Author Topic: Anyone interested in a Spaceship combat/empire building forum game?  (Read 1748 times)

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Anyone interested in a Spaceship combat/empire building forum game?
Is anyone here interested in a forum game based around building a star empire and building ships?

 

Offline procdrone

  • Formerly TheHound
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Re: Anyone interested in a Spaceship combat/empire building forum game?
If my english would be better, I might actually like to play a forum based RP game set in Freespace universe
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Offline Lepanto

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Re: Anyone interested in a Spaceship combat/empire building forum game?
I'd like to play in a forum game, in or out of the FS universe.  :)
"We have now reached the point where every goon with a grievance, every bitter bigot, merely has to place the prefix, 'I know this is not politically correct, but...' in front of the usual string of insults in order to be not just safe from criticism, but actually a card, a lad, even a hero. Conversely, to talk about poverty and inequality, to draw attention to the reality that discrimination and injustice are still facts of life, is to commit the sin of political correctness. Anti-PC has become the latest cover for creeps. It is a godsend for every curmudgeon and crank, from fascists to the merely smug."
Finian O'Toole, The Irish Times, 5 May 1994

Blue Planet: The Battle Captains: Missions starring the Admirals of BP: WiH
Frontlines 2334+2335: T-V War campaign
GVB Ammit: Vasudan strike bomber
Player-Controlled Capship Modding Tutorial

 

Offline procdrone

  • Formerly TheHound
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Re: Anyone interested in a Spaceship combat/empire building forum game?
FS Universe, would quickly gain popularity if set in BP setting, I would find it intresting, for players to asume both sides, and play a war.
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Offline An4ximandros

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Re: Anyone interested in a Spaceship combat/empire building forum game?
Only if CINCSOL gets to be Chisteel, Hound :p

I'd be willing to consider it. But how are the rules? Is it gonna be like Spoon's game or something else?

 
Re: Anyone interested in a Spaceship combat/empire building forum game?
Well currently I have written up almost all the rules for creating your own custom ships. The ship building aspect is a generic model but it already contains some Freespace items such as flack cannons and beam weapons. The only thing I need to do to set it for Free Space or Freespace BP is to remove some of the spinal weapons (nova cannons lol) and remove some of the weapons that have large blast radius because FS rarely has capital ships with large plasma style weapons. The game was also set up without any shields available so I don't need to change anything about that. Fighters and bombers are also available in the current set up but they die instantly to any attack, so they may need to be made more powerful but I haven't gotten anyone to playtest the game yet.

Combat happens on a 15 sectioned linear grid, with the two teams on each side, each section of the grid is where a ship can move and can sometimes contain things like a nebula cloud or asteroids that reduces weapon accuracy mostly against fighters. Both sides simultaneously fire their weapons at the start of each turn before the ships move. When I designed the combat I was thinking of Freespace at the time so fleets are intended to be limited to only a few ships on each side so that damage of individual parts of each ship is calculated with only bombers being able to target ship systems.


Outside Of combat I have not gotten much more than an outline. The map outside of "galaxy" is supposed to be set up like FreeOrion my favorite 4x game which happens to be exactly the same as Freespace in that ships travel only along jump points between systems.



I plan to draw out the map in a similar fashion in Paint.net or Graphicsgale. For each solar system I can randomly generate their stats by rolling dice . Each planet would have a set amount of space to build and would be better at producing research, construction or credits. They may Possibly also contain resources but at this point I think creating ships should just use pure money or production points because going into the details of minerals for different weapons would become mindbogglingly complicated after a while.



Anyway Below I've pasted what I have already written which mostly pertains to building ships. The first part is a short and incomplete "Character sheet" for your nation/empire. Its intended to have each nation/empire run by multiple players as a council but you can go alone I suppose.

Below that is the beginning of the ships parts list and a brief description of the 5 types of ship parts used to make each ship. Its very long so I put it in spoilers however on this site spoilers appear as black boxes instead of buttons so its not nearly as compact as I would like it. At the very bottom of that are two test builds that provide instructions on how to create a ship. The first example shows a Halcyon cruiser from Halo being built with the system while the next is the New Battlestar Galactica.

 




-
Player Creator name:
Is this empire open to other players to join : Yes/No/invite
Player council list:
Empire Name:
Government Type:
Species: You can leave this blank or make something up
Description: you can leave this blank if you want.
Fleet list: You can make as many as you want.
Fleet 1
List of ships
Fleet 2
etc




Work in Progress below.



Ship building: Ships are built around hull types, which would be unlocked by research. Each hull has a Base speed which would be 0-3(0 would represent a spacestation. This also removes the issue of having to select engine parts), a base health, base heat and a base powerdraw. In addition it has a number of numbered slots for each type of system.

Command slots :these contain the type of bridge which is necessary for some items.

Internal slots: These can either contain engines, targeting systems, crew stations, ammunition stowage or spinal weapons.

Cargo slots: these can be used for fighter hangars, troop quarters or ammunition.

External slots: these hold weapons and targeting systems.

Armor slots : these hold armor plates and radiators.


Ship hulls:
Spoiler:


Tier 1: -20 accuracy for ships T3-4 to attack these ships
Corvette:
Cost :4
Health: 5
Speed: 2
Power draw : 2
Heat :1
Slots: 1/3/0/2/1

Corvette mk2
Cost : 6
Health: 8
Speed: 3
Power draw: 3
Heat:2
Slots: 1/5/0/2/1

Stealth cruiser
Cost:20
Health : 5
Speed :3
Power draw : 6
Heat: 4
Slots :3/3/1/2/2

Tier 2:-10 Accuracy for ships T3-4 against these ships

Destroyer
Cost: 10
Health: 15
Speed: 2
Power draw :3
Heat :4
Slots :  2/5/0/3/2

Troop ship/light carrier
Cost:6
Health: 8
Speed :1
Power draw: 2
Heat :5
Slots :2/3/3/1/2

Missile boat
Cost :8
Health :10
Speed :2
Power draw :3
Heat :4
Slots: 2/6/0/2/2


AWACS
Cost: 15
Health :10
Speed: 1
Power draw: 5
Heat:6
Slots : 2/7/1/1/2

Tier 3
Cruiser
Cost :20
Health :25
Speed:1
Power draw:5
Heat :5
Slots:  2/5/2/4/4

Light cruiser
Cost :22
Health :20
Speed:2
Power draw:6
Heat :5
Slots:  2/6/2/4/3

Armored cruiser
Cost :22
Health :30
Speed:1
Power draw:6
Heat :7
Slots:  2/5/2/5/5

Escort carrier
Cost :20
Health :17
Speed:2
Power draw:7
Heat :5
Slots:  2/5/6/2/2

Combat carrier
Cost :25
Health :25
Speed:2
Power draw:7
Heat :6
Slots:  2/5/4/4/4

Multi purpose assault ship
Cost :20
Health :20
Speed:1
Power draw:7
Heat :4
Slots:  3/5/3/3/3



Tier 4
Battle cruiser/missile cruiser (T3.5)
Cost :30
Health :28
Speed:1
Power draw:8
Heat :10
Slots:  2/6/1/7/4



Pocket battleship
Cost :40
Health :40
Speed:2
Power draw:15
Heat :14
Slots:  3/6/0/7/7



Fleet carrier
Cost :45
Health :30
Speed:1
Power draw:12
Heat :12
Slots:  3/8/10/4/5

Battle carrier
Cost :65
Health :40
Speed:1
Power draw:15
Heat :12
Slots:  4/9/6/7/6

Battleship
Cost :60
Health :50
Speed:1
Power draw:12
Heat :16
Slots:  4/10/2/8/8

Dreadnought
Cost :65
Health :50
Speed:1
Power draw:14
Heat :12
Slots:  2/12/0/8/9

Heavy artillery ship/missile battle cruiser
Cost :70
Health :30
Speed:1
Power draw:18
Heat :12
Slots:  4/16/2/4/5


Command slot equipment:


Spoiler:

General Purpose command bridge: Allows access to the general purpose equipment list
1 slot
cost : 1

T1-2 Stealth systems module : allows access to stealth ship equipment for small vessels
2 slots
Cost :10
Artillery gun control module : allows access to spinal weapons
1 slot
Cost: 10
Electronic Warfare CIC : allows access to EW equipment
2 slots
Cost :20
Medium weapons bridge uplink: Allows access to heavier weapons and armor
1 slot
Cost :20
Heavy weapons bridge control : Allows access to heavier weapons
1 slot
Cost :35
Superheavy artillery control module : allows access to very large spinal weapons
2 slots
Cost :30
Small flight control tower: allows access to hangars
1 slot
Cost : 10
Fleet Flight control tower : allows access to larger hangars
2 slots
Cost :20
AI control module : Removes need for crew
1 slots
Cost : 20
Distributed AI module : Removes need for crew and ship will not be mission killed if the bridge is hit.
2 slots
Cost :30

General purpose
Spoiler:



Internal slot modules

Crew station mk1 provides crew
Cost :4
Heat :2

Crew station mk2
Cost:6
Heat: 1
------------------------------------------
Optical rangefinder
+5 to non missile targeting
Cost: 5
Power : 1
Heat :1

Engine to Point defense system networking T1-2
+20 to point defense for small ships
Cost: 8
Power :2
Heat :1
-------------------------------------
Nuclear power plant
Power: +7
Cost: 5
Heat:3

Large nuclear power plant
Power : +10
Cost : 10
Heat :4

Fusion power Plant
Power : +12
Cost :20
Heat :1

Large Fusion plant
Power :+20
Cost :40
Heat : 3

-------------------------------------

Ammunition storage Mk1
Stores an extra shot for a missile launcher. Takes one turn to reload
Cost :10
Power :2




Cargo modules

Troopbay Mk1
Stores 2 units of troops
Cost: 5
Power: 1
Heat :1

Drone hangar
Stores 1 squadron of 4 drones
They can be launched to attack enemy fighters and bombers in the area as the ship that launched them
Attack : 50%
Speed: 0+follow
Cost:15
Power :3
Heat : 2

Ammunition storage Mk1
Stores an extra shot for a missile launcher. Takes one turn to reload
Cost :10
Power :2



External equipment

Point defense autocannon: For killing spacecraft and missiles in the same location. No damage against ships
Damage :0
Range :0
Armorpen:0
ArmorDestroy:0
ROF:3
Accuracy: 60%
Cost:5
Power:1
Heat:0


Point defense Laser
Damage: 0
Range:0-1
Armorpen:0
Armordestroy:0
ROF:2
Accuracy :70%
Cost:7
Power:1
Heat:1

Dual Purpose railgun
Damage :1
Range:0-2
Armorpen:0
Armordestroy:0
ROF:1
Accuracy:80%
Cost:5
Power:1
Heat:0

Anti-Missile Missile launcher: Shoots down missiles and spacecraft
Damage:0
Range:∞
Speed:3
Armorpen:0
Armordestroy:0
ROF:4/4
Cost:8
Power:1
Heat:0

Light Plasma Projector
Damage:3
Range:0-1
Armorpen:0
ArmorDestroy:1
ROF:1
Accuracy:70%
Cost:10
Power:2
Heat:2

Nuclear missile silo
Damage:2
Range:∞
Speed :2
Armorpen:0
ArmorDestroy:3 wide
ROF:3/3
Cost:15
Power:2
Heat:0

Armor and Radiator equipment: Armor cannot armor itself and does not take any damage. Most Radiators cannot be armored.

Steel plating:
Armorpoints: 5
Cost:10


Titanium plating
Armor points:8
Cost:20

Composite Radiators: Cools off the ship. Cannot be armored.
Heat:-7
Cost: 5

Small Droplet Radiator: Can be armored
Heat: -5
Cost:10



Stealth Module equipment
Spoiler:
Internal equipment

Internal heat storage coil
This ship is invisible to opponents at the beginning of the battle and cannot be targeted until uncovered
80% stealth check each turn to stay hidden
Heat: -10 5 turns
Power: 3
Cost: 20


Defense Scrambler
-30 against this ship
Heat :2
Power :3
Cost 15

External equipment

Plasma Spar torpedo: an explosive plasma device attached to the front of the ship that can be rammed into an enemy ship
Damage :10
Range :0
Armorpen:2
ArmorDestroy:5 wide,2 deep in center
ROF:1/1
Accuracy: 90% no bonus or debuffs
Cost:15
Power:1
Heat:0

Laser Targeter:
Allied ships attack enemies in your section with +20
Power :3
Cost: 10
Heat :2


Artillery Gun control module list
Spoiler:
Internal equipment
Spinal coil gun
Damage :10
Range :2-5
Armorpen:3
ArmorDestroy:1
ROF:1
Accuracy: 60%
Cost:10
Power:4
Heat:2
Slots:2

Spinal Laser cannon
Damage :5
Range :2-7
Armorpen:0
ArmorDestroy:2
ROF:2
Accuracy: 70%
Cost:15
Power:7
Heat:4
Slots :2

Spinal Railgun
Damage :8
Range :2-5
Armorpen:2
ArmorDestroy:0
ROF:3
Accuracy: 50%
Cost:15
Power:5
Heat:3
Slots: 2




Medium weapons Bridge Uplink
Spoiler:
Internal Equipment list

Advanced Fusion plant
Power :+15
Cost :20
Heat : 4

Antimatter reactor
Power: +35
Ship is destroyed if this is destroyed.
Cost: 45
Heat:7

Tesla Cycler
Power : +30
Cost:60
Heat:10

Ammunition storage MK2: Stores a reload for Torpedo launchers
Cost :20
Power:4

Tachyon scanner
+10 to hit
Cost :15
power: 8
Heat:5


Cargo Equipment List

Ammunition storage MK2: Stores a reload for Torpedo launchers
Cost :20
Power:4


Troopbay Mk2
Contains 5 troops
Cost:10
Power:1
Heat:3
Slots 2

External Equipment List


Railgun turret
Damage :2
Range :0-4
Armorpen:3
ArmorDestroy:1
ROF:1
Accuracy: 70%
Cost:8
Power:3
Heat:3

Plasma bolt caster
Damage :6
Range :0-2
Armorpen:1
ArmorDestroy:3 adjacent 1 deep
ROF:1
Accuracy: 50%
Cost:15
Power:3
Heat:5

Particle beam
Damage:2
Range :0-6
Armor pen:1 Sweep: 3
Armor Destroy:0
ROF:1
Accuracy: 60%
Cost: 20
Power: 5
Heat:4

Plasma Torpedo
Damage:14
Range : ∞
Armor pen:1
Armor Destroy:3 adjacent, 4 deep center
ROF:2/2
Speed:3
Cost: 30
Power: 5
Heat:2




Armor and Radiators


Valerium hull armor
Armor points :15
Cost: 25

Compressed Molybdenum plating
Armor Points : 20
Cost : 35

Polarized Tritium plating
Armor points : 40
Cost :60
Power : 10
Heat :5

Therion core radiator
Heat -10
Cost :20

Beam radiator
Heat :-15
Cost :35


Heavy weapons bridge control system item list: This list has many of the same items as the Medium weapons list.
Spoiler:
Internal Equipment list

Advanced Fusion plant
Power :+15
Cost :20
Heat : 4


Antimatter reactor
Power: +35
Ship is destroyed if this is destroyed.
Cost: 45
Heat:7

Tesla Cycler
Power : +30
Cost:60
Heat:10

Plasma Core reactor
Power : +40
Cost:80
Heat:12

Singularity Engine
Power: +60
Ship is destroyed if this is Destroyed.
Cost:150
Heat:20

Wormhole Radiator: A radiator that is an internal component and can  be armored.
Heat :-15
Cost :50

Ammunition storage MK2: Stores a reload for Torpedo launchers
Cost :20
Power:4

Tachyon scanner
+10 to hit
Cost :15
power: 8
Heat:5


Cargo Equipment List

Ammunition storage MK2: Stores a reload for Torpedo launchers
Cost :20
Power:4


Troopbay Mk2
Contains 5 troops
Cost:10
Power:1
Heat:3
Slots 2

External Equipment List


Macrocannon turret
Damage :3
Range :0-4
Armorpen:3
ArmorDestroy:2 deep
ROF:2
Accuracy: 70%
Cost:15
Power:5
Heat:3

Ion lance
Damage :8
Range :0-5
Armorpen:1
ArmorDestroy:3 adjacent 2 deep
ROF:1
Accuracy: 60%
Cost:30
Power:8
Heat:6

Gauss shredder beam
Damage:10
Range :0-5
Armor pen:1 Sweep: 5
Armor Destroy:Sweep:5
ROF:1
Accuracy: 60%
Cost: 50
Power: 10
Heat:7

Heavy Plasma Bolt Thrower
Damage :6
Range :0-3
Armorpen:1
ArmorDestroy: 5 adjacent 1 deep
ROF:2
Accuracy: 50%
Cost:60
Power:10
Heat:6

Heavy Graser beam
Damage :10
Range :0-8
Armorpen:0
ArmorDestroy:  6 deep
ROF:1
Accuracy: 80%
Cost:100
Power:20
Heat:12
Slots:2

Plasma Beam Carronade
Damage :30
Range :0-1
Armorpen:1
ArmorDestroy: 9 adjacent 3 deep
ROF:1
Accuracy: 60%
Cost:70
Power:15
Heat:9


Antimatter Torpedo
Damage:20
Range : ∞
Armor pen:1
Armor Destroy:3 adjacent, 5 deep
ROF:2/2
Speed:3
Cost: 80
Power: 10
Heat:2




Armor and Radiators


Valerium hull armor
Armor points :15
Cost: 25

Compressed Molybdenum plating
Armor Points : 20
Cost : 35

Polarized Tritium plating
Armor points : 40
Cost :60
Power : 10
Heat :5

Neutronium plating
Armor points : 40
Cost :100

Therion core radiator
Heat -10
Cost :20

Beam radiator
Heat :-15
Cost :35

Sunflare radiator
Heat :-22
Cost :60

Superheavy Artillery Items list: shares items with the heavy and medium weapons list
Spoiler:
Internal equipment list

Advanced Fusion plant
Power :+15
Cost :20
Heat : 4


Antimatter reactor
Power: +35
Ship is destroyed if this is destroyed.
Cost: 45
Heat:7

Tesla Cycler
Power : +30
Cost:60
Heat:10

Plasma Core reactor
Power : +40
Cost:80
Heat:12

Singularity Engine
Power: +60
Ship is destroyed if this is Destroyed.
Cost:150
Heat:20

Wormhole Radiator: A radiator that is an internal component and can be armored.
Heat :-15
Cost :50

Ammunition storage MK2: Stores a reload for Torpedo launchers
Cost :20
Power:4

Tachyon scanner
+10 to hit
Cost :15
power: 8
Heat:5
-----------------

Spinal Flechette Railgun
Damage :4
Range :2-4
Armorpen:2
ArmorDestroy:0
ROF:5
Accuracy: 60%
Cost:20
Power:8
Heat:3
Slots: 2

Spinal Plasmabore
Damage :12
Range :2-8
Armorpen:2
ArmorDestroy: 3 wide 4 deep
ROF:1
Accuracy: 60%
Cost:35
Power:10
Heat:6
Slots: 4

Nova Cannon
Damage :20
Range :3-8
Armorpen:2
ArmorDestroy: 5 wide 2 deep
ROF:1
Accuracy: 60% AREA affect all ships
Cost:55
Power:15
Heat:8
Slots: 6

Starfire Lance: The ultimate long range weapon
Damage :5
Range :4-10
Armorpen:0
ArmorDestroy: ∞
ROF:1
Accuracy: 70%
Cost:100
Power:22
Heat:10
Slots: 8


Cargo Equipment List

Ammunition storage MK2: Stores a reload for Torpedo launchers
Cost :20
Power:4


Troopbay Mk2
Contains 5 troops
Cost:10
Power:1
Heat:3
Slots 2

External equipment

Plasma Torpedo
Damage:14
Range : ∞
Armor pen:1
Armor Destroy:3 adjacent, 4 deep center
ROF:2/2
Speed:3
Cost: 30
Power: 5
Heat:2

Antimatter Torpedo
Damage:20
Range : ∞
Armor pen:1
Armor Destroy:3 adjacent, 5 deep
ROF:2/2
Speed:3
Cost: 80
Power: 10
Heat:2

Singularity Torpedo: Instantly kills all ships in section. Cannot be reloaded.
Damage:∞
Range : ∞
Armor pen:∞
Armor Destroy:∞
ROF:1/1
Speed:4
Cost: 300
Power: 20
Heat:4


Armor and Radiators


Valerium hull armor
Armor points :15
Cost: 25

Compressed Molybdenum plating
Armor Points : 20
Cost : 35

Polarized Tritium plating
Armor points : 40
Cost :60
Power : 10
Heat :5


Therion core radiator
Heat -10
Cost :20

Beam radiator
Heat :-15
Cost :35



Small flight control tower item list
Spoiler:
Internal equipment
Pilot Barracks Mk1
Cost :10
Squadrons:2/2
Heat :3

Pilot Barracks mk2
Cost:20
Squadrons: 3/3
Heat: 4

Spare spacecraft storage
Reloads one hangar of all craft
Cost:30
Power:4

Cargo equipment

Light Fighter hangar
Stores 1 small squadron of 4 fighters that can attack fighters, bombers and missiles
Attack : 50%
Speed: 2
Cost:15
Power :3
Heat : 2

Assault bomber hangar
Stores 1 small squadron of 4 bombers that can attack ships in the same location. They have the advantage compared to guns of being able to target a specific slot of the enemy ship with their torpedoes.
Damage: 2
Range:0
Armorpen:0
Armordestroy:2 deep
ROF:1/1
Accuracy : 70%
Speed: 2
Cost:20
Power :3
Heat : 2


Large Light Fighter hangar
Stores 2 Large squadrons of 6 fighters that can attack fighters, bombers and missiles
Attack : 50%
Speed: 2
Cost:40
Power :7
Heat : 5
Slots: 2



Heavy Fighter hangar
Stores 1 small squadron of 4 fighter the can attack fighters, bombers and missiles and small ships with their railguns
Attack : 40%
-----
Damage: 1
Range:0
Armorpen:1
Armordestroy:1 deep
ROF:2
Accuracy : 50%
-----
Speed: 2
Cost:30
Power :3
Heat : 2

External Slots

Flak cannon
Damage :1
Range:0
Armorpen:1
Armordestroy:0
ROF:4
Accuracy:70%
Cost:20
Power:4
Heat:1


Fleet flight control tower item list: This has most of the same things as the small tower.
Spoiler:
Internal equipment

Pilot Barracks Mk1
Cost :10
Squadrons:2/2
Heat :3

Pilot Barracks mk2
Cost:20
Squadrons: 3/3
Heat: 4

Large Pilot Barracks
Cost :45
Squadrons:5/5
Heat :6
Slots:2

Spare spacecraft storage
Reloads one hangar of all craft
Cost:30
Power:4


Cargo equipment

Light Fighter hangar
Stores 1 small squadron of 4 fighters that can attack fighters, bombers and missiles
Attack : 50%
Speed: 2
Cost:15
Power :3
Heat : 2

Assault bomber hangar
Stores 1 small squadron of 4 bombers that can attack ships in the same location. They have the advantage compared to guns of being able to target a specific slot of the enemy ship with their torpedoes.
Damage: 2
Range:0
Armorpen:0
Armordestroy:2 deep
ROF:1/1
Accuracy : 70%
Speed: 2
Cost:20
Power :3
Heat : 2


Large Light Fighter hangar
Stores 2 Large squadrons of 6 fighters that can attack fighters, bombers and missiles
Attack : 50%
Speed: 2
Cost:40
Power :7
Heat : 5
Slots: 2



Heavy Fighter hangar
Stores 1 small squadron of 4 fighter the can attack fighters, bombers and missiles and small ships with their railguns
Attack : 40%
-----
Damage: 1
Range:0
Armorpen:1
Armordestroy:1 deep
ROF:2
Accuracy : 50%
-----
Speed: 2
Cost:30
Power :3
Heat : 2


Heavy bomber hangar
Stores 1 small squadron of 4 bombers that can attack ships in the same location. They have the advantage compared to guns of being able to target a specific slot of the enemy ship with their plasma torpedoes.
Damage: 5
Range:0
Armorpen:1
Armordestroy:3 wide
ROF:1/1
Accuracy : 60%
Speed: 2
Cost:40
Power :3
Heat : 2

Large Assault bomber hangar
Stores 2 Large squadron of 6 bombers that can attack ships in the same location. They have the advantage compared to guns of being able to target a specific slot of the enemy ship with their torpedoes.
Damage: 2
Range:0
Armorpen:0
Armordestroy:2 deep
ROF:1/1
Accuracy : 70%
Speed: 2
Cost:50
Power :7
Heat : 5
Slots:2

Interceptor hangar
Stores 1 Large squadrons of 6 Interceptors that can attack fighters, bombers and missiles
Attack : 70%
Speed: 3
Cost:30
Power :3
Heat : 2


External Slots

Flak cannon
Damage :1
Range:0
Armorpen:1
Armordestroy:0
ROF:4
Accuracy:70%
Cost:20
Power:4
Heat:1


Spoiler:
Ok So heres a test build of the Pillar of Autumn (Halo)


So first I would pick a hull, which gives me the base stats.

HULL:
Armored cruiser
Cost :22
Health :30
Speed:1
Power draw:6
Heat :7
Slots: 2/5/2/5/5

Its armed with a spinal coilgun and then it just has point defenses and nukes so I should take the general purpose bridge and the artillery gun control module


Ship Command bridge modules:
General Purpose Command Bridge Cost :1
Artillery Gun control module  Cost:10

So now I gotta get enough power, and crew. All ships need at least one crew station and enough power for all their weapons. I have 5 internal slots. I also need at least 6 power

So first

-Crew Station Mk2
Cost:6
Heat:1

And for the powerplant Ill take a large fusion which is what the Pillar of autumn had originally. I'll Take two instead of one large fusion plant, which would give me a little bit more power

-Fusion power Plant
Power : +12
Cost :20
Heat :1

-Fusion power Plant
Power : +12
Cost :20
Heat :1

So that leaves two slots, since this ship relies on missiles I'm going to take am extra ammo twice

-Ammunition storage Mk1
Stores an extra shot for a missile launcher. Takes one turn to reload
Cost :10
Power :2
-Ammunition storage Mk1
Stores an extra shot for a missile launcher. Takes one turn to reload
Cost :10
Power :2


Oh wait forgot the all important coil gun. Now thats going to take the remaining two slots up


-Spinal coil gun
Damage :10
Range :2-5
Armorpen:3
ArmorDestroy:1
ROF:1
Accuracy: 60%
Cost:10
Power:4
Heat:2
Slots:2


So Tallying that up gives me
Cost: 6+20+20+10=56
Heat:1+1+1+2=5
Power:12+12-4=+20


Adding up the base cost of the hull gives me
Cost:78
Heat:12
Power:+14

So thats plenty power left despite the coilgun

Next is the Cargo slots which I have two off.  Technically the POA should have a bunch of fighters but there was no space for a flight control model. The Drone hangar plus an ammunition storage should be usable to provide more ammo and point defense.

-Drone hangar
Stores 1 squadron of 4 drones
They can be launched to attack enemy fighters and bombers in the area as the ship that launched them
Attack : 50%
Speed: 0+follow
Cost:15
Power :3
Heat : 2

-Ammunition storage Mk1
Stores an extra shot for a missile launcher. Takes one turn to reload
Cost :10
Power :2

Adding up the total costs I now have
Cost:78+15+10=103
Heat:12+2=14
Power:+14-3-2=9

So I am still pretty good on those items, though Cooling all that heat is going to take a bite out of the armor scheme. Good thing theres no lasers.


So finally weapons in the external equipment. The armored cruiser has 5 slots for guns so lets see according to the Wiki it has point defense 50mm guns, archer missiles and two kinds of nukes. So the Point defense auto cannon sounds good, plus they are low on the power and heat requirements which means more armor. Without the medium weapons module there isn't much in terms of hard hitting turrets but the coilgun is supposed to do most of the work anyway. Ill take two autocannons, one AMM launcher, which is good enough to wreck a flight of nuclear missiles and two nuclear missile silos.



-Point defense autocannon: For killing spacecraft and missiles in the same location. No damage against ships
Damage :0
Range :0
Armorpen:0
ArmorDestroy:0
ROF:3
Accuracy: 60%
Cost:5
Power:1
Heat:0


-Point defense autocannon: For killing spacecraft and missiles in the same location. No damage against ships
Damage :0
Range :0
Armorpen:0
ArmorDestroy:0
ROF:3
Accuracy: 60%
Cost:5
Power:1
Heat:0

-Anti-Missile Missile launcher: Shoots down missiles and spacecraft
Damage:0
Range:∞
Speed:3
Armorpen:0
Armordestroy:0
ROF:4/4
Cost:8
Power:1
Heat:0

-Nuclear missile silo
Damage:2
Range:∞
Speed :2
Armorpen:0
ArmorDestroy:3 wide
ROF:3/3
Cost:15
Power:2
Heat:0

-Nuclear missile silo
Damage:2
Range:∞
Speed :2
Armorpen:0
ArmorDestroy:3 wide
ROF:3/3
Cost:15
Power:2
Heat:0

Adding up the total costs I now have
Cost:103+5+5+8+15+15=151
Heat:14
Power:9-1-1-1-2-2=2

So thats pretty close on energy budget. I could replace the two fusions with one large fusion and use nukes if I wanted more defense.



Lastly is the Armor and heating which also has 5 slots. I have 14 heat that needs to be removed so it seems like 2 composite radiators are the best choice. For armor Ill take 3 titanium platings which is really expensive but gives me as much armor as possible.
-Composite Radiators: Cools off the ship. Cannot be armored.
Heat:-7
Cost: 5
-Composite Radiators: Cools off the ship. Cannot be armored.
Heat:-7
Cost: 5

-Titanium plating
Armor points:8
Cost:20
-Titanium plating
Armor points:8
Cost:20
-Titanium plating
Armor points:8
Cost:20

Adding up the total costs I now have
Cost:151+5+5+20+20+20=221+11=233(Forgot the cost of the command modules earlier)
Heat:14-7-7=0
Power:2
Armor:24



Lastly Is finalizing the schematic and armor

To create the ship schematic I am going to place a number for each slot, in total the Armored cruiser has 19 slots so I am going to write the numbers 1-19 plus dividers for each type of item, so I make a line between the External and Internal slots and between the Internal and Cargo slots.

----
1.
2.
-----
3.
4.
5.
6.
7.
---
8.
9.
---
10.
11.
12.
13.
14.
-----
15.
16.
17.
18.
19.
--------


When this ship is hit in battle a number would be rolled between 1-19 and the number is where the attack hits. Any attack that hits a piece of equipment other than an ARMOR item will destroy it. This can be pretty serious if a radiator breaks which means your ship will start to melt or if your crew compartment is destroyed which means your ship will be out of the battle. To stop this the armor points previously purchased can be distributed amoung each piece of equipment except certain types of radiators. Some weapons can hit multiple slots if it says things like Wide, Slash or Adjacent. A weapon that says wide means it will also hit the slots next to it while a slash weapon means that the GM would flip a coin or 1d2 to see if the weapon travels up along the numbers or down striking each slot. These attacks do not cross the divisions between slot types, so a laser beam hitting slot 15 will not travel up into slot 14 and 13, this represents the beam traveling off the hull of the ship. Because weapons can hit slots close by its a good idea to distribute things like crew compartments and reactors so that if slots 13 and 14 contain crew a missile hit won't kill both of them at the same time.

Now I am going to write down the name of each slot and place them to minimize damage. I am also going to write down what they do in a compact format so that If I were to lose a power plant I would know how much energy to subtract from the total without having to go back to the parts list. Also Note that I cannot distribute the spinal coilgun pieces since it is one item that takes two slots. The Bridge and armor items do not need anything written.



----
1.GP Bridge
2.AG Module
-----
3.Fusion Power Plant Power +12
4.Spinal Coilgun P1  D/R/AP/AD/ROF/AC
5.Spinal Coilgun P2 10/2-5/3/1/1/60     Power:-4 Heat:2
6.Crew Station MK2 Heat:1
7.Fusion Power Plant Power :+12
---
8.Drone Hangar AC/S=50/0F Power:-3 Heat:2
9.Ammo Stg Mk1 Power :-2
---
10.PD Autocannon D/R/AP/AD/ROF/AC=0/0/0/0/3/60 Power:-1
11.AMM launcher D/R/AP/AD/ROF/S= 0/∞/0/0/4-4/3 Power:-1
12.Nuke Silo D/R/AP/AD/ROF/S=2/∞/0/3W/3-3/2 Power :-2
13.PD Autocannon D/R/AP/AD/ROF/AC=0/0/0/0/3/60 Power:-1
14.Nuke Silo D/R/AP/AD/ROF/S=2/∞/0/3W/3-3/2 Power :-2
-----
15.Comp Radiator Heat:-7
16.Titanium plating
17.Titanium plating
18.Titanium plating
19.Comp Radiator Heat:-7
--------


Now that all information is compressed up there I am going to add the cost info and power info.


Class: Halcyon Cruiser
Cost:233
Health:30
Speed :1
Base Heat:7
Heat capacity:14/14
Base Power draw:6
Power usage:22/24
Armor Points :24
Slots: 2/5/2/5/5

Schematic
----
1.GP Bridge
2.AG Module
-----
3.Fusion Power Plant Power +12
4.Spinal Coilgun P1  D/R/AP/AD/ROF/AC
5.Spinal Coilgun P2 10/2-5/3/1/1/60     Power:-4 Heat:2
6.Crew Station MK2 Heat:1
7.Fusion Power Plant Power :+12
---
8.Drone Hangar AC/S=50/0F Power:-3 Heat:2
9.Ammo Stg Mk1 Power :-2
---
10.PD Autocannon D/R/AP/AD/ROF/AC=0/0/0/0/3/60 Power:-1
11.AMM launcher D/R/AP/AD/ROF/S= 0/∞/0/0/4-4/3 Power:-1
12.Nuke Silo D/R/AP/AD/ROF/S=2/∞/0/3W/3-3/2 Power :-2
13.PD Autocannon D/R/AP/AD/ROF/AC=0/0/0/0/3/60 Power:-1
14.Nuke Silo D/R/AP/AD/ROF/S=2/∞/0/3W/3-3/2 Power :-2
-----
15.Comp Radiator Heat:-7
16.Titanium plating
17.Titanium plating
18.Titanium plating
19.Comp Radiator Heat:-7
--------


Finally I am going to distribute the 24 armor points that came from the three Titanium plating layers used. Armor protects from all weapons but can penetrated or destroyed. One layer should be good enough to protect from individual nuclear missile hits, the Light plasma Projector and the Dual Purpose railgun. But since this is a Cruiser I am going to be at least 3 layers on the bridge, crew compartment and reactors since a hit there is going to kill the ship immediately. The health point stat is separate from ship damage, even if your ship took many hits to armored sections it will eventually have structural failure. However the amount of health each ship has means that it is more likely to die from a loss of crew or power before the hull breaks apart.


First I am going to put 4 armor on the Bridge and 4 armor on the Artillery module.

Then 3 Armor on the Fusion reactors and Crew compartment. This leaves me with 7 armor points left.

I can't armor the Radiators despite their importance, the armor plates themselves do not really matter when determining hits, a hit on those means perfect deflection that does 0 health damage.

Drone and ammo storage are sort of expendable, the Coilgun probably should take at least 2 layers apiece so that it stays functional

So now I have 3 left, I am going to armor the PD guns and the AMM launcher, If I'm worried that the nukes are going to be destroyed I could just launch them immediately but for PD guns its possible that they would be destroyed at long range before they are in range to shoot down fighters or missiles.

Class: Halcyon Cruiser
Cost:233
Health:30
Speed :1
Base Heat:7
Heat capacity:14/14
Base Power draw:6
Power usage:22/24
Armor Points :24
Slots: 2/5/2/5/5

Schematic
----
1.GP Bridge ARMOR:4
2.AG Module ARMOR:4
-----
3.Fusion Power Plant Power +12   ARMOR:3
4.Spinal Coilgun P1  D/R/AP/AD/ROF/AC     ARMOR:2
5.Spinal Coilgun P2 10/2-5/3/1/1/60     Power:-4 Heat:2  ARMOR :2
6.Crew Station MK2 Heat:1 ARMOR:3
7.Fusion Power Plant Power :+12 ARMOR:3
---
8.Drone Hangar AC/S=50/0F Power:-3 Heat:2
9.Ammo Stg Mk1 Power :-2
---
10.PD Autocannon D/R/AP/AD/ROF/AC=0/0/0/0/3/60 Power:-1 ARMOR:1
11.AMM launcher D/R/AP/AD/ROF/S= 0/∞/0/0/4-4/3 Power:-1 ARMOR :1
12.Nuke Silo D/R/AP/AD/ROF/S=2/∞/0/3W/3-3/2 Power :-2
13.PD Autocannon D/R/AP/AD/ROF/AC=0/0/0/0/3/60 Power:-1 ARMOR: 1
14.Nuke Silo D/R/AP/AD/ROF/S=2/∞/0/3W/3-3/2 Power :-2 
-----
15.Comp Radiator Heat:-7
16.Titanium plating
17.Titanium plating
18.Titanium plating
19.Comp Radiator Heat:-7
--------


And thats how you design a ship .

Questions, comments etc would be appreciated on how to make this better/faster.

Alternate instructions

Spoiler:
I've finished both the Small control tower and Fleet tower so now its possible to make aircraft carriers.

Heres a write up of the new battlestar galactica


Once again, first I need the hull so theres the Troopship/Light carrier hull, which is too small for the BSG. Then the next carrier type hull is the the Escort carrier and Combat carrier. The Combat Carrier probably is the closest since that was intended , there is the BattleCarrier hull but that would be closer to the Pegasus or a Imperial Star Destroyer in terms of slots.

T3
Combat carrier
Cost :25
Health :25
Speed:2
Power draw:7
Heat :6
Slots: 2/5/4/4/4


Theres only two command slots so the General purpose bridge and Small Flight control tower are necessary

General Purpose command bridge Cost:1
Small flight control tower Cost:10

There are 5 internal slots just like the armored cruise since most tier 3 ships have around 17-19 slots total.

For power I am going to take the fusion plant

-Fusion power Plant
Power : +12
Cost :20
Heat :1
-Fusion power Plant
Power : +12
Cost :20
Heat :1

-Crew station mk2
Cost:6
Heat: 1

-Pilot Barracks mk2
Cost:20
Squadrons: 3/3
Heat: 4

-Spare spacecraft storage
Reloads one hangar of all craft
Cost:30
Power:4


Total cost
Cost:25+1+10+20+20+6+20+30=132
Power:-7+12+12-4=13
Heat:6+1+1+1+4=13

Well thats alot of heat....

There also is 4 cargo slots for the hangars to so I am going to take a Squadron of bombers and fighters

-Light Fighter hangar
Stores 1 small squadron of 4 fighters that can attack fighters, bombers and missiles
Attack : 50%
Speed: 2
Cost:15
Power :3


-Assault bomber hangar
Stores 1 small squadron of 4 bombers that can attack ships in the same location. They have the advantage compared to guns of being able to target a specific slot of the enemy ship with their torpedoes.
Damage: 2
Range:0
Armorpen:0
Armordestroy:2 deep
ROF:1/1
Accuracy : 70%
Speed: 2
Cost:20
Power :3


-Ammunition storage Mk1
Stores an extra shot for a missile launcher. Takes one turn to reload
Cost :10
Power :2

-Ammunition storage Mk1
Stores an extra shot for a missile launcher. Takes one turn to reload
Cost :10
Power :2

Total:
Cost:132+15+20+10+10=187
Power:13-3-3-2-2=3
Heat:13


For guns Since I am pretty low on power I am just going to take a PD and a Nuclear missile launcher

-Nuclear missile silo
Damage:2
Range:∞
Speed :2
Armorpen:0
ArmorDestroy:3 wide
ROF:3/3
Cost:15
Power:2
Heat:0

-Point defense autocannon: For killing spacecraft and missiles in the same location. No damage against ships
Damage :0
Range :0
Armorpen:0
ArmorDestroy:0
ROF:3
Accuracy: 60%
Cost:5
Power:1
Heat:0

-Empty

-Empty


Total:
Cost:187+15+5=207
Power:3-1-2=0
Heat:13

Lastly is armor and radiators,


-Composite Radiators: Cools off the ship. Cannot be armored.
Heat:-7
Cost: 5
-Composite Radiators: Cools off the ship. Cannot be armored.
Heat:-7
Cost: 5
--Titanium plating
Armor points:8
Cost:20
-Titanium plating
Armor points:8
Cost:20

Total:
Cost:207+5+5+5+20=242
Power:0
Heat:13/14
Armor points :16


For armor I am going to armor the all important bridge, a light layer over the internal systems, a bit heavier on the launch bay pods and some on the autocannon.




Class: Galactica Battlestar
Cost:242
Health:25
Speed :2
Base Heat:6
Heat capacity:13/14
Base Power draw:7
Power usage:24/24
Armor Points :16
Slots: 2/5/4/4/4

Schematic

----
1.GP Bridge ARMOR:3
2.SM Flight Tower   ARMOR:2
-----
3.Fusion Plant Power+12 Heat:1 ARMOR :1
4.Crew Mk2 Heat:1                    ARMOR :1
5.Pilot Barracks Mk2 Squadrons 3/3 Heat :4    ARMOR:1
6.Spare Spacecraft storage 1/1 Power :-4 ARMOR :1
7.Fusion Plant Power +12 Heat :1       ARMOR:1
---
8.LFighter H 4/4 Power :-3     ARMOR:2
9.Ammo Stg Mk1 Power :-2
10. Ammo Stg Mk1 Power :-2
11.Asslt Bomber H 4/4 Power:-3 ARMOR:2
---
12.Nuke Silo D/R/AP/AD/ROF/S=2/∞/0/3W/3-3/2 Power :-2
13.Empty
14.Empty
15.PD autocannon D/R/AP/AD/ROF/AC=0/0/0/0/3/60 Power:-1 ARMOR 2
-----
16.Comp Radiator Heat:-7
17.Titanium plating
18.Comp Radiator Heat:-7
19.Titanium plating
--------

 
Re: Anyone interested in a Spaceship combat/empire building forum game?
Well I guess I scared everyone off with that long post. :banghead:

 

Offline procdrone

  • Formerly TheHound
  • 29
  • Balance breaker! Thats me!
    • Steam
Re: Anyone interested in a Spaceship combat/empire building forum game?
I don't think, good specs :D

But like I said, im not cut for forum games.
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