Pre-SysNES2: Beta-testing and Submission

Dis, if you don't mind, please count me out of this game.

I have found that this is far more complicated than I thought, and I am going to be quite busy the next two weeks (exams are coming, you know), so I doubt I'll be able to start planning what ships my guys would have or anything else.

If something, you can keep my civilization as an NPC for the first person that comes around and wants to play.
 
Illuminous Sword

Or how REAL MAN fight in space.

Cost: 180 e 68 s

1x Charm Drive
4x Computer Module
1x Command Deck
1x Command Staff
1x EW Suite
1x Jammers
1x Interceptors
1x Gas Vents
1x Fusion Busters
1x Plasma Shields
2x Basic Fusion Core
3x Pellet Fusion Core
2x Deuterium Drives
1x Tungstan Armor
1x Ablative Armor
1x Heavy Cladding
1x Reflective Armor

Int 5.
Dodge -16
Missile Defense 0
Shield: 10
Armor: 34
Int Bonus 4

DO YOU fight in space in a cramped corridor, pushing buttons, and running around with your arse on fire if somebody shoots laser at you?! That's because you are not a REAL MAN. REAL MAN fights with an army of other people who do it FOR YOU, because you have NO PATIENCE for such things!

And when enemy space crafts comes crashing out of whatever hellholes that they came from, endangering your APPLE PIES and your WAY OF LIFE, do you run away like a scared little kitten, DODGING their weapons fire?

NO! REAL MAN DON'T CARE ABOUT SOME ION STREAMS. OR SOME LASERS. OR SOME STUPID SISSY SPACE MARINES. Do you know what you do? You stand there and let them HIT YOU like a REAL MAN! AND IF SOME STUPIDHEAD Shoots MISSILES AT YOU, What do you do?! Do you shoot your lasers desperately everywhere to shoot it down?! NO! You shoot your OWN missiles at THEIR missiles and then you watch them BLOW UP AND MAKE PRETTY FIREWORKS.

And do REAL MAN use puny little lasers or ion streams at all? NO! They use the biggest phallic missile that you can have and launch it at other people to ****em up! This is the ship for REAL MAN.
 
Dis, if you don't mind, please count me out of this game.

I have found that this is far more complicated than I thought, and I am going to be quite busy the next two weeks (exams are coming, you know), so I doubt I'll be able to start planning what ships my guys would have or anything else.

If something, you can keep my civilization as an NPC for the first person that comes around and wants to play.

You did read the beginning right - about the actual NES not starting for several months? See where you're at then.

All this complexity is in effect preloading things - playing a turn of the actual NES is going to be really really quick and easy, because of all this work done before hand. There will be far less micromanagement than SysNES1, and people aren't going to be designing 10 ships all at once like the beta-testing here. You guys certainly won't be beginning at this tech level.

In other notes I won't really be around to answer questions over the weekend, so you guys should beta-test between yourselves. V6 of the Ship Designer will be out monday.

lol@ Seon
 
Luminous Key

3x Manifold Drive
3x Fission Core
4x Pellet Fusion Core
4x Fission Rockets
1x Recycler
1x Salt Sink
1x Microwave Beamers
1x Plasma Shield

Int 0
Dodge -14
Missile Defense 0
Armor -9
Shields 13

EM Damage: 64

Price: 109 e 43 s
 
Welcome to the Mondeo Defense Fleet Simulation (MDFS)!

A hypothetical construction recognizing that low technology level (LTL) ships are inherently limited in capabilities, the Mondeo Defense Fleet (MDF) was designed to test the survivability and battle effectiveness of cheap, numerous, and expendable platforms in a planetary defense situation. As part of this simulation, the maximum technology level for any MDF ship has been capped at TL3, although assumptions about refinement have been made considering unit expense/possibility of technologically superior opponents, and the MDF has been capped at an arbitrary 500e limit for the sake of easy comparisons.

The MDF heavily favors numerous unmanned directed-energy defense platforms with limited command and control capabilities and a cadre of widely-equipped ships to run interference for the defense platforms. Achieving localized advantages in numbers, mixed weapons damage, and a wide variety of attack vectors are the primary objectives of the MDF.

Spoiler MDF COMPOSITION :
Spear SRDP (Short Range Defense Platform):
2 Solar Arrays
1 Computer Module
4 Microwave Lasers (QUAD-COUPLED)
2 Tungsten Armors

Cost: 27e (12e ref.) / 29m / 0v / 0a / 0t
IMMOBILE
1 Init / -8 Dodge / 0 Missile / 9 Armor / 0 Shield

Cheap planetary orbital defense unit, in-orbit defense.

---

Pike LRDP (Long Range Defense Platform):
2 Solar Arrays
1 Computer Module
1 Scanner
1 Microwave Beamer
1 Tungsten Armor

Cost: 31e (14e ref.) / 27m / 0v / 0a / 0t
IMMOBILE
1 Init / -8 Dodge / 0 Missile / 8 Armor / 0 Shield

Cheap planetary orbital defense unit, on-approach defense.

---

Clarion EWDP (Electronic Warfare Defense Platform):
2 Solar Arrays
7 Computer Modules
1 Scanner
1 Jammer
1 EW Broadcaster
1 Tungsten Armor

Cost: 58e (26e ref.) / 31m / 0v / 0a / 0t
IMMOBILE
7 Init / -8 Dodge / 0 Missile / 7 Armor / 0 Shield

Planetary defense unit, disruptive.

---

Shrike AEF (Attack Exo-Fighter):
2 Metal Capacitors
3 Pulse Drives
1 Kinetic Lance

Cost: 20e (9e ref.) / 16m / 7v / 0a / 0t
IS Rating: 0 / IP Speed: 5
0 Init / 6 Dodge / 0 Missile / 0 Armor / 0 Shield

Cheap planetary defense unit, multi-vector assault.

---

Kite SEF (Superiority Exo-Fighter):
2 Metal Capacitors
3 Pulse Drives
2 Coilguns (TWIN-COUPLED)

Cost: 26e (12e ref.) / 18m / 6v / 0a / 0t
IS Rating: 0 / IP Speed: 5
0 Init / 6 Dodge / 0 Missile / -2 Armor / 0 Shield

Cheap planetary defense unit, multi-vector assault.

---

Owl LB (Laser Boat):
5 Metal Capacitors
4 Pulse Drives
1 Radiator
2 Microwave Lasers (TWIN-COUPLED)

Cost: 36e (16e ref.) / 32m / 8v / 0a / 0t
IS Rating: 0 / IP Speed: 4
0 Init / 2 Dodge / 0 Missile / -1 Armor / 0 Shield

Cheap planetary defense unit, primary combatant.

---

Raptor MB (Missile Boat):
2 Metal Capacitors
4 Pulse Drives
4 Kinetic Lances

Cost: 32e (14e Ref.) / 24m / 12v / 0a / 0t
IS Rating: 0 / IP Speed: 3
0 Init / 0 Dodge / 0 Missile / 2 Armor / 0 Shield

Cheap planetary defense unit, primary combatant.

---

Eagle GS (Gun Ship):
1 Basic Fusion Core
3 Deuterium Drive
3 Pulse Drive
1 Radiator
4 Coilgun (QUAD-COUPLED)
1 Carbon Armor
3 Tungsten Armor

Cost: 58e (26e Ref.) / 28m / 14v / 0a / 0t
IS Rating: 0 / IP Speed: 3
0 Init / -5 Dodge / 0 Missile / 12 Armor / 0 Shield

Basic interplanetary defense unit, primary combatant.

Code:
[b]MDF LOADOUT[/b]

[u][b]Unit			Cost	#	Total[/b][/u]
Spear SRDP (Refined) 	12	10	120
Pike LRDP (Refined) 	14	4	56
Clarion EWDP 		58	1	58
Shrike AEF (Refined)	9	4	36
Kite SEF (Refined) 	12	3	36
Owl LB	 		36 	2	72
Raptor MB		32 	2	64
Eagle GS: 		58	1	58

[b]TOTAL					500[/b]

With credit to Disenfrancised for the Hornet and Dragonfly, which serve as the Owl and Kite, respectively.
 
Obsolete, see post below.
 
Cheap and dirty Frigate

Cost: 52 e. S: 24

4x Burst Drive
2x Deuterium Drive
1x Recycler
6x Coilguns (2x 3-coupled Coilguns)
1 Tungstan Armor
1 heavy Cladding
 
Let's look at some antimatter ships, which allow for some ridiculously good movement performance, if also being quite expensive. These all share the same propulsion packages and at least some of the powerplant; stats assume TL3 except for [CON], as noted:

[CON4] Hilux DE (Destroyer Escort)
1 Twist Drive (Refined)
1 Antimatter Core (Refined)
2 Antimatter Drives (Refined)
4 Pulse Drives (Refined)
1 Hibernation Pod
1 Antimatter Bottles (Refined)
1 Computer Module
1 Scanner (Refined)
4 Coilguns (Refined) (QUAD-COUPLED)
4 Maneuvering Jets (Refined)
1 Gas Rocket (Refined)
1 Carbon Armor
1 Tungsten Armor
1 Heavy Cladding

Cost: 177e (80e) / 32m / 23v / 12a / 0t
IS Rating: 3 / IP Speed: 4 / Range: 1
Init: 1 / Dodge: 6 [PROP3] / Missile: 0 / Armor: 10 / Shield: 0

POSSIBLE BUG REPORT: Strangely Computer (Refined) on this drops heat management by 2 from -1 to +1, so that's why it's not added. Refining Hibernation Pods drops heat management by 1 and armor by 1, so also not added. The power gains don't seem worth the heat gains considering no concurrent mass loss.

Runs a little hot (+1) and the armament's a bit light but it's a fast and evasive bastard with good range and mediocre armor. Can only make a one-way trip without support, but with some tankers and strategy that shouldn't be a problem.

---

[CON4] Taro DME (Missile Destroyer Escort)
1 Twist Drive (Refined)
1 Antimatter Core (Refined)
2 Antimatter Drives (Refined)
4 Pulse Drives (Refined)
1 Hibernation Pod
1 Antimatter Bottle (Refined)
5 Computer Modules
1 Scanner (Refined)
1 Radiator
2 Fusion Busters (Refined)
1 Tungsten Armor
1 Heavy Cladding

Cost: 167e (75e) / 35m / 14v / 12a / 0t
IS Rating: 5 / IP Speed: 4 / Range: 1
Init: 5 / Dodge: -4 [PROP3] / Missile: 0 / Armor: 10 / Shield: 0

Rather less nimble but as well protected, and having an unusually good IS Rating, built to keep up and screen from Laserboats.

---

[CON6] Tundra DD (Destroyer)
1 Twist Drive (Refined)
1 DHe Fusion Core (Refined)
1 Antimatter Core (Refined)
2 Antimatter Drives (Refined)
4 Pulse Drives (Refined)
1 Hibernation Pod
1 Antimatter Bottle (Refined)
1 Computer Module
1 Scanner (Refined)
8 Coilguns (Refined) (QUAD-COUPLED)
6 Maneuvering Jets (Refined)
1 Gas Rocket (Refined)
4 Tungsten Armor
1 Heavy Cladding

Cost: 216e (97e) / 48m / 29v / 12a / 0t
IS Rating: 3 / IP Speed: 3 / Range: 1
Init: 1 / Dodge: 6 [PROP3] / Missile: 0 / Armor: 26 / Shield: 0

The bigger brother, heat's less of a problem, armament's doubled, and 250% armor, with the same maneuverability and only slightly reduced speed.

---

[CON6] Tacoma DGM (Guided Missile Destroyer)
1 Twist Drive (Refined)
1 Antimatter Core (Refined)
2 Antimatter Drives (Refined)
4 Pulse Drives (Refined)
1 Hibernation Pod
1 Antimatter Bottle (Refined)
5 Computer Modules
1 Scanner (Refined)
4 Fusion Busters (Refined)
1 Maneuvering Jets (Refined)
1 Gas Rocket (Refined)
2 Carbon Armor
2 Tungsten Armor
1 Heavy Cladding

Cost: 193e (87e) / 42m / 25v / 12a / 0t
IS Rating: 3 / IP Speed: 3 / Range: 1
Init: 5 / Dodge: -4 [PROP3] / Missile: 0 / Armor: 20 / Shield: 0

Not as nimble or as heavily armored as its equivalent Particle counterpart, but it can keep up and screen out Laserboats.

---

Thoughts:
  1. I'm not sure how I feel about mass and size only scaling apparently linearly with [CON]; it feels like a really forced gameplay mechanic to limit complexity. Acceleration will naturally suffer with any sufficiently huge ship but you can essentially build something as big as you want, if you're fine with it being slow and ungainly as hell. It seems like [CON8] on should feel more epic than merely 2-3 times the size of [CON4], considering the difficulty and time of getting there. Of course, these could just be placeholder values...
  2. [CON5] lets you make marginal improvements to loadout but it mostly consists of just tossing on some more Armor and Maneuvering Jets to balance it out, so it'd just be some interim template improvements rather than anything substantive.
  3. I'm not really certain about coilgun damage values unless there's something more to them that's not reflected in the raw damage numbers, it seems really low unless coupling improves it significantly.
 
Let's look at some antimatter ships, which allow for some ridiculously good movement performance, if also being quite expensive. These all share the same propulsion packages and at least some of the powerplant except for the last; stats assume TL3 except for [CON], as noted:

[CON4] Hilux DE (Destroyer Escort)
1 Twist Drive (Refined)
1 Antimatter Core (Refined)
2 Antimatter Drives (Refined)
4 Pulse Drives (Refined)
1 Hibernation Pod
1 Antimatter Bottles (Refined)
1 Computer Module
1 Scanner (Refined)
4 Coilguns (Refined) (QUAD-COUPLED)
4 Maneuvering Jets (Refined)
1 Gas Rocket (Refined)
1 Carbon Armor
1 Tungsten Armor
1 Heavy Cladding

Cost: 177e (80e) / 32m / 23v / 12a / 0t
IS Rating: 3 / IP Speed: 4 / Range: 1
Init: 1 / Dodge: 6 [PROP3] / Missile: 0 / Armor: 10 / Shield: 0

POSSIBLE BUG REPORT: Strangely Computer (Refined) on this drops heat management by 2 from -1 to +1, so that's why it's not added. Refining Hibernation Pods drops heat management by 1 and armor by 1, so also not added. The power gains don't seem worth the heat gains considering no concurrent mass loss.

Runs a little hot (+1) and the armament's a bit light but it's a fast and evasive bastard with good range and mediocre armor. Can only make a one-way trip without support, but with some tankers and strategy that shouldn't be a problem.


Try replacing 2 of the coilguns with 1 ion cannon => particle does a min of 1 dmg if armour is high enough, so mix in ion cannons to also get some emp stuff going on, better than quad coils. Also it cools and thus gives you more armour.

With only 1 comp module refining it does nothing to heat management, for me. It scales as (Heat-size/2) (max 6, min -5). Refined comp modules have no size. So with enough, yes it will increase heat. Not sure if thats a good thing
 
This deserves its own post because it's truly ridiculous:

[CON6] Vanquish DDL (Laser Destroyer)
1 Twist Drive (Refined)
2 Antimatter Core (Refined)
4 Antimatter Drives (Refined)
1 Hibernation Pods
2 Antimatter Bottle (Refined)
1 Computer Module
1 Scanner (Refined)
2 Radiators (Refined)
4 Microwave Lasers (Refined) (TWIN-COUPLED)
4 Maneuvering Jets (Refined)
1 Gas Rocket (Refined)
1 Carbon Armor
3 Tungsten Armor
1 Heavy Cladding

Cost: 242e (109e) / 38m / 17v / 24a / 0t
IS Rating: 11 / IP Speed: 3 / Range: 1 / Heat: -1
Init: 1 / Dodge: -4 [PROP3] / Missile: 0 / Armor: 13 / Shield: 0

A bizarrely high IS Rating that you'd probably never use due to fueling concerns, rather weak Dodge considering all the kit attached (though up to 3 at [PROP5]), and mediocre Armor, but the main thing is you've got 55 Surplus Power from Twist being frugal when not operating and Antimatter being absurd. As a result, "Divert all power to weapons," nets you 492 Total EM Damage.
 
This deserves its own post because it's truly ridiculous:

[CON6] Vanquish DDL (Laser Destroyer)
1 Twist Drive (Refined)
2 Antimatter Core (Refined)
4 Antimatter Drives (Refined)
1 Hibernation Pods
2 Antimatter Bottle (Refined)
1 Computer Module
1 Scanner (Refined)
2 Radiators (Refined)
4 Microwave Lasers (Refined) (TWIN-COUPLED)
4 Maneuvering Jets (Refined)
1 Gas Rocket (Refined)
1 Carbon Armor
3 Tungsten Armor
1 Heavy Cladding

Cost: 242e (109e) / 38m / 17v / 24a / 0t
IS Rating: 11 / IP Speed: 3 / Range: 1 / Heat: -1
Init: 1 / Dodge: -4 [PROP3] / Missile: 0 / Armor: 13 / Shield: 0

A bizarrely high IS Rating that you'd probably never use due to fueling concerns, rather weak Dodge considering all the kit attached (though up to 3 at [PROP5]), and mediocre Armor, but the main thing is you've got 55 Surplus Power from Twist being frugal when not operating and Antimatter being absurd. As a result, "Divert all power to weapons," nets you 492 Total EM Damage.

Holy...

But wait! Wouldn't this design consume more antimatter per turn than it is able to store?

Edit: Wait, refining antimatter bottles increase maximum storage? hot damn.
 
Here's another potential fleet to test out Kal, an improvement upon my previous all ship-boarding fleet:

MFS Pelican: 1x for 63e
20x Burst Drive
4x Basic Fusion Core
1x Light Sail
14x External Hanger

MFS Seagull Mk2: 15x for 345e
1x Deuterium Drive
1x Pulse Drive
1x Intrusion Unit
4x Space Marines

MFS Swallow: 1x for 26e
1x Basic Fusion Core
1x Habitat Section
1x Supply Section


Alongside a 69e refinement cost for the Seagull Mk2, this fleet costs a total of 503e. The Pelican is meant to merely jump in system, and release the flock of Seagulls, which can return at any point to resupply with the Swallow, which'll remain with the carrier. The seagulls will always target the ship which possess the greatest ability to eliminate seagulls, and when unable to seize a ship, will always destroy it. :)
 
And another fleet full of spammables. This time of the particle variety.

MFS Pelican: 2x for 126e
20x Burst Drive
4x Basic Fusion Core
1x Light Sail
14x External Hanger

MFS Swallow: 1x for 26e
1x Basic Fusion Core
1x Habitat Section
1x Supply Section

MFS Eagle: 1x for 28e
2x Deuterium Drive
1x Command Deck
1x Command Staff
1x Scanners
1x Radiators

MFS Raven Mk2: 35x for 315e
2x Deuterium Drive
1x Ion Jet

Total cost is 502e including 25e to refine the Raven. The two Pelicans having the carry capacity to load on 22 more Ravens. The Pelicans and the Swallow would stay together, the Eagle will lead the flock of Ravens (which, with a speed of 3 IP and 4 IP, will be very hard to get engage in close range). Cyborgs have +2 INT don't forget. ;)

ALTERNATIVELY:

MFS Crow: 51x for 306e

1x Deuterium Drive
1x Pulse Drive
1x Coilgun

Trade a 1/5th as much damage for 5 IP speed, larger quantity, and significantly cheaper overall cost in volatiles.


Do ship collisions still destroy both ships? :D
 
People said:

Great! I'm getting to it. Half way through Symphony D.'s defensive fleet. Just finished analysing the ships. I'll post a log up once I'm done. Plus a few other things: Rules that I've used in the conflict and of course the tactics I used.

Matt0088 said:
Cyborgs have +2 INT don't forget.

I'm checking out ship balance, not racial. So I'm going to ignore that at the moment. Maybe after I've done everything we can have a look at it :).
 
I've just realized that I don't have a rule set to use, and the one I can find from SysNes1 is a bit uhmmm old:

Spoiler :
Here is the round structure of ship to ship combat (note - defender always wins ties)

  • One fleet attempts to engage another, it will succeed according to a comparison of the two fleets slowest speed if the other fleet does not wish to engage – if it does wish to then engagement is automatic.
  • Protagonists speed is greater: 100%
  • Fleets have equal speed: 75% (7-8 on a D8)
  • Protagonist is 1 speed slower: 50% (5-8 on a D8)
  • Protagonist is 2 or more speeds slower: can't engage.
  • As well as running, a fleet can also attempt to hide in the noise of a planet to avoid the enemy. This can only be done if the evading fleet only has ships with quiet drives. The aggressor roll D10+[Computation]+[Number of Sensors] against the defenders D10+[Energy]+[Number of Sensors]+Inititive. If the defender succeeds combat does not occur.
  • The two fleets are now at long range and can engage with missiles. The attacker rolls D10+int+(propulsion tech/4) against the defenders D10+dodge for each missile, if the attacker wins it deals missile damage to the opponent. Missile salvoes happen simultaneously and are aimed at opposing ships of the players choice.
  • Missile phase over, the fleets can either attempt to move to close range, stay at long range or try to escape. Fleets roll D10+slowest speed+int against each other and the winner gets to choose what range they move to.
  • If Escape is chosen combat ends, if Long Range is chosen combat repeats step II and III, if short range is chosen combat moves to short range.
  • The two fleets are now at short range and can engage with missiles, beams, and particles. The attacker rolls D10+int against the defenders D10+dodge for each missile, then rolls D10+int+4+speed against the defenders D10+dodge+speed for each beam and particle, if the attacker wins it deals damage of the appropriate type to the opponent. Beam damage is reduced by 1 for each point of armour and 3 points of shields, Particle damage is reduced by 1 for each point of shields and 3 points of armour.
  • Once a ship has been dealt damage equal to its size it is destroyed.
  • With one round of close range combat complete, the fleets can now attempt to stay at close range or go back to long range, or move to boarding range. Fleets roll D10+slowest speed+int and the winner gets to choose what range they move to. If move back to long range go to II, if stay at short range is chosen go to V, and if boarding range is chosen move to boarding range.
  • At Boarding range if the aggressor has something that enables boarding they roll D10+Ground Combat+number of boarding devices vs the opponents D10+Ground Combat, and if they win they take over the targeted opposing ship. If they fail the fleets move back to short range. The aggressor or defender may choose to ram at boarding range and rolls D10+int+speed vs the defenders D10+int+speed, if they win both ships are destroyed.


When all ships on one side are dead, fled, or captured, combat ends. All ships that took any damage are 'damaged'.


So I've taken them and fashioned my own set:

Spoiler :
I suppose there are a range of options of possibilities of how the fleets engage, but I've just been assuming the do, hence I'm not thinking about it...

ROUND 1

1. Fleets start at Long Range, each in a 'LONG RANGE INSTANCE'. Long range weapons locate and attempt to hit a target. Hits and damage are resolved.

2. Movement Phase 1 Begins, you can:
  • flee
  • engage
  • intercept
  • remain/avoid

All actions are resolved through engagement calculator.

If you flee, you move to an undefended/controlled planet, or deep system space. Take no further part of the engagement.

If you engage you attempt to merge the engaging ship with an opponent ships 'instance'. If both ships wish to engage, then the two join a new instance. If they want to flee, then opposed engagement rolls. But if a group of ships want to stay within the same instance then its the opposed engagement rolls of the two worst members (worst speed vs worst speed then => worst int vs worst int). Engaged ships are in a 'CLOSE RANGE INSTANCE', but not necessarily the SAME one!

If you want to intercept, you want to engage opposing ships that might be trying to engage your ships (as 'engage' for groups of ships). Succeed and you engage the attacking ship and they don't engage your other ships (thus you move to a CLOSE RANGE INSTANCE).

If you want to remain/avoid probably means your going to be opposing most engagement rolls!

So you have ships that you've either put into groups or want to scatter to remain at long range.

Next you resolve this movement phase.

3. Resolve shared instances (either through engagement or interception).

All your particle/beam/missiles all resolved at the same time.

4. Movement phase 2 shared instances can attempt to separate or not: both separate => separates, both remain => remain engaged, one wants to separate one wants to remain => opposed engagement roll!

Or you can move to boarding range, usually resisted! Engagement type thing, if you succeed, boarding operation occurs. After, the ships move back to 'Close Range instance'


ROUND 2 BEGIN

N.B Ships can ONLY use Long range weapons to attack long range targets if they are NOT in a CLOSE RANGE INSTANCE! Way too busy! (although I've just come upon a situation where one side cannot HIT the other side and it feels unfair that they wouldn't then attempt to use the long range weapons to hit something else...)

Ships can automatically merge with an ongoing engagement (too busy thinking about other stuff to give this escape your proper

Continue until all ships have fled or been destroyed from one side!


Attempting that with Symphony D.'s defensive fleet and I think hes got me beat.... Yup.
I'll post a log up (depending on if the above rules I posted are anything like the final ones)
 
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