Popcornlord
Steampunk Mechanic
- Joined
- Oct 18, 2007
- Messages
- 787
In the meantime, I've fleshed out the system a bit, created some example modules, and implemented the previously designed ships.
The ships so far:
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
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.
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.
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
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
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
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
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
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
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
Kinetics: 3
Energy: 1
Missiles: 4
Shields: 4
Agility: 0
Cost: 8EP
Buildable By: Everyone
Research cost: N/A
Modules: Trading Post