Wayward Empires

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Wayward Empires

Make-your-own-nation-sim....IN SPAAAAACE!


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Cthulhuvong
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    Suggestions Thread

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    Post by Cthulhuvong Wed Jul 20, 2011 1:28 am

    Here you may suggest improvements to the game.
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    Post by Archon Wed Jul 27, 2011 12:48 pm

    Interstellar Travel & You

    Before we begin there are some things you must be aware of, each hexagon is roughly the size of a system, meaning its about 1 parsec, which equals out to 3.26156 Light Years across and light years is also the speed at which ships move in Wayward Empires. Some civilizations will have different types of engines and power sources than others, but everyone will follow the same measurement of speed in the Galaxy. Your engines will most likely support you through systems, between planets, and to locations that do not support a void gate, every ship will need some sort of Faster than Light engine to propel them. These are called, Void drives.

    Who Uses It - Drive Classification - Time Across System
    Civilian - .01Ly - 326 Days
    Commercial - .03Ly - 108 Days
    Military - .05Ly - 65 Days

    These are generalizations, some types of engines will have a differing speed than others based on variables such as engine type, fuel, and energy core. The standard is usually that the larger your engine is the faster you go, the military .05 Engines are extremely large and usually take up half a vessel the size of a battleship, which leaves little room for living or cargo. However, the Void Gates will be the standard form of true interstellar travel as they will almost instantly transport your ships to whatever gates are attached to the one you're going through based on an advanced guidance system that was reverse engineered so the gates could be aimed and used, however, they may only connect to certain other gates, that are automatically given to your navigational computer from the gate itself.
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    Post by Archon Sun Aug 07, 2011 4:35 pm

    Weapons Modules
    Each starship should have a finite amount of weapons that can be equipped to it at any given time but the module system will give these ships some customization that a player can take and maybe turn a special new ship into the standard ship of their fleet by mass producing that special ship with the modules it has. Modules are on certain parts of the ship and each one can only support a certain level of module before it either explodes or causes shipwide issues such as power outages or what have you, you cant equip a super laser to an anti-fighter slot. Which expands into the next bit of information;

    There are two types of weapons, Anti-Craft and Anti-Ship.
    Craft pertains to starfighters, bombers, interceptors, drones and everything in between to provide your ship with a screen that will rip down incoming hostiles that are in lightly defended and small ships that could potentially cause a lot of damage. These are small weapons that are usually turreted or forward facing which draw very little energy from a ships energy core so they can have repeated fire for long periods of time very quickly or fire small clusters of missiles to intercept.

    Ship pertains to the bigger fish, like a cruiser or battleship, these weapons are powerful enough to punch holes through shields and armour of an unsuspecting enemy, vapourizing enemy fighters as it blasts forward. However, it requires a lot of space, a powerful reactor, and time to charge and fire these types of weapons which can leave a ship vulnerable to incoming bombers armed with ship busting explosives, weapons modules for these types of equipment tends to be very limited. For the most part, the larger these emplacements get, the less likely it is that they will be able to be turreted and the more likely it is that they will cause a considerable strain on your energy reserves.

    What I'd like to see are modules for almost every major aspect of a starship from weapons and defences, to living space and recreation, up to engines and energy supply and modules for any 'special' technology someone might develop for themselves. This means, there really is potential for a player to have a completely unique navy from anyone else's that they can truly sit back and say that that was their work.
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    Post by Cthulhuvong Wed Aug 10, 2011 10:45 pm

    Archon wrote:Weapons Modules
    Each starship should have a finite amount of weapons that can be equipped to it at any given time but the module system will give these ships some customization that a player can take and maybe turn a special new ship into the standard ship of their fleet by mass producing that special ship with the modules it has. Modules are on certain parts of the ship and each one can only support a certain level of module before it either explodes or causes shipwide issues such as power outages or what have you, you cant equip a super laser to an anti-fighter slot. Which expands into the next bit of information;

    There are two types of weapons, Anti-Craft and Anti-Ship.
    Craft pertains to starfighters, bombers, interceptors, drones and everything in between to provide your ship with a screen that will rip down incoming hostiles that are in lightly defended and small ships that could potentially cause a lot of damage. These are small weapons that are usually turreted or forward facing which draw very little energy from a ships energy core so they can have repeated fire for long periods of time very quickly or fire small clusters of missiles to intercept.

    Ship pertains to the bigger fish, like a cruiser or battleship, these weapons are powerful enough to punch holes through shields and armour of an unsuspecting enemy, vapourizing enemy fighters as it blasts forward. However, it requires a lot of space, a powerful reactor, and time to charge and fire these types of weapons which can leave a ship vulnerable to incoming bombers armed with ship busting explosives, weapons modules for these types of equipment tends to be very limited. For the most part, the larger these emplacements get, the less likely it is that they will be able to be turreted and the more likely it is that they will cause a considerable strain on your energy reserves.

    What I'd like to see are modules for almost every major aspect of a starship from weapons and defences, to living space and recreation, up to engines and energy supply and modules for any 'special' technology someone might develop for themselves. This means, there really is potential for a player to have a completely unique navy from anyone else's that they can truly sit back and say that that was their work.

    Maybe next time. We want to get this off the ground soon.
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    Post by Shadows Sat Nov 12, 2011 1:10 pm

    Your military units suck. Change them.
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    Post by Shadows Sat Nov 12, 2011 4:02 pm

    Structure Slot
    - Flight Decks and Well Decks
    - Troop Compartments
    - Life Support
    - Inertial Dampners
    - Power Grid
    ...

    Medium Slot
    - Engines
    - Shields
    - Armor
    - Sensors
    ...

    High Slot
    - Weapons
    - Electronic Countermeasures
    ...

    Armor Rating
    Titanium (500 / 1500 / 4500)
    Hardened Alloy (1000 / 3000 / 9000)
    Ceramic (2000 / 6000 / 18000)
    Composite (3000 / 9000 / 27,000)
    Nanorod Reinforced Composite (6000 / 18000 / 54000)
    High Density Alloy (7000 / 21000 / 63000)

    Sizes:

    Small (Small Spacecraft, Medium Spacecraft)
    Medium (Star Ships)
    Large (Capital and Super Capitals)

    Weapons:
    Laser Emitter--An omni-directional, ball shaped emitter placed on a turret. These weapons produce a slow firing beam of high-intensity laser energy, that super-heats its target within seconds.
    Maser Emitter--A turreted dish, the maser emits a high frequency microwave beam. This beam causes heating on the molecular level, sometimes causing explosions within the target.
    X-Ray Laser--A high energy focusing disc, mounted on a turret. The X-Ray laser emits a beam of focused x-ray radition, causing massive thermal damage.
    Electrolaser--The electrolaser is a standard laser emitter with additional parts. The electrolaser uses a beam of high intensity plasma to deliver a burst of radiation. This causes massive thermal damage as well as damage to the electronics of an unshielded target.
    Pulse Laser--A pulse laser is a laser emitter, that instead of firing a sustained beam, fires many pulses at an extremely high rate of speed. While not dealing the same amount of extended damage as a standard beam laser, the pulse laser fires tremendously faster and is more accurate against faster moving targets.
    Standard Plasma Cannon--These cannons use magnetic fields to fire a packet of high-energy plasma at a target. The plasma, fired at extremely high speeds, deals both thermal and kinetic damage to its target.
    Plasma Beam Cannon--These weapons use projected magnetic fields to deliver a continuous stream of plasma. This plasma, both super heated and highly charged, delivers thermal, kinetic, and even some electro-magnetic damage to a ship.
    Pulse Plasma Cannon--These weapons are modifications to the standard plasma cannon. The pulse palsma cannon fires at a minimum of four times faster than a similar sized plasma cannon, enabling a vessel to deal tremendous amounts of damage over a short time.
    Anti-Matter Cannon--An antimatter cannon is very similar to a standard plasma cannon. This cannon fires a magnetically sealed packet of antimatter. Antimatter, when impacting the armor of a ship in sufficient quantity, causes an overwhelming chain reaction with the matter present in the ships armor.
    Anti-Matter Beam--Similar to a plasma beam cannon, the antimatter beam uses projected magnetic fields to deliver a continuous stream of anti-matter to a target.
    Particle Accelerator Cannon--A particle accelerator cannon uses particle accelerators and magnetic fields to fire streams of high speed, subatomic particles, at a target.
    Charged Particle Cannon--A charged particle cannon is very similar to a particle accelerator, except that it fires highly energized particles. This deals tremendous amounts of thermal damage in addition to the inherent kinetic damage.
    Electron Beam Cannons--Electron beam cannons are more efficient and powerful fores of charged particle cannons.
    Ion Beam Cannons--These cannons fire streams of ions, causing extensive damage to the electronics of a target.
    Neutron Beam Cannons--The most damaging form of a particle cannons, these weapons fire high mass neutrons at a target. These neutrons cause tremendous kinetic damage to a target.
    Artillery Cannon--The artillery cannon is a chemically ignited weapon, firing a high mass or explosive projectile at super sonic speeds.
    Autocannon--An autocannon is a chemically fired weapon, that fires super sonic projectiles at extremely high rates of fire.
    Electro-chemical Cannon--The ECC is a weapon that uses an electric firing mechanism, super heating a fuel to near plasma state in order to fire a projectile. These weapons induce extreme thermal effects as well as high kinetic damage.
    Rail Gun--Rail guns use two electromagnetic rails to produce a lorentz field, which propels a ferrous projectile at extremely high speeds.
    Coil Gun--Coil guns use expanding and collapsing magnetic fields to propel projectiles at extremely high speeds.
    Mass Driver--A massive driver is an advanced rail gun that accelerates projectiles to near light speeds, but has an extremely low rate of fire.
    Pulse Cannon--A pulse cannon is an advanced coil gun with an extremely high rate of fire.
    - Defender Missiles
    - Light-Anti Ship Missiles
    - Light Anti Ship Rockets
    - Anti-Ship Missiles
    - Anti-Ship Rockets
    - Cruise Missiles
    - Torpedoes

    Small Space Craft...

    Parasite Fighter (FP): Small, one man fighters, designed to attach or be carried in the well-decks of the majority of space faring vessels. These craft are typically armed with a single or dual projectile/pulse weapons and are designed for high levels of maneuverability--so that they may more effectively fight in close fleet engagements. They are not well defended, and typically only used to defend a ship from other fighters.

    Fighter (F): Medium sized, one to two man space craft, capable of short-range independent flight. These ships are capable of carrying a wide variety of ordinance and engaging in anti-fighter combat. While not as maneuverable as parasite craft, these vessels are better armed and protected. Combined with the additional level of supporting systems, typically these fighters are much more effective than their parasite counter parts.
    [Can only be carried by carriers or based on stations/ground]

    Fighter-Interceptor (FI): Medium sized, one to two man space craft, capable of long-range high speed flight. These vessels are modifications of standard fighters, carrying less armament but pocessing much more powerful engines. These craft can be upwards of twice as fast as standard fighters. They are typically used to intercept incoming bombers or gunships and eliminate them before they reach their target.
    [Can only be carried by carriers or based on stations/ground]

    Fighter-Bomber (FB): Medium sized, one to three man space craft, capable of long-range high speed flight. These vessels are larger than interceptors and fighters, but smaller then gunships. They are slow, but can have exceptionally long ranges. Their armament is typically focused on anti-ship or anti-ground operations.
    [Can only be carried by carriers or based on stations/ground]

    --------

    Medium Space Craft...

    Patrol Boat (PB): Patrol boats are one of those vessels that can vary greatly in size. They can either be the size of small frigates or even as small as some fighters. These vessels typically have exceptional sensor packages and are designed for endurance, allowing them to operate on the out skirts of systems or even empires. They are typically only armed with defensive weaponry, and are capable of short bursts of extremely high speed.

    Gunship (G): Gunships are vessels that vary in size as well, but they typically vary from twice the size as bombers to half the size of frigates. They are capable of long range operations, and typically support groups of fighters and bombers. They are the smallest vessels to carry dedicated troop comparments, and typically are armed with formidable weaponry for their size. They have heavy defenses, but as such are generally slow--though some gunships are known to be equipped with engines similar to those of patrol boats.

    Shuttles (ST): Shuttles, also known as transports, are medium to large sized space craft. These vessels are typically carried within well decks of star ships, and used to transport material and passengers from station to ship or planet to orbit. These ships typically have no to limited armament, though are typically decently defended. They range from being slow and ungainly to being quick and agile.

    Dropship (S-D): Dropships, or drop shuttles, are specialized military craft. Much like shuttles, these can vary in size. They are designed to carry full squads of troops into battle through the harshest conditions--even high speed orbital drops. They have exceptional defenses for craft their size, and typically are armed with defense and infantry support weapons.These vessels are also known for their agility and high speed capability during a combat insertion.

    --------

    Star Ships (Support)...

    Monitors (BM): Monitors, or battleship monitors, are small combat ships. These vessels range anywhere from the size of small frigates to the size of large destroyers. These vessels are heavilly armored, with their armor being as thick as some battleships. However, the main thing that sets a monitor apart from other ships of its size, is the armament. Monitors are typically armed with full fledged capital ship guns, though in extremely small numbers. This, combined with the heavy armor, makes monitors a threat even to capital vessels. However, they have the draw back of being slow and highly unmaneuverable--which is why they are typically delegated to planetary or station defense assignments.

    Frigate (FF): Frigates are the smallest star ship capable of true independent operation. They are typically small, fast, and maneuverable as far as star ships go. They are armed, typically, with mainly defensive weapons with few offensive weapons. Frigates are mostly seen as support vessels for larger fleets or functioning as border patrol ships in hostile areas.

    Frigate-Picket (FP): Picket Frigates are similar in size to normal frigates, but are extremely specialized vessels. The great majority of weapons have been removed--leaving the vessel with only defensive armament--in favor of some of the most advanced sensor and ECM packages in the universe. These ships are typically used to blind enemy ships sensors or detect their approach at extreme ranges.

    Frigate-Armored (FA): Armored Frigates are geared more towards all out combat than their counterparts. They feature heavy armor plates, and an almost strictly offensive armament of small caliber weapons. These vessels are slower than every other form of frigate, and are geared towards engaging larger enemy ships at close range--the only role where they have some form of success.

    Frigate-Guided Missile (FG): Guided missile ships are typically the most advanced ships in the galaxy, and some of the newest ships to enter the modern battle space. These ships use advanced anti-ship and hard target missiles to engage enemy vessels over extreme ranges. Typically, guided missile frigates are quick, lightly armored, and focus all of their weapon points on long range attack missiles--which allows them to strike and flee before most larger vessels can even get in range to engage.

    Destroyer (DD): Destroyers are typically the smallest star ship that any established nation would send out on solo patrols. These vessels are larger than frigates, but maintain a similar speed. They are geared towards being versatile and adaptable combat ships, featuring excellent defensive and offensive capability for their size. These ships are generally the work horses of any mobile fighting force, making them a common sight across the galaxy.

    Destroyer-Support (DDH): Support Destroyers are vessels designed to provide smaller nations with the capability of fielding large amounts of fighters across their territory. Though, due to the size of this ship, it is only able to carry parasite fighters. However, this has made them valuable for smaller fleets, allowing them to field large numbers of screening fighters even against more capable enemies.

    Destroyer-Hunter Killer (DDK): Also known as the stealth destroyer, hunter killers are designed to sneak behind enemy lines and strike at targets of opportunity. In order to fit the stealth packages, this ship has had to sacrifice much of its offensive armament, aiming instead at a few large guns combined with its stealth and high speed.

    Destroyer-Guided Missile (DDG): Much like the guided missile frigate, the guided missile destroyers are some of the most advanced ships in the galaxy. These vessels have extremely powerful sensors and are capable of launching long range tactical cruise missiles for striking stationary targets and even a planets surface.

    Destroyer-Command (DDC): The smallest command ships, DDC's are command ships built on cruiser hulls. Considered by some to be nothing more than a powerful destroyer, these vessels can match even some cruisers. They are fitted with the most powerful weapons, defenses, sensors, and communications suites available. Like the support cruiser, they also feature large well decks for carrying shuttles and parasite fighters, for support of the fleet they are responsible for.

    Cruiser ©: The cruiser is a medium star ship, made to be versatile and effective in combat. While the destroyer is the work horse of the space navies, the cruiser is the back bone, forming the core of combat squadrons across the galaxy and providing even the smallest economy with the powerful ships needed to defend themselves. The standard cruiser is designed with capable defenses and offensive ability, allowing them to stay effective in even super-capital level fights. Additionally, cruisers feature extensive well deck facilities, allowing them to support parasite fighters and numerous shuttles.

    Cruiser-Light (CL): Light cruisers are cruisers that feature less offensive and defensive fire power than standard cruisers. In exchange for this loss in combat abilities, they receive much more powerful engines, making them faster than the standard cruiser.

    --------

    Star Ships (Large)...

    Cruiser-Guided Missile (CG): Guided missile cruisers are essentially uprated cruisers, featuring enhanced sensor equipment and weapon systems geared towards long range combat. While smaller guided missile vessels need to focus on specific areas of combat--such as anti-ship or stationary targets--the guided missile cruiser is capable of sporting a wide array of missile systems. The standard guided missile cruiser features heavy anti-ship missiles, anti-hard target missiles, and even clusters of defensive missiles purposed for destroying enemy fighter craft.

    Cruiser-Heavy/Cruiser-Attack (CA): Heavy cruisers, also known as attack cruisers, are large cruisers intended to kill other cruisers and smaller ships. These vessels feature extensive defenses and a truly versatile cruiser-scale armament. These vessels are also known for being filled with as much ordinance as possible, making them cramped. This has lead to the standard heavy and attack cruisers being somewhat slow compared to other cruisers.

    Armored Cruiser (AC): The Armored Cruiser was originally intended to be a small battleship. These vessels receive battleship grade defenses, while still sporting heavy cruiser grade weaponry. The main issue with armored cruisers is that they are slow--while faster than battleships they are outpaced by even the heavy cruisers of the era. This, combined with advances in defensive and offensive technology has made the armored cruiser less popular, with most empires aiming at battle cruisers and newer guided missile vessels.

    Battle Cruiser (BC): Battle cruisers are essentially the opposite of armored cruisers. These vessels feature capital scale guns, while featuring the armor and engine systems of a light cruiser. In some cases, battle cruisers have even been known to outpace light cruisers. This makes battle cruisers the perfect vessel for intercepting enemy fleets and dealing crippling damage before being caught.

    Carrier-Escort (CVE): The smallest true carrier star ship, CVE's are designed with small scale flight decks, allowing them to operate fighter space craft. These vessels are typically quick, matching most cruisers for speed, and have enough space to operate a minimum of a wing of fighter craft. Their defenses are excellent, but their armament is small and limited only to defensive weaponry.

    --------

    Capital Star Ships...

    Carrier (CV): The Carrier is a versatile capital ship, and typically the cheapest form of capital ship available. They are not intended for direct combat action, and in most cases are used to support fleets of smaller ships and battleships. The major benefit of these vessels is the large scale hanger facilities that they are equipped with. Some carriers can carry hundreds of smaller craft aboard, from fighters to dropships and in some cases even gunships. A carrier has excellent defensive systems, including a wide variety of defensive armament. However, they lack offensive weapons systems in most cases, relying on the fighters they carry for offensive strength.

    Carrier-Fleet (CVF): The Fleet carrier is the standard command and control vessel of the galaxy. These vessels feature exceptional sensor and communications suites, as well as battleship level defenses or greater. Additionally, fleet carriers feature offensive armaments similar to cruisers, as well as even greater carrying capacity than the standard carrier. Fleet carriers are typically seen as the center piece of response fleets across the galaxy.

    Carrier-Attack (CVA): The Attack Carrier is a carrier specifically designed to support boarding and ground attack operations. As such, attack carriers have facilities for a large number of shuttles and drop ships, as well as focusing heavilly on supporting bombers and gunships for use in direct infantry support. The thing that sets them apart from other carriers, is also their massive troop compartments. Attack carriers increase from the standard ship compliment of hundreds--used for security and ship defense--to being able to carry and support thousands of marines and other infantry, including their vehicles and everything else they will need to launch full scale planetary invasions.

    Carrier-Command (CVC): Command carriers are the best command ships available without venturing into the realm of super capitals. They are a combination of various other carrier types, which make them some of the largested capital ships floating between the stars. Command carriers hold large amounts of fighters, as well as large amounts of troops and drop ships. Combine this with the defensive and offensive capability of smaller battleships, and command and control suites only surpassed by super-carriers, and you have a versatile, combat effective, and efficient vessel--one that is well worth the high price you have to pay for it.

    Battleship (BB): Battleships form the core of an empires combat potential. These ships are designed with exceptional defenses, as well as truly superior firepower. They are capable of engaging essentially every form of star ship. They have facilities for relatively large numbers of parasite fighters, a small troop compliment, and enough large-caliber weapons to successfully launch an orbital bombardment.

    Battleship-Fast (BBF): Fast battleships sacrifice protection and compliment for speed. These vessels maintain the exceptional armament of standard battleships, but are capable of matching the speed of most battle cruisers, making them a truly dangerous vessel to face.

    Battleship-Guided Missile (BBG): Guided Missile Battleships are possibly the best rounded star ship available. These vessels mount the heavy ship to ship armament of standard battleships, as well as exceptional levels of protection. However, they have an edge over most vessels by equipping the best sensor systems available, to support an array of extreme long range missiles. The newest battleships available, BBGs are capable of outranging even the Dreadnought during ship to ship battles.

    Battleship-Armored (BBA): Armored battleships are slow, lumbering, star ships capable of withstanding even the most intense bombardment from another battleship. Armed with the same impressive offensive armament as standard battleships, the armored battleship has more than double the protection. These ships are equipped with defensive systems that are only surpassed by the Dreadnought Super Capitals, allowing them to withstand truly tremendous amounts of fire.

    Battleship-Command (BBC): While not as effective as command carriers, Command Battleships are still exceptional vessels. Generally fitted with more advanced sensors than standard battleships, these vessels are perfect for coordinating multi-fleet operations. Additionally, they are able to withstand fire fights like their standard battleship cousins, making them highly sought after by high value Admirals who are sure to become targets on the battlefields.

    --------

    Super-Capital Star Ships...

    Dreadnought (DN): The Dreadnoughts are the slow, lumbering, behemoths of the modern battlefield. These vessels are known to end wars simply by their presense, striking fear into the hearts of even the most hardened commanders. These vessels offer the best protection available, with legends of dreadnoughts even surviving the intense heat and radiation of close proximity to a star. These vessels are also armed to the teeth, with enough guns to eliminate entire squadrons of battleships--and fleets of lesser ships--single handedly. The main draw back of a Dreadnought, is their price. These vessels can cost most the entire economic output of some empires, making them exceptionally rare--after all, what would you rather have... a single dreadnought that can only be one place at a time, or a fleet of battleships?

    Super-Carrier (CVS): Carriers are hands down the best command and support ships available. Being significantly cheaper than Dreadnoughts, they are also more readilly available. Super Carriers can support hundreds to even thousands of fighters, along with entire divisions of fully equipped troops and enough dropships to deliver them to a target. With the addition of offensive firepower surpassing a battleship, the super carrier is a vessel to be feared.
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    Post by Shadows Sat Nov 12, 2011 4:19 pm

    Example Ship:
    Scorpion-Class Battleship (BB)
    Size: 452 m Long, 900 m Wide, 450 m Tall
    Base HP (Hull): 11,000
    Base HP (Shield): 6600
    Base Speed: 3000 km/s
    Base Agility: 5/10
    Base Sensor Range:
    Crew Requirement:
    Structure Slots: 4
    -- Well Deck (Large)[+24 Slots]
    -- Inertial Dampners (Advanced)
    -- Advanced Life Support
    -- Armor Hardener (Large) [x2 to Armor when active]
    Medium Slots: 8
    -- High Density Alloy (Large) [63,000 HP]
    -- High Density Alloy (Large) [63,000 HP]
    -- EM Shield Emitter (Combat) [2x Shield]
    -- EM Shield Emitter (Combat) [2x Shield]
    -- Engine Unit (Capital, Primary) [Increase maximum speed by 1000 km/s]
    -- Engine Unit (Capital, Primary)
    -- Engine Unit (Capital, Maneuvering) [Increase agility by 0.5]
    -- Engine Unit (Capital, Maneuvering)
    High Slots: 6
    -- Defender Missile, Battery (80)
    -- Defender Missile, Battery (80)
    -- Cruise Missile, Battery (40)
    -- Pulse Cannon, Large (3000)
    -- Pulse Cannon, Large (3000)
    -- Pulse Cannon, Large (3000)
    Total HP (Armor): 137,000 HP / 274,000 HP
    Total HP (Shield): 26,400 HP
    Maximum Speed: 5000 km/s
    Maximum Agility: 6/10
    Capacity: 24 Slips
    -- 2 Parasite Fighters per Slip or 1 Drop Ship/Shuttle
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    Post by Rising_Phoenix Sat Nov 12, 2011 7:25 pm

    No offense Shadows, but is not that a little too... Exagerated?

    Do not get me wrong, detail should be rewarded, but the Technology category should be open to those who do not like to pinpoint every little detail as well.
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    Post by Shadows Sun Nov 13, 2011 2:43 pm

    Rising_Phoenix wrote:No offense Shadows, but is not that a little too... Exagerated?

    Do not get me wrong, detail should be rewarded, but the Technology category should be open to those who do not like to pinpoint every little detail as well.

    Yes and no. It gives all the details of the ship you would ever need. However, everything would be "Empty slot, insert item, do math." Not rocket science like it seems... however I doubt this will work after talking with C-Vong. ;.;
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    Post by Azrael Mon Nov 14, 2011 4:34 pm

    While certainly detailed and interesting to those with a penchant for such designing I think it has the potential to put some players off due to the level of detail within each potential class. I think a good medium is the module slot system previously used as it still allows for variety and customisation, whilst not appearing as too-info rich as this system.
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    Post by Cthulhuvong Wed Nov 16, 2011 3:16 am

    Heres a starter application that we will continue to expand as we go on developing the game:

    Colony Name:

    Preferred Hex:
    Common name of planet:
    Known features of solar system:

    Origins
    Demographic/National Description:
    New government type:
    World leader(s):
    Any corporate affiliations:
    Any military affiliations:
    Any government affiliations:
    Any technologies or units that should be included, in your opinion, as characteristic to your people:
    Preferred Climate Zone for settlement:

    Rank Education, Social Services, Health Services, Planetary Infrastructure and Policing in order of priority:


    Additional notes such as distribution of settlements, preferred commodities or resources to produce:


    Describe your first actions as your colony ship lands on its new home:
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    Post by Rising_Phoenix Wed Nov 16, 2011 2:24 pm

    Looks good.

    Although, should we not leave the option open for players to also play corporations/companies?
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    Post by Cthulhuvong Wed Nov 16, 2011 6:45 pm

    Rising_Phoenix wrote:Looks good.

    Although, should we not leave the option open for players to also play corporations/companies?

    Sure. I think for that players just put 'Corporation' as their government type.
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    Post by TerranSteel Wed Nov 16, 2011 11:18 pm

    We also could leave a spot for Ideology and Military Doctrine? Without getting too crazy with it.
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    Post by Rising_Phoenix Thu Nov 17, 2011 1:44 am

    TerranSteel wrote:We also could leave a spot for Ideology and Military Doctrine? Without getting too crazy with it.
    I am quite sure that is possible, but will probably be on a variety of factors (where your inmigrants/settlers come from, your colony's homecountry, the training of your military officers, etc.). I am certain it will be possible, yes.

    Doctrine will be probably more restrictive than with ideology, but, ultimately it is all up to your gameplay style and backstory.
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    Post by Apollo Thu Nov 17, 2011 4:12 pm

    EDIT: Never mind.

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