Wayward Empires

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    Questions for the Game

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    Cthulhuvong
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    Questions for the Game

    Post by Cthulhuvong on Sun Jul 31, 2011 1:29 pm

    These are mostly fluff questions, but they matter for gameplay, so bare with me.


    Psionics? If Yes, how powerful/what abilities? Psionic 'blanks'?
    Interstellar Communication, How?
    Reactionless drives? AKA drives that don't shoot anything out their backside to move (I'm leaning towards yes)
    We already have anti/contra-gravity, so should we have tractor/pressor beams?
    Speed in Void Space? How many hexes can you move in void space per month?
    Teleportation (whether at start or in the future)?
    Force fields/shields/screens?
    What powers everything? Fusion? Anti-matter? Zero-Point Energy?
    What is the standard weaponry? (I'm leaning towards a mix of beams/projectiles/missiles)

    How do we deal with hive minds? (My thought is split it into two types, participatory or natural, with natural having no DP mods for actions but having heavily expanded research times and costs, while participator having reduced DP mods and slightly expanded research times and costs)

    How do we handle Organic Technology?

    Should we strive for more realistic tech, or more fantastic tech?
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    Re: Questions for the Game

    Post by Archon on Sun Jul 31, 2011 2:26 pm

    Cthulhuvong wrote:Psionics? If Yes, how powerful/what abilities? Psionic 'blanks'?
    I think that psychics in general might be available to a population though they are extremely rare and need to be brought in for training at a very young age for them to be effective in any capacity as anything other than a very perspective person. One that has received advanced training from early childhood might be able to guide a missile with their mind or be hooked up to a ships weapons to act as almost an automatic weapon. On the ground, they should be too valuable to us except on the most important missions be sensing the locations of hostile guards or using limited precognitive abilities to determine where an enemy might strike.
    Cthulhuvong wrote:Interstellar Communication, How?
    Since all the gates are linked by the void, transmitters have been attached to each gate, these transmitters are able to tap into the void and send or receive messages from other sectors with little to no lag between the two. Furthermore, upon the gates opening the Galaxy News has sent hundreds satellites into the systems that are attached to the network, these can be tapped into by the governments, militaries, and civilians for secure or unsecure messages, secure messages having been extensively encrypted so its nothing but noise to anyone else's receiver. Militaries and governments, maybe some very wealthy civilians, are the only ones able to afford a high quality encryption and decryption device and these are usually set specifically for its home frequencies.
    Cthulhuvong wrote:Reactionless drives? AKA drives that don't shoot anything out their backside to move (I'm leaning towards yes)
    Maybe some sort of zero point propulsion that creates a small burst of gravity in the opposite direction a ship wants to go to propel it towards where they do want to head, but Im not really up to date on these kinds of things, how they work and the like, so I cant say much.
    Cthulhuvong wrote:We already have anti/contra-gravity, so should we have tractor/pressor beams?
    Yeah, why not? whats a ship without some sort of tractor beams, I say.
    Cthulhuvong wrote:Speed in Void Space? How many hexes can you move in void space per month?
    0, seriously a hex can potentially contain an entire sector, the fastest possible is 2 months with a large high grade military hyperdrive, it can take up to a year for a civilian hauler to move from one end of a hex to another which means 4 months from a gate to the first planet in a sector.
    Cthulhuvong wrote:Teleportation (whether at start or in the future)?
    Nah, I dont like teleporters I think they're a little to high tech and unexplainable to be appropriately used anywheres as anything other than a plot modifier for a 70s sci-fi series our parents used to watch.
    Cthulhuvong wrote:Force fields/shields/screens?
    I think there should be deflectors and ray shields like star wars where ray shields are better at keeping out kinetic weapons whereas a deflector is better at keeping out energy weapons and minor kinetic damage. However, to expand on this I think we do need ECMs and some chaff options to better counteract missiles, drones, and the like. Another thing I was thinking of is making projected gravity wells to keep an enemy ship from escaping, as well as something to block enemy communications to cause disarray amongst their fleet.
    Cthulhuvong wrote:What powers everything? Fusion? Anti-matter? Zero-Point Energy?
    Fusion!

    Cthulhuvong wrote:What is the standard weaponry? (I'm leaning towards a mix of beams/projectiles/missiles)
    I agree, the mix is the best.

    Cthulhuvong wrote:How do we deal with hive minds? (My thought is split it into two types, participatory or natural, with natural having no DP mods for actions but having heavily expanded research times and costs, while participator having reduced DP mods and slightly expanded research times and costs)
    They should be absolute shit at everything they do except colonization, amassing numbers, and aimlessly charging forward. But the larger they get, maybe loosen teh control the leader has on the hive to the point where things just fall apart the farther from the homeworld they get, maybe limit how far they can wander from their home by making the king/queen/brain an completely immobile mass of psionic energy.

    Cthulhuvong wrote:How do we handle Organic Technology?
    Heres my 10 cents on this, if theres a race of insects like I've heard people becoming interested in and they absolutely need their organic ships and whatever, we simply change names and make it so they cant do any real research on advancing what they have past 2 levels or however we make technology work. Easy to mass but dies fast.

    Cthulhuvong wrote:Should we strive for more realistic tech, or more fantastic tech?
    As realistic as possible.


    Last edited by Archon on Sat Aug 06, 2011 8:36 pm; edited 1 time in total
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    Re: Questions for the Game

    Post by Cthulhuvong on Thu Aug 04, 2011 2:28 am

    Archon, finish these questions please.

    Also Falsegods, if you want you can answer them as well if you feel we should go in a different direction.
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    Re: Questions for the Game

    Post by falsegods on Thu Aug 04, 2011 9:53 am

    Psionics - I say no, what do they really add to the game to the game as opposed to what would be required to make them work. Maybe as limited fluff.

    Hyper Comm- Through the Void gates makes sense.

    Reactionless Drives - Fine

    Tractor Beams - Yes

    Void Space - I am still unsure about how you want this handled. If travel is only available through void gates then it should be fast enough to allow the game some flow. If other forms of hyper travel are available then we would have to figure out how they all work.

    Teleportation - Yes, but only straight to hell.

    Shields - Yea, we need to work out the mechanics.

    Power - Anti-Mater or fusion

    Weapons - Energy and laser, probably.

    Realistic-ish Tech, No hiveminds, No Organic tech.

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    Re: Questions for the Game

    Post by Cthulhuvong on Fri Aug 12, 2011 9:59 pm

    Psionics will be in but we are mostly using it like arching described. Hard and long time to train. The only ones with any powers to start will be hive minds.

    Interstellar comms will use archon's explanation.

    Reaction-less drives and tractor/pressor beams are listed in the Science Today thread.

    Void space will take around 1 month to cross into another sector (meaning 1 day irl). And inside sector travel will take about half a month. This will allow trade but not crazy trade like irl.

    Shields we will work on. Power is fusion and already explained in Science Today.

    Hiveminds are staying and I'll work on restrictions.

    Teleportation is out.

    Organics are in, but they'll be restricted like hiveminds.
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    Re: Questions for the Game

    Post by Cthulhuvong on Sat Aug 13, 2011 9:36 pm

    So I've thought about the shield issue and I think we will go with something from a game I used to play called Pax Imperia: Eminent Domain mixed with Starwars. There are two types of defensive force fields: shields (a bubble around your vessel that deflects all things from breaking through) and screens (another bubble which "screens out" laser weapons). Everyone starts with screen technology (which also stops small particles and space debris) and can learn shield tech through research. Both work like star wars shields: they block everything they're supposed to until they take too much and then they fail and stop nothing.

    Finally there is the Field technology which allows for you to run a screen outside a shield. Running 2 shields or 2 screens at once cancel each other out.




    Hows that sound?
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    Re: Questions for the Game

    Post by Archon on Sun Aug 14, 2011 5:33 pm

    Thats an interesting concept but I dont see why it matters much when we're a few hills away from starting the game, I would have said that we add some generic techs and units, make players planets, and then see what we can get from there, call the first round the beta and use the play through as a field to decide on furthering techs and the like. But as a starting concept, I like what you've said.
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    Re: Questions for the Game

    Post by Cthulhuvong on Mon Aug 15, 2011 1:42 am

    Ok, so we just need some starting units then. Tech we'll leave open to the players to research, I think we just need a short list of some basic techs in each field (agriculture, industry, transportation, etc). I can pull one from somewhere if we don't mind a little plagiarism.

    I think what FG posted in the Military Units thread should work fine for design, we just need to use it to make the standard units. I'll repost it here:

    Ship Design:

    All ships are assumed to have the same generic attributes and the player's main responsibility in customizing his fleet is in the fine details. To design a ship, a player has to select a hull size, select the ratio of beam weapons/ballistic weapons/missile weapons, and then select any modules he or she may wish the ship to have. Mission Modules are listed as either Large or Small modules. Two small modules can fit in the same space as one large module. A large module CANNOT fit in two small modules. Furthermore, any ship class that has Cruiser in the name is made in the Cruiser slipway, anything smaller in the Escort slipway, and anything bigger in the Capital Slipway.

    Escort Slipway: 5 points, 150cr, 1 Year
    Cruiser Slipway: 10 points, 300cr, 2 Years
    Capital Slipway: 20 points, 600cr, 3 Years

    Sloop Hull – 20,000 to 25,000 Tons
    Cost: 15 credits
    Construction Time: 6 months
    Mission Modules: 1 Small Slot
    General Rundown: Very lightly armed and armored. Extremely fast. Has one light module to customize for mission. Can land on planets.

    Corvette Hull – 30,000-45,000 Tons
    Cost: 25 credits
    Construction Time: 9 Months
    Modules: 2 Small Slot
    General Rundown: The smallest ship suitable for long-range patrol duties. Has double the mission capability of the scout, but at the same time is less expendable. Can land on planets.

    Frigate Hull – 50,000-75,000Ton
    Cost: 40 credits
    Construction Time: 1 Year
    Mission Modules: 1 Large Slot
    General Rundown: The smallest ship normally intended for ship to ship combat. Its large module gives it more flexibility than the corvette, and it is generally more heavily armed and armored. It is somewhat slower than the corvette, but realistically is superior in all respects to the lighter craft. Can land on planets.

    Destroyer Hull – 75,000-100,000 Tons
    Cost: 60 credits
    Construction Time: 15 months
    Mission Modules: 1 Large and 2 Small Slots
    General Rundown: A versatile hull design with a good mix of attributes. Often one of the workhorse masses in most interstellar fleets this vessel type is capable of filling a variety of roles. Can land on planets.

    Light Cruiser Hull – 100,000-135,000 Tons
    Cost: 100 credits
    Construction Time: 18 months
    Mission Modules: 2 Large Slots
    General Rundown: The smallest cruiser range vessel; Light Cruisers are employed as an independent patrol ship or as a picket ship for heavier vessels. A very flexible type, they are larger than destroyers, packing more systems into one package enabling to resolve more complex missions. Light Cruisers are also, generally, the largest ship that can land safely on a planetary surface.

    Heavy Cruiser Hull – 135,000-180,000 Tons
    Cost: 150 credits
    Construction Time: 2 Years
    Mission Modules: 2 Large and 2 Small Slots
    General Rundown: The backbone of many fleets, the heavy cruiser is the largest warship one will normally encounter on the frontier. Favoring weapons and armor over speed when compared to the light cruiser, the CA is nonetheless a capable ship in all fields. Often used as the basis for a carrier design.

    Battlecruiser Hull – 180,000-225,000 Tons
    Cost: 250 credits
    Construction Time: 30 months
    Mission Modules: 3 Large and 1 Small Slot
    General Rundown: The heavy cruiser's track fiend bigger brother, the BC marries the firepower and protection of the CA on a hull capable of accelerating like a destroyer. Somewhat more verstile in mission role than its smaller cousin, it is not as well protected for a ship of its size, which is comparable to a battleship.

    Battleship Hull – 225,000-260,000 Tons
    Cost: 300 credits
    Construction Time: 3 Years
    Mission Modules: 3 Large and 3 Small Slots
    General Rundown: The smallest capital ship, battleships form the backbone of a race's capital ship fleets. Emphasizing firepower and protection over speed, battleships tend to be slow and lumbering, but can generally outmaneuver dreadnoughts and monitors.

    Dreadnought Hull – 260,000-300,000 Tons
    Cost: 500 credits
    Construction Time: 40 Months
    Mission Modules: 4 Large and 2 Small Slots
    General Rundown: The monster of space, the dreadnought is the battleship's bigger brother. Dreadnoughts have enough firepower to glass a planet's surface in a long weekend and are well protected enough to survive the fires of a full fleet engagement. They're also somewhat vulnerable to fighter attack, are extremely expensive, and take a long time to replace, so be smart about using them. One does not deploy dreadnoughts casually...

    Monitor Hull – 300,000-350,000 Tons
    Cost: 1000 credits
    Construction Time: 4 Years
    Mission Modules: 6 Large Slots
    General Rundown: Are you seriously going to build something that eats a large chunk of your starting military in one go? Sure, it's a planet killer and a ruiner of afternoons, but it can only be in one place at a time. Slower than a snail in the desert, the Monitor should not be left unprotected lest someone's astrotech droid find a weakness to exploit...



    Mission Modules List:

    Small Modules:
    Additional Engine Capacity: Allows your ship to go faster. More effective on smaller ships than on larger ones.

    Sensor Suite: Additional sensor systems allow this ship to act as a scout, with advanced sensors that are able to burn through some enemy countermeasures.

    Stealth System Suite: Energy sinks, low emission systems and other features allow this vessel a reduced sensor signature.

    Passive Protection (1): Reinforced Armor plates and extra screen generators afford this ship extra protection

    Point Defense Array (1): Protects the ship and its consorts against enemy fighters, gunboats, and ordnance.

    Additional Targeting Systems: More systems designed to allow one weapon battery on the vessel to be employed more effective.

    ECM (1): Electronic Counter Measures, Suite provides jamming against enemy systems such as targeting computers and missiles seekers.

    Support (1): Allows the ship to provide repair, replenishment, and resupply operations to an attending squadron or fleet.

    Disaster Recovery Section: Allows the Vessel to response to planetary disasters, enabling it to provide medical care and other necessary elements.

    Large Modules
    Planetary Assault Weaponry: Specialized railguns and submunition launchers, with the additional sensor equipment that makes pinpoint orbital bombardment possible.

    Marine Landing Force: The ability to emplace marines and their support on a planet's surface under combat conditions.

    Fighter Hanger: A hanger facility for a wing of fighters and bombers and the equipment needed to sustain them.

    ECM (2): Electronic Counter Measures, Suite provides jamming against enemy systems such as targeting computers and missiles seekers.

    Advanced Targeting Matrix: Allows all of a Vessel’s weapons system to be employed and targeted more effectively.

    Gunboat Rack: A facility for a squadron of gunboats and the equipment needed to sustain them.

    Point Defense Array (2): Protects the ship and its consorts against enemy fighters, gunboats, and ordnance.

    Support (2): Allows the ship to provide, repair, replenishment, and resupply operations to an attending squadron or fleet

    Passive Protection (2): Reinforced Armor Plates and extra shield generators afford this ship even more protection.

    C3 Equipment: Equipment that allows for the coordination of fleet engagements with greater accuracy.

    Additionally, we need to decide what amount we're going to allow players to use to buy their starting military. I'd say half a budget, and a limit on the number of capital ships they have.
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    Re: Questions for the Game

    Post by falsegods on Tue Aug 16, 2011 1:45 am

    On the shielding thing:

    I see three levels of shield tech.

    Basic - Necessary for movement in deepspace and FTL, protects ships from debris and minor kinetic impacts but not weapons fire.

    Tactical - Ability to interdict weapons fire, such as lasers and particle weapons.

    Advanced - Regenerative or whatever, able to stop more weapons fire, radiation and heavy kinetic impacts.


    For the Ships, I was thinking we might want to make weapon slots separate from modules. Allowing players to custom armament on a more detailed level.

    Examples:
    Corvette Hull – 30,000-45,000 Tons
    Cost: 25 credits
    Construction Time: 9 Months
    Weapons: 1 Laser or Particle Cannon Battery, 0 Free Weapon Slots
    Modules: 2 Small Slot
    General Rundown: The smallest ship suitable for long-range patrol duties. Has double the mission capability of the scout, but at the same time is less expendable. Can land on planets.

    Destroyer Hull – 75,000-100,000 Tons
    Cost: 60 credits
    Construction Time: 15 months
    Weapons: 1 Laser or Particle Cannon Battery, 2 Free Weapon Slots
    Mission Modules: 1 Large and 2 Small Slots
    General Rundown: A versatile hull design with a good mix of attributes. Often one of the workhorse masses in most interstellar fleets this vessel type is capable of filling a variety of roles. Can land on planets.

    Weapon Batteries:
    Laser Battery
    Particle Cannon Battery
    Missile Battery
    etc.
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    Re: Questions for the Game

    Post by Cthulhuvong on Tue Aug 16, 2011 12:02 pm

    right now, like Archon said, we're just trying to get this out the door, then we can think up more ideas for the next round. I like your ideas, but we need to get this out soon. For now we just need a bunch of starting ships, then we should be set.
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    Re: Questions for the Game

    Post by falsegods on Tue Aug 16, 2011 12:49 pm

    Hotspur Class Sloop
    Displacement: 22,000 Tons
    Crew; 85 (4 Officers)
    Cost: 22 credits
    Construction Time: 6 months
    Weapons: Particle Cannon Battery
    Mission Modules: Sensor Suite
    Description: The Hotspur Class is a ubiquitous and veteran design. Also four decades old the class continues to see service because of its simple design and steadfast reliability. Generally the class serves as a fleet scout or system picket, though deployments a convoy escorts are not uncommon.


    Honestly adding weapon would be fairly straight forward.
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    Re: Questions for the Game

    Post by Cthulhuvong on Tue Aug 16, 2011 1:47 pm

    Ok, add them if you want. We can modify/remove it later if we don't like it or it becomes too much.
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    Re: Questions for the Game

    Post by falsegods on Tue Aug 16, 2011 2:42 pm

    Basic Weapons:
    Armaments:
    Energy Weapon Battery - (1 Slot) - An array of laser emitters able to engage targets with moderate powered beams at basic ranges.
    Particle Cannon Battery - (1 Slot) - Banks of rail guns and mass accelerators able to engage light to medium targets at basic ranges.
    Light Missile Battery - (1 Slot) - A series of missile tubes able to fire light missiles.
    Heavy Energy Weapon Battery- (2 Slots) - An array of heavy laser emitters able to engage targets with powerful beams at extended ranges.
    Heavy Particle Cannon Battery- (2 Slots) -Banks of rail guns and mass accelerators able to engage medium to heavy targets at extended ranges.
    Heavy Missile Battery- (2 Slots) - A series of missile tubes able to fire heavy missiles.
    Capital Energy Weapon Battery - (3 Slots) - An array of laser emitters with one super heavy emitter able to engage targets with devastating firepower at extended ranges.
    Capital Particle Cannon Battery- (3 Slots) - Banks of heavy rail guns and mass accelerators with one super heavy weapon able to engage targets with devastation firepower at extended ranges.
    Capital Missile Battery - (3 Slots) - A series of missile tubes able to fire extremely powerful capital missiles.
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    Re: Questions for the Game

    Post by falsegods on Tue Aug 16, 2011 2:47 pm

    Sloop Hull – 20,000 to 25,000 Tons
    Cost: 15 credits
    Construction Time: 6 months
    Armament: 1 Energy Weapon or Particle Cannon Battery (0 Free Slots
    Mission Modules: 1 Small Slot
    General Rundown: Very lightly armed and armored. Extremely fast. Has one light module to customize for mission. Can land on planets.

    Corvette Hull – 30,000-45,000 Tons
    Cost: 25 credits
    Construction Time: 9 Months
    Armament: 2 Free Slots
    Modules: 2 Small Slot
    General Rundown: The smallest ship suitable for long-range patrol duties. Has double the mission capability of the scout, but at the same time is less expendable. Can land on planets.

    Frigate Hull – 50,000-75,000Ton
    Cost: 40 credits
    Construction Time: 1 Year
    Armament: 3 Free Slots
    Mission Modules: 1 Large Slot
    General Rundown: The smallest ship normally intended for ship to ship combat. Its large module gives it more flexibility than the corvette, and it is generally more heavily armed and armored. It is somewhat slower than the corvette, but realistically is superior in all respects to the lighter craft. Can land on planets.

    Destroyer Hull – 75,000-100,000 Tons
    Cost: 60 credits
    Construction Time: 15 months
    Armament: 5 Free Slots
    Mission Modules: 1 Large and 2 Small Slots
    General Rundown: A versatile hull design with a good mix of attributes. Often one of the workhorse masses in most interstellar fleets this vessel type is capable of filling a variety of roles. Can land on planets.

    Light Cruiser Hull – 100,000-135,000 Tons
    Cost: 100 credits
    Construction Time: 18 months
    Armament: 7 Free Slots
    Mission Modules: 2 Large Slots
    General Rundown: The smallest cruiser range vessel; Light Cruisers are employed as an independent patrol ship or as a picket ship for heavier vessels. A very flexible type, they are larger than destroyers, packing more systems into one package enabling to resolve more complex missions. Light Cruisers are also, generally, the largest ship that can land safely on a planetary surface.

    Heavy Cruiser Hull – 135,000-180,000 Tons
    Cost: 150 credits
    Construction Time: 2 Years
    Armament: 10 Free Slots
    Mission Modules: 2 Large and 2 Small Slots
    General Rundown: The backbone of many fleets, the heavy cruiser is the largest warship one will normally encounter on the frontier. Favoring weapons and armor over speed when compared to the light cruiser, the CA is nonetheless a capable ship in all fields. Often used as the basis for a carrier design.

    Battlecruiser Hull – 180,000-225,000 Tons
    Cost: 250 credits
    Construction Time: 30 months
    Armament: 14 Free Slots
    Mission Modules: 3 Large and 1 Small Slot
    General Rundown: The heavy cruiser's track fiend bigger brother, the BC marries the firepower and protection of the CA on a hull capable of accelerating like a destroyer. Somewhat more verstile in mission role than its smaller cousin, it is not as well protected for a ship of its size, which is comparable to a battleship.

    Battleship Hull – 225,000-260,000 Tons
    Cost: 300 credits
    Construction Time: 3 Years
    Armament: 16 Free Slots
    Mission Modules: 3 Large and 3 Small Slots
    General Rundown: The smallest capital ship, battleships form the backbone of a race's capital ship fleets. Emphasizing firepower and protection over speed, battleships tend to be slow and lumbering, but can generally outmaneuver dreadnoughts and monitors.

    Dreadnought Hull – 260,000-300,000 Tons
    Cost: 500 credits
    Construction Time: 40 Months
    Armament: 20 Free Slots
    Mission Modules: 4 Large and 2 Small Slots
    General Rundown: The monster of space, the dreadnought is the battleship's bigger brother. Dreadnoughts have enough firepower to glass a planet's surface in a long weekend and are well protected enough to survive the fires of a full fleet engagement. They're also somewhat vulnerable to fighter attack, are extremely expensive, and take a long time to replace, so be smart about using them. One does not deploy dreadnoughts casually...

    Monitor Hull – 300,000-350,000 Tons
    Cost: 1000 credits
    Construction Time: 4 Years
    Armament: 24 Free Slots
    Mission Modules: 6 Large Slots
    General Rundown: Are you seriously going to build something that eats a large chunk of your starting military in one go? Sure, it's a planet killer and a ruiner of afternoons, but it can only be in one place at a time. Slower than a snail in the desert, the Monitor should not be left unprotected lest someone's astrotech droid find a weakness to exploit...

    Armaments:
    All Vessels:
    Energy Weapon Battery - (1 Slot) - An array of laser emitters able to engage targets with moderate powered beams at basic ranges.
    Particle Cannon Battery - (1 Slot) - Banks of rail guns and mass accelerators able to engage light to medium targets at basic ranges.
    Light Missile Battery - (1 Slot) - A series of missile tubes able to fire light missiles.
    Heavy Energy Weapon Battery- (2 Slots) - An array of heavy laser emitters able to engage targets with powerful beams at extended ranges.

    Destroyers and above:
    Heavy Particle Cannon Battery- (2 Slots) -Banks of rail guns and mass accelerators able to engage medium to heavy targets at extended ranges.
    Heavy Missile Battery- (2 Slots) - A series of missile tubes able to fire heavy missiles.

    Battle Cruisers and above:
    Capital Energy Weapon Battery - (3 Slots) - An array of laser emitters with one super heavy emitter able to engage targets with devastating firepower at extended ranges.
    Capital Particle Cannon Battery- (3 Slots) - Banks of heavy rail guns and mass accelerators with one super heavy weapon able to engage targets with devastation firepower at extended ranges.
    Capital Missile Battery - (3 Slots) - A series of missile tubes able to fire extremely powerful capital missiles.



    Mission Modules List:
    Small Modules:
    Additional Engine Capacity: Allows your ship to go faster. More effective on smaller ships than on larger ones.

    Sensor Suite: Additional sensor systems allow this ship to act as a scout, with advanced sensors that are able to burn through some enemy countermeasures.

    Stealth System Suite: Energy sinks, low emission systems and other features allow this vessel a reduced sensor signature.

    Passive Protection (1): Reinforced Armor plates and extra screen generators afford this ship extra protection

    Point Defense Array (1): Protects the ship and its consorts against enemy fighters, gunboats, and ordnance.

    Additional Targeting Systems: More systems designed to allow one weapon battery on the vessel to be employed more effective.

    ECM (1): Electronic Counter Measures, Suite provides jamming against enemy systems such as targeting computers and missiles seekers.

    Support (1): Allows the ship to provide repair, replenishment, and resupply operations to an attending squadron or fleet.

    Disaster Recovery Section: Allows the Vessel to response to planetary disasters, enabling it to provide medical care and other necessary elements.

    Large Modules
    Planetary Assault Weaponry: Specialized railguns and submunition launchers, with the additional sensor equipment that makes pinpoint orbital bombardment possible.

    Marine Landing Force: The ability to emplace marines and their support on a planet's surface under combat conditions.

    Fighter Hanger: A hanger facility for a wing of fighters and bombers and the equipment needed to sustain them. (Also takes two Weapons Slots)

    ECM (2): Electronic Counter Measures, Suite provides jamming against enemy systems such as targeting computers and missiles seekers.

    Advanced Targeting Matrix: Allows all of a Vessel’s weapons system to be employed and targeted more effectively.

    Gunboat Rack: A facility for a squadron of gunboats and the equipment needed to sustain them. (Also takes a Weapons Slot)

    Point Defense Array (2): Protects the ship and its consorts against enemy fighters, gunboats, and ordnance.

    Support (2): Allows the ship to provide, repair, replenishment, and resupply operations to an attending squadron or fleet

    Passive Protection (2): Reinforced Armor Plates and extra shield generators afford this ship even more protection.

    C3 Equipment: Equipment that allows for the coordination of fleet engagements with greater accuracy.
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    Re: Questions for the Game

    Post by falsegods on Tue Aug 16, 2011 4:44 pm

    Brandenburg Class Heavy Cruiser
    165,000 Tons
    Cost: 210 credits
    Construction Time: 2 Years
    Armament: 3 Heavy Particle Cannon Batteries, 2 Heavy Missile Batteries
    Mission Modules: ECM (2), Point Defense (2), Passive Protection (1), Additional Targeting System
    Description: The Brandenburg Class CA is workhorse of dozens of navies across human space. Well armed and suited for space to space command it is able to engage any pirate or reaver with ease. The Class remains a valid and powerful vessel for standard fleet engagements. for a carrier design.

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    Re: Questions for the Game

    Post by falsegods on Tue Aug 16, 2011 10:58 pm

    Halcyon Class Light Carrier
    130,000 Tons
    Cost: 125 credits
    Construction Time: 18 months
    Armament: 2 Missile Batteries, 1 Particle Cannon Battery
    Mission Modules: Fighter Hanger, Fighter hanger
    Description: Built on a light cruiser hull, the Halcyon Class Light Carrier, can deploy two squadrons of strike craft, but little-else.

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    Re: Questions for the Game

    Post by Cthulhuvong on Fri Aug 19, 2011 9:51 pm

    Just finish it up and we'll start. Unless you guys see something else we need.
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    Re: Questions for the Game

    Post by falsegods on Fri Aug 19, 2011 9:57 pm

    What else do you think we need?

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    Re: Questions for the Game

    Post by Techie on Thu Aug 25, 2011 7:49 pm

    Brigade Combat Team (BCT)
    Cost: 1 credit
    Construction Time: 6 months
    Mission Modules: 4 (1 Permanent)
    General Rundown: A brigade combat team consists of one combat arms branch maneuver brigade, and its attached support and fire units. This means that the brigade combat team carries with it support units necessary to sustain its operations and organic artillery support.

    Modules:
    Armored Battalion - Heavy armored units; tanks, self-propelled artillery, tank destroyers, and so on.
    Brigade Support Battalion - Supply portion of the Brigade and essential for the unit to be able to sustain itself. All BCTs will have one BSB and does not count against your 4 mission modules (The 1 Permanent slot).
    Cavalry Battalion - Air transports, attack helicopters, and recon.
    Heavy Infantry Battalion - An infantry battalion that utilizes heavy weapons and armor. This includes APCs and IFVs.
    Light Infantry Battalion - Units lacking heavy weapons, armor and/or a reduced vehicle footprint. Light infantry units lack the lethality, tactical mobility and survivability of heavy units, but possess greater operational mobility and the ability to execute missions under restrictive terrain/weather that may otherwise impair a heavy unit's mobility. Airborne, Air Assault, and Orbital drop.
    Marine Battalion - Infantry units specializing in close quarters, ship to ship combat.
    Special Troops Battalion - These are troops with specialized focus. Combat engineers, electronic warfare, and so on. Not to be confused with Special Forces.
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    Re: Questions for the Game

    Post by falsegods on Sun Aug 28, 2011 8:01 pm

    Hotspur Class Sloop
    22,000 Tons
    Cost: 18 credits
    Construction Time: 6 months
    Armament: 1 Particle Cannon Battery
    Mission Modules: Sensor Suite
    Description: A roughed fleet scout, the Hotspur class sloops is very nearly ubiquitous across navies.

    Indefatigable Class Frigate
    75,000 Tons
    Cost: 52 credits
    Construction Time: 1 Year
    Armament: Heavy Energy Weapons Battery, Light Missile Battery
    Mission Modules: Point Defense Array (2)
    Description: Fast and versatile the Indefatigable Class are a small cost efficient light warship and general purpose vessel.

    Independence Class Frigate
    51,000 Tons
    Cost: 48 credits
    Construction Time: 1 Year
    Armament: 2 Light Particle Cannon Battery, Light Missile Battery
    Mission Modules: Additional Engine Capacity, Stealth System Suite
    Description: The Independence Class are fast raiders and stealthy scouts.

    Troubadour Class Destroyer
    97,000 Tons
    Cost: 72 credits
    Construction Time: 15 months
    Armament: Heavy Missile Battery, Heavy Particle Cannon Battery, Light Energy Weapon Battery
    Mission Modules: Passive Protection (1), Point Defense Array (1), ECM (2)
    Description: Large and well armed the Troubadour Class is a staple in small flotillas and system picket forces.

    Halcyon Class Light Carrier
    130,000 Tons
    Cost: 125 credits
    Construction Time: 18 months
    Armament: 2 Missile Batteries, 1 Particle Cannon Battery
    Mission Modules: Fighter Hanger, Fighter hanger
    Description: Built on a light cruiser hull, the Halcyon Class Light Carrier, can deploy two squadrons of strike craft, but little-else.

    Brandenburg Class Heavy Cruiser
    165,000 Tons
    Cost: 210 credits
    Construction Time: 2 Years
    Armament: 3 Heavy Particle Cannon Batteries, 2 Heavy Missile Batteries
    Mission Modules: ECM (2), Point Defense (2), Passive Protection (1), Additional Targeting System
    Description: The Brandenburg Class CA is workhorse of dozens of navies across human space. Well armed and suited for space to space command it is able to engage any pirate or reaver with ease. The Class remains a valid and powerful vessel for standard fleet engagements.
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    Re: Questions for the Game

    Post by falsegods on Sun Aug 28, 2011 8:08 pm

    Pennsylvania Class Battleship
    254,000 Tons
    Cost: 420 credits
    Construction Time: 3 Years
    Armament: 3 Capital Particle Cannon Battery, Capital Missile Battery, 2 Heavy Particle Cannon Battery
    Mission Modules: Passive Protection (2), C3 Equipment, Advanced Targeting Matrix, 2 Point Defense Array (1), Sensor Suite
    Description: A classical design, that while being updated regularly, remains largely unchanged since its inception. The Pennsylvania Class are both large and powerful, equipped to both dish out and survive punishment.

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    Re: Questions for the Game

    Post by Techie on Wed Aug 31, 2011 9:08 pm

    Militia Corvette – 32,000 Tons
    Cost: 25 credits
    Construction Time: 9 Months
    Armament: Heavey Energy Weapon Battery (2)
    Modules: Additional Engine Capacity (1), Point Defense Array (1)
    General Rundown: Designed to bridge the gap between a sloop and a frigate, the Militia Corevette was designed to be a cheap and effective planetary defense force. Corevettes usually act as a quick reaction force that capitalizes on its superior speed to out maneuver larger vessels while firing its heavy energy weapon battery. Police forces rely more on the point defense array to subdue pirates.


    Trojan Light Cruiser – 130,000 Tons
    Cost: 100 credits
    Construction Time: 18 months
    Armament: Two Heavy Particle Cannon Batteries (4), Heavy Missile Battery (2), Energy Weapon Battery (1)
    Mission Modules: Marine Landing Force (1), Planetary Assault Weaponry (1)
    General Rundown: Light Cruisers have all but been phased out of modern militaries in favor of either destroyers or heavier armed cruisers. However, a light cruiser has recently saw a new push in modern militaries for the simple fact that they are the largest vessels that can land troops on a planet. Thus, the Trojan Light Cruiser was developed. Yes, other marine landing forces have the ability to emplace forces on the surface, but not with the firepower of a light cruiser.



    Mongol Battlecruiser – 180,000 Tons
    Cost: 250 credits
    Construction Time: 30 months
    Armament: 2 Capital Missile Batteries (6), 2 Capital Energ Weapons Batteries (6), Fighters (2)
    Mission Modules: ECM (2) (1 Large Slot), Point Defense Array (2) (1 Large Slot), Fighter Hanger (1 Large Slot), and Additional Engine Capacity (1 Small Slot)
    General Rundown: Battlecruisers were all but phased out in the past. But some have tried to revitalize the idea of a fast, hard hitting ship of this magnitude to work as the core vessel of the raid. The faster-than-other-capital ships-speed of the Battlecruiser allows it to take advantage of its stealth suite to arrive undetected, scramble enemy systems with their ECMs (shredding those that might get through with its point defense array), unload a devastating volley, and disappear in to the darkness of space before anyone knew what happened.



    HMS Dreadnought – 280,000 Tons
    Cost: 500 credits
    Construction Time: 40 Months
    Armament: Two Capital Missile Batteries (6), Four Capital Particle Cannon Batteries (12), Fighter Hanger (2)
    Mission Modules: Fighter Hanger (1 Large Slot), ECM (2) (1 Large Slot), Point Defense Arracy (2) (1 Large Slot), C3 Equipment (1 Large Slot), and Sensor Suite (1), Passive Protection 2 (1)
    General Rundown: Named in honor of the the original Dreadnought, this titan features an unparalleled armament. Multiple Capital ship sized batteries are displayed prominently among the much smaller point defense weapons of the HMS Dreadnaught. Fighters and bombers project the power of the dreadnaught through coordinated strikes while the enemy's systems are being scrambled. This ship can truly act independently of a fleet and be a considerable force to be reckoned with.



    Deadalus Monitor – 320,000 Tons
    Cost: 1000 credits
    Construction Time: 4 Years
    Armament: Fighter/Gunboats (6), Three Capital Missile Batteries (9), Two Capital Particle Batteries (6), Capital Energy Battery (3)
    Mission Modules: Gunboat Rack (1), 2 Fighter Hangers (2), C3 Equipment (1), Advanced Targeting Matrix (1), Point Defense Array 2 (1)
    General Rundown: This dreadnaught was designed to operate as a fleet itself. Number fighters and bombers harass the enemy while the Deadalus and its gunboats deliver unforgiving and synchronized punishment to enemy forces. Any fleet engaged with the Deadalus will have a very bad day.

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    Re: Questions for the Game

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