost: 5EP
Buildable By: House Lanshire
Research cost: 2TP
Modules: Lanshire Colonizer

Spoiler Imperial Carrier :
Name/Class: Imperial Carrier/Capital
Kinetics: 3
Energy: 1
Missiles: 1
Shields: 2
Agility: 1
Cost: 8EP
Buildable By: Everyone
Research cost: N/A
Modules: Fighter Bay, Fighter Bay

Spoiler Imperial Cruiser :
Name/Class: Imperial Cruiser/Cruiser
Kinetics: 2
Energy: 4
Missiles: 1
Shields: 4
Agility: 2
Cost: 5EP
Buildable By: Everyone
Research cost: N/A
Modules: None

Spoiler Imperial Fighter Squadron :
Name/Class: Imperial Fighter Squadron/Squadron
Kinetics: 2
Energy: 3
Missiles: 1
Shields: 2
Agility: 5
Cost: 4EP
Buildable By: Everyone
Research cost: N/A
Modules: None

Spoiler Imperial Bomber Squadron :
Name/Class: Imperial Bomber Squadron/Squadron
Kinetics: 2
Energy: 4
Missiles: 1
Shields: 2
Agility: 3
Cost: 5EP
Buildable By: Everyone
Research cost: N/A
Modules: Energy Bombs

Spoiler IDS :
Name/Class: Imperial Defense Station/Station
Kinetics: 3
Energy: 1
Missiles: 4
Shields: 4
Agility: 0
Cost: 8EP
Buildable By: Everyone
Research cost: N/A
Modules: Trading Post
 
By the way...

I really think all ships should have way more than 1 HP to signify what kind of armor it wears.

Because otherwise a fighter will destroy a cruiser in 1 shot with its kinetic weapons.
 
Well using some of the lore from Mass effect that's pretty much how battles were before the invention of beefy shields. Space combat was extremely quick and bloody since simply piercing a ship's hull could quickly kill everyone inside. Not to mention the fact that the armor on a ship doesn't really defend that well against a projectile launched in an area with zero friction and it would be the shields doing most of the protecting.

If it really is a problem then Pop could easily just put beefy shields as something you research later and make it a whole transitioning stage from armies that kill/die very quickly to armies that can easily take a larger beating and a whole mix of the both during that transitioning era.
 
As Patchy said, I'm trying to make space combat a fast, furious, and rather expensive affair. In addition, capitals and stations are made much more significant. If it gets to be too much, I will implement some greater "HP", with technology as the excuse.
 
By the way, how does space combat actually work?
 
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