Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: ~Neri on November 07, 2013, 10:58:09 pm

Title: Blackspace (Reboot soonish~!)
Post by: ~Neri on November 07, 2013, 10:58:09 pm
This will be the first of many forum games I will be spawning in the next several weeks in an attempt to enhance the game systems of several games I'm currently working on, this one revolves around space, specifically a vague form of arena combat because I'm working on the combat engine.

Players will be in charge of a ship, they will eventually get a fleet, currently how it will run is crews of ships will have specific instructions, they will function on their own, following the orders of the players in between rounds. The game will update once per week on thursday because I'm fairly busy right now.

At the beginning of the game, players will start with a corvette class ship, it will be armed with 6 pulse cannons (15 power 10 damage, 6 movement per turn), 2 lasers (10 power, 50 movement per turn, 5 normal damage and 10 bonus towards shields) and one missile launcher holding five ammo ( 5 power, 2 movement away from ship for first turn, second onwards engages engines for 12 movement per turn, 20 damage normal, +10 towards armor). The ship will have 10 movement per turn at 15 power. The power generator will produce 100 power per turn, life support(food, quarters, and crap) take 10 power per turn, atmospherics take 10 power per turn, pod bay takes 5 power per turn but allows crew to escape, (escape pods have 1 laser and have 5 movement, they can fire endlessly as well as move without powering out, thats what they are designed to do, they do actually have a power generator but it is irrelevant unless destroyed because they have enough power.), the bridge takes 5 power per turn, no bridge = no movement. the ship has a shield array that holds 60 power, the ship has an overcharge battery that holds 200 power, power immediately gets routed into the shield and then the overcharge before anything else happens. If the shield is hit, overcharge acts as a backup shield until it runs out. Ships can drain power from the overcharge, or even the shields for powering other stuff if other things are draining it.

Corvettes have 40 armor and 30 hull, the hit system is 1 shields 2 armor 3 hull.
Various subsystems can be harmed due to hits to the armor or hull, vital systems, among others can only be harmed by hull shots, weapons can normally be destroyed via lucky armor shots.

Each week the player fleets will duel in a decent sized arena, all will get credits for participating, those that destroy ships get bonuses, those that are the last three surviving ships get extra bonuses, in proportion of placement.
Credits will be useable to buy new ships, as well as alter ship systems and replace equipment for specialization, when these become available they will be explained
The battles will take place on a map that will be posted each round, the map will differ randomly each round, some things on the map will be harvestable with specialized equipment, debris will be harvestable with specialized equipment, these will be purchasable once someone has enough money.
If ships are ordered to hide and there is no combat for a period of time, pirates will spawn to complete the round, they will despawn the next round, bonuses will still be handed out for the last survivors.
Later rounds will all have a compliment of pirates, at that point players will be able to handle it because they will have fleets or extremely advanced ships.

If you lose a ship you get a replacement next round, once you buy something you have it forever, even if it is destroyed, the exceptions to this rule are expendable ammo or equipment, you will need to purchase replacements if lost or destroyed.

Corvettes start with two crew, feel free to name them, they will be cloned if they die.
Ships have an actual organization of hardpoints and subsystems, if you are hit in a certain direction, damage will be delt to hardpoints accordingly.

Future posts will have a spoilered series of pictures depicting the combat, more if the round is long, less if it is shorter, your orders determine it.

Standard fleet orders if you choose not to give specific orders are:
Search for enemy ships.
Approach to a 6 movement range
When in range attack enemy ships with everything available until power depleted
Atmos, Podbay, Bridge, and LS take power precedence, weapons and shields come after.

As you can see this is a mildly suicidal set of orders, I recommend changing them, the pirates will use this because they are trying to kill players and this will accomplish that at the cost of their ships. Orders can be as vague or specific as you want, they may not be interpreted by me right if they are really vague, however having them be too specific prevents ships from being flexible when the situation requires it.

Feel free to sign up, there is no player limit, the more the merrier, lets me work out more game system problems quicker.

Signup sheet:
Commander name (name you want to have your Admiral referred to ingame)
Fleet name
Corvette ship name
Crew 1 name
Crew 2 name
Orders to fleet
Orders to individual ships

Future posts will be much shorter, alterations to the game will be explained, if there are questions they will be answered, have fun.
Title: Re: Blackspace, (a space combat simulation)
Post by: GreatWyrmGold on November 07, 2013, 11:23:17 pm
Commander Drake of Dragon Army
Corvette: S.C Red Egg
Crew 1: Andrew Wiggin
Crew 2: Petra Arkanian
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on November 08, 2013, 12:23:01 am
This looks pretty sweet.

Signup sheet:
Commander name: Cromwell Jackson
Fleet name: (Yet to be determined)
Corvette ship name: The Jaeger Vaulk
Crew 1 name: Carlos
Crew 2 name: Maxwell
Title: Re: Blackspace, (a space combat simulation)
Post by: scapheap on November 08, 2013, 03:17:04 am
Dread(Well not yet, but soon) pirate Jack Stone
The fog
SS Skull(Not related to nazi)
Crew 1 name: Legion(Keep talking about how he a normal human who does human things. He odd.)
Crew 2 name: Clair Stone(Mum force me to bring her along, bond with your family she said sigh.)
Title: Re: Blackspace, (a space combat simulation)
Post by: Dariush on November 08, 2013, 03:29:29 am
Eh, why not.

Commander name: T̓̽͐ͮ́̍̕hͪͣͭͪͤͯę̶ͥ͗ ̋̄̆̓̈̓Ń̸͒ͥ̉ͫã͗̂͗̋͝m̐̔́͛̽̚̕eͥͦ̈́̾̊̐ͦͭ̚lͨͣ͆̓ͩ͘e̓̃͗͠sͨ̇ͧͫ̒ͩ́͜͞s̢͋̓ͭ̑͡;                     Now accepting bets on how quickly I'll tire of zalgifying the name.
Fleet name: Yes, It's Really Named Like That;
Corvette ship name: Thousand Suns;
Crew 1 name: Phobos;
Crew 2 name: Deimos;
Title: Re: Blackspace, (a space combat simulation)
Post by: xelada on November 08, 2013, 09:05:05 pm
Commander name: High Monarch Xelada
Fleet name: The Royal Honour Guard
Corvette ship name: XSC (Xeladanian Slaughter(neering) Craft) Pinafore
Crew 1 name: Erika
Crew 2 name: Seth
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on November 08, 2013, 11:49:06 pm
Commander name: Kor'O Fal'shia Eio Kunas Ar'li'cea Savon'yen (He would be referred to as O'Savon, or Admiral Savon'yen)
Fleet name: Kor'vattra Fal'shia Kor'O Savon'yen (Just call it the Kor'vattra; it means Navy/Fleet)
Corvette ship name: Fal'shia Kir'shas'vre Doran'cal Tash'ra (The Doran'cal; Kir'shas'vre is the name of the class)
Crew 1 name: Kor'el Fal'shia J'ka B'kor'vash Tash'ra (El'Tash, or Captain B'kor'vash)
Crew 2 name: Kor'ui Fal'shia Dao'cha Kai'elro (Kor'Ui Dao'cha, or simply Dao'cha)
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on November 09, 2013, 11:05:04 am
Commander name: Jack Carver
Fleet Name: The United Earthen Fleet (UEF)
Corvette Ship Name: UEF Himalayas
Crew Member 1 Name: Frank Maes
Crew Member 2 Name: Lily Rhoades
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 14, 2013, 09:41:03 pm
Round 1 signups are closed
Feel free to sign up for Round 2

Sorta short on time and rushing to get the art and crap done and uploaded so for the next few updates round 1 will be done in turns, so everybody has control of individual ships for now, orders don't matter until round two. How long that is depends on several things, next update should have the Crescent Corvette Schematic up so you can admire the horrible rush job it will be GLORIOUS low tier ship and all its functional parts
Round 1 Begin:

Turn 1
Spoiler (click to show/hide)

It is a free for all, you have direct control, if enough time passes and nobody shoots anyone, I will switch it to pirate warhost mode and pirates will overrun everybody to finish the round, alliances are fine, if you guys want for this portion, feel free to roleplay, later I will be pming the battle from crewmembers on individual ships to their controllers and if you guys want to set up characters for crews then go ahead, currently assume that everybody can detect everyone on their sensors, the brown things are really thin asteroids, you can shoot them to pass through them, you cannot fly into them unless you want to be harmed.

All of you have 5 low yield missiles and one missile launcher, all of you have 6 pulse cannons, all of you have two laser turrets,
All of you produce 100 power per turn
All of you use 30 of that to power crew related subsystems
All of you have 200 overcharge (extra battery)
All of you have 60 shield
All of you have 40 armor
All of you have 30 hull
All of you can move 10 for 15 power

The back of the corvette holds all the vital systems, feel free to flank ( I have yet to remember how to use Pixlar's rotate function, the front of the ship is the part facing ^ in the picture, if I can't figure it out I will use arrows to dictate direction.

If you have questions ask them, also refer to first post for general damages of weapons, they may or may not have changed slightly, if someone wants to try flying their ship into somebody else's ship feel free to do so, I have collision damage rules finished as of wednesday this week.
Title: Re: Blackspace, (a space combat simulation)
Post by: GiglameshDespair on November 14, 2013, 09:43:52 pm
Commander name: Kor'O Fal'shia Eio Kunas Ar'li'cea Savon'yen (He would be referred to as O'Savon, or Admiral Savon'yen)
Fleet name: Kor'vattra Fal'shia Kor'O Savon'yen (Just call it the Kor'vattra; it means Navy/Fleet)
Corvette ship name: Fal'shia Kir'shas'vre Doran'cal Tash'ra (The Doran'cal; Kir'shas'vre is the name of the class)
Crew 1 name: Kor'el Fal'shia J'ka B'kor'vash Tash'ra (El'Tash, or Captain B'kor'vash)
Crew 2 name: Kor'ui Fal'shia Dao'cha Kai'elro (Kor'Ui Dao'cha, or simply Dao'cha)

Also known as Apostrophe Central Fleet of The Excessive Punctuation.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on November 14, 2013, 11:35:27 pm
Not my fault that that's how the Tau language works. Those weren't just random words, my good sir.

Also, I have no idea who or where anyone is.
Title: Re: Blackspace, (a space combat simulation)
Post by: GreatWyrmGold on November 14, 2013, 11:45:49 pm
Could the next image be a bit...less tiny? I can't read any of the text.

Fly towards the center.
Title: Re: Blackspace, (a space combat simulation)
Post by: NAV on November 15, 2013, 12:31:07 am
Can I sign up for next round?

Commander name: Commander Balrog Jones
Fleet name: The New Canada Salvage force
Corvette ship name: HMCS Tagish
Crew 1 name: Captain Blues
Crew 2 name: The Beast
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on November 15, 2013, 09:08:22 am
I think my ship is the one in the north-east corner

Move south-west
Title: Re: Blackspace, (a space combat simulation)
Post by: scapheap on November 15, 2013, 09:47:36 am
Could the next image be a bit...less tiny? I can't read any of the text.
-
Jack Stone look around his mighty bridge "Let do this!"
A redhead who look similar to the captain gave a just barely passable saute "Ay, ay ,Big Bro."
A strange bulky figure nodded "ORDERS REVIVED. I SHALL CARRY THEM OUT TO THE BEST OF MY HUMAN ABILITIES."

Move west
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on November 15, 2013, 10:08:19 am
I think I'm in the South-West so

Head north and East. Don't run into asteroids but go around that big one so I am north of it
Title: Re: Blackspace, (a space combat simulation)
Post by: Spectr on November 15, 2013, 11:34:42 am
I'll sign up for the second round.

Commander name: Richard Fargoth
Fleet name: Grand Flotilla
Corvette ship name: Ol' Reliant
Crew 1 name: Captain Hunt, A quiet man that holds his ship above everything else.
Crew 2 name: Frank Solomon, a brute of a man that lives by "shoot first, ask questions later"
Orders to fleet:
1. Stay in formation.
2. Patrol sector in clockwise movement
3. Fire as soon as an enemy comes in range.
4. Retreat if outgunned
Orders to individual ships:
1. Energy Priorities: Bridge, LS, Weapons, Shields, Pods, Atmos
2. Self-sacrifice for the good of the fleet is honourable
3. If formation is broken, unless order to, retreat and regroup
Title: Re: Blackspace, (a space combat simulation)
Post by: xelada on November 15, 2013, 08:06:15 pm
(http://i.imgur.com/QwJcKIT.png)
I move round the rocks then fire a missile, both lasers and as many pulse cannons as I can.
Title: Re: Blackspace, (a space combat simulation)
Post by: NAV on November 15, 2013, 08:34:57 pm
Space is 3d. It should be possible to fly over/under the asteroids. I understand if you don't want that though.
Title: Re: Blackspace, (a space combat simulation)
Post by: Meme on November 15, 2013, 09:16:36 pm
Fleet name:Octopus Army
Corvette ship name:The Squid
Crew 1 name:John Johnson
Crew 2 name:Amy May
Orders to fleet:
Keep together
If fighting larger fleet, activate pod bay at all costs
Any singular ship in danger should activate pod bays at all costs
Any ship that splits from the group should activate pod bays at all costs
Concentrate fire on weakest ship, if all ships are the same power concentrate on the closest
If need be retreat, but only if the whole fleet is at risk, one ship can go down.
Orders to individual ships:
Always on(No matter the situation):
Life Support , Atmospherics, Bridge
If in danger(Shields down and armour half way):
Pod Bay, Missiles
When Fighting:All weapons except missiles and shields
If ship has no orders:Overcharge

Title: Re: Blackspace, (a space combat simulation)
Post by: Dariush on November 16, 2013, 05:49:52 am
I can't see anything. Are you absolutely sure that using blue text on black background in a hilariously small-res picture was anything even remotely approaching a not completely terrible idea?
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on November 16, 2013, 01:15:01 pm
The vertical 'line' of three ships on the left? You're the middle one, Dariush.

But yes, I agree that it was probably not the best decision in the world.

"Open up hailing frequencies, Kor'ui"
"Opening hailing frequencies, Kor'O."
[short buzz of static]
"Attention unidentified ship. This is Admiral Keen Foresight currently aboard the Enduring Peace, of the Air Caste Navy Fleet Advance Group. Hostilities have been reported in this sector. There is, however, safety in numbers. We would request a ceasefire between our parties, and possibly an alliance until other threats have been dealt with. At that point, we can negotiate over possible treaties for this sector and control of said."
"Message has been sent with accompanying translator assistance package, Kor'O."
"Shall we wait for their response, Kor'O?"
"No, Kor'el. Begin maneuvers; set us on a heading through those asteroids."
"At once, sir. Dao'cha, arm the Ion Cannons. Target the larger asteroids; low intensity. And only the ones that would impede our progress, this time, Dao'cha."
"Arming now, Kor'El. I won't make the same mistakes as last time..."

Send message to UEF Himalayas, to 'galactic west-north-west' of us.
Fire both lasers at the asteroids north of us(that section where it turns back down at an angle, so we aren't immediately open to attack from the UEF Himalayas if they aren't friendly.
Move through the hole created.


Oh, and some notes for the GM; right now, power to damage ratio is kinda poor. Especially since pulse cannons(which are railguns for my ship, missile launcher is still missile launcher, laser turrets are ion cannons) have such crappy effective range.
When you can get a 1:1 power to shields ratio, but can only deal 60 damage in one turn by using a pulse cannon, even if you fired a missile as well(and assuming you're using lasers as they are more useful against shields than pulse cannons), meaning you have a power to damage ratio of 3:4(20/5/15=40 power from lasers/missiles/pulse, and 30/20/10=60 damage, if anyone's curious)  at minimum, whilst using up your missile load. Once out of missiles, or if you didn't want to use them, you get a worse ratio of 13:12, just over 1:1(20/45=65 power from lasers/pulse, and 30/30=60 damage).
Meaning either you have to use missiles to even try to get through someone's shields(and they have enough power to simply recharge it, and still have enough leftover to shoot you with a laser), use up your power really freakin' quick, team up with someone(and if you were trying for this one, I would actually applaud you, since it's a good way to do so), or, depending on how the bonus damage and shield recharge works, I could be wrong.

Speaking of which, if you got close enough to someone to be able to hit them with all your weapons at once, it would cost 115 power to do so(dipping into overcharge would be required, of course), and if you were smart, you'd fire lasers, then pulse cannons, then missiles(which would be the order they'd hit in if they were fired simultaneously anyway, due to the speed). Depending on how shields recharge and bonus damage works, you would either
A. Strip them down by a good 110 points of power/shields, if overcharge immediately goes to shields even whilst being fired on,
B. Strip away their shields and 30 points of armor, if the pulse cannon shots are all absorbed by the shields, even if their damage would eb greater than the 30 points remaining after the lasers,
C. Strip away the shields, all of the armor, and 10 points of hull, if it works how I expect it does for the order of damage, but missile bonus damage applied after it's normal damage(and since armor is gone, it gets no bonus at that point),
D. Strip away all shields and armor, but leave hull untouched, if the armor absorbs all of the missile damage since it's one hit, or
E. Kill them entirely, having just barely taken away all of their hull, if the Missile bonus damage applies first/is added since it's hitting armor at all, and also goes through to the hull.
Title: Re: Blackspace, (a space combat simulation)
Post by: Bob_the_builder on November 21, 2013, 05:09:13 pm
I want in for next round

Commander name: Commander Bob
Fleet name: The Bad Ass Bunch
Corvette ship name: Bang
Crew 1 name: Captain Ronald
Crew 2 name: 1st Mate - George
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 21, 2013, 10:58:04 pm
Sorry about the picture size, it renders a bit bigger in the program I use then it does on the forum, I'll increase the text size and change the text color this round (I was thinking blue with the ship color when I originally did it) The ships are to scale with the surroundings (they are really bloody small ships compared to the asteroids and ships that will be encountered later on)

The shield to damage ratio is rather poor, yes it is option A, the reason behind that was because I decided that after several offline playtests with several people (at least one of them is signed up, I know not what screen name they are using so there will be no favoritism) I feel like it makes the combat a bit more interesting and quite a bit more tactical. Rather then weapons being independent of shields like in most games, you can't fire full power without draining from your shields (certain later ships excluded) and that makes players need to be quite a bit more careful when it comes to combat against an equal opponent or even a weaker opponent if there are several of them.

Space currently isn't 3d because I don't have a decent 3d rendering program that would allow for quick model construction and manipulation. If I find one, during a later round I will jump it to a 3d renderer. When I code this into a computer game (this is stage 2 of 5 before then), I will code it for 3d and it will run in 3d.

For future orders, if you want orders to be private then PM them to me, I will run orders in PM before orders in topic, if you want to you can have fake orders to trick opponents into doing what you want them to do.

As the Thousand Suns received no active orders, it runs off the standard orders as no changes have been made, it retaliates in full towards the XSC Pinafore

Those who die will be cloned with memories intact for next round, originally the plan was to have commanders not be onboard of any ship, however for this round assume they are since people have individual control. In future rounds, most of the time the commander will not be present in the battlefield (which is the reason for the order system) and rounds will pass much quicker.

It is possible for the round to end with multiple ships still active, however the spoils will be lessened, alliances are a endgame option for rounds.

Turn 2:
Spoiler (click to show/hide)

The Thousand Suns and The XSC Pinafore exchange fire, firing all lasers and all pulses, both have now overcharge at 75. Both have fired Blackout Missiles, Only Thousand Suns and XSC Pinafore can target Blackout Missile A and Blackout Missile B as other ships have not monitored the trajectory. Blackout Missile A and Blackout Missile B have yet to engage Thrusters, they will hit Thousand Suns and XSC Pinafore respectively next turn unless destroyed.
The Doran'cal destroys a section of asteroid wall, firing two lasers, some of the debris hits The Doran'cal's shield as it flies through, it is not enough damage to affect overcharge.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on November 21, 2013, 11:17:20 pm
Radio the S.C. Red Egg and ask for a temporary truce, if they refuse, fire all the missiles and engage evasive maneuvers, otherwise head slight west and then south.
Title: Re: Blackspace, (a space combat simulation)
Post by: xelada on November 22, 2013, 12:30:14 pm
"We have them in our sights captain!" squealed Erika.
"Very good, reroute all power to the weapons, if we can do without it for long enough to fire turn it off" commanded High Monarch Xelada."Oh, and make sure that missile doesn't hit us, I'd hate to imagine what that thing could do to us"
The lights dimmed for a few seconds before bright light erupted from the XSC Pinafore as it let loose a weapon salvo.

One laser shoots the enemies missile the other The Thousand Suns, then as many pulse cannons as possible, turning off anything unneeded.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 23, 2013, 07:40:47 pm
"We have them in our sights captain!" squealed Erika.
"Very good, reroute all power to the weapons, if we can do without it for long enough to fire turn it off" commanded High Monarch Xelada."Oh, and make sure that missile doesn't hit us, I'd hate to imagine what that thing could do to us"
The lights dimmed for a few seconds before bright light erupted from the XSC Pinafore as it let loose a weapon salvo.

One laser shoots the enemies missile the other The Thousand Suns, then as many pulse cannons as possible, turning off anything unneeded.

One laser will not destroy the missile, it has a hull of 10 and lacks shielding, this will result in 5 damage to the hull as well as a roll to see if the warhead is damaged and if not it will hit next turn. A pulse will destroy the missile as it would do 10 damage to the hull. Also firing a missile at the missile would blow it up, but that would be overkill.


Also correction on overcharge status, The XSC Pinafore should have 60 as it moved, compared to the 75 of the Thousand Suns which did not move, I copypasted the overcharge status and forgot to alter it.

Radio the S.C. Red Egg and ask for a temporary truce, if they refuse, fire all the missiles and engage evasive maneuvers, otherwise head slight west and then south.

You can only fire 1 missile per turn, you only have 1 single round missile launcher equipped.

Also of note, if the Thousand Suns and XSC Pinafore have a full weapons exchange, it will not end well for either of them as both will be extremely drained powerwise.

Health status of XSC Pinafore: 60 Overcharge, 60 Shield, 40 Armor, 30 Hull
Health status of Thousand Suns: 75 Overcharge, 60 Shield, 40 Armor, 30 Hull

Power generated 100, -30 for critical systems = 70 power. If both fire all weapons then -90 for all pulses, 30 for all lasers and -5 for missile launcher = 70 - 125 = -55 requiring a drain of 55 from overcharge, putting both ships at:

Health status of XSC Pinafore: 5 Overcharge, 60 Shield, 40 Armor, 30 Hull
Health status of Thousand Suns: 20 Overcharge, 60 Shield, 40 Armor, 30 Hull

This doesn't include damage.
With damage:

Full exchange ignoring missiles:  30 laser damage total, 20 missile total, 60 pulse total  They will hit in that order doing total of 110 damage, resulting in:
End Exchange health status:

Health status of XSC Pinafore: 0 Overcharge, 0 Shield, 0 Armor, 25 Hull  (4 rolls against Armor only systems 1 against Armor and Hull systems)
Health status of Thousand Suns: 0 Overcharge, 0 Shield, 10 Armor, 30 Hull (3 rolls against Armor only systems)

This will result in the XSC Pinafore almost certainly being crippled and the Thousand Suns becoming near certainly the next casualty as well as having the high chance of several weapons being disabled.
Title: Re: Blackspace, (a space combat simulation)
Post by: xelada on November 23, 2013, 08:12:04 pm
Wait. Weapon locks are wrong. pointed out Seth.
Ahhh, well spotted switch the laser and the pulse cannon, and do remember to keep the shields up, no good anihilating the enemy if we go down too!
Change it so both laser fire at the ship, one pulse cannon at the missile and as many as can be fired on the ship, without draining the shields.

Spoiler (click to show/hide)
Title: Re: Blackspace, (a space combat simulation)
Post by: Lukeinator on November 23, 2013, 08:49:14 pm
Commander Name:Chief Lord Petty King Admiral Thorse
Fleet Name:The Blue Fleet
Corvette Name:The Astroid King
Crew 1:Captain Philiosos the Cheesy
Crew 2:Bill, The Peasant Rabble.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on November 23, 2013, 09:28:23 pm
Well, Kevak, my only problem with it all is this:

Since it drains from overcharge first, and costs more power to fire all of those than the power it takes away from your opponent, they're able to simply let you bash at them, and let their shields take it. Once you run out of missiles, it gets even worse. You'll run out of power first, then they can sweep in for the delicious kill.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on November 23, 2013, 10:18:06 pm
You can only fire 1 missile per turn, you only have 1 single round missile launcher equipped.
Remind me after the battle to buy more/better missile launchers.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on November 23, 2013, 11:57:30 pm
And as far as I can tell Erils hasn't been on since Wednesday. Meaning he probably won't reply. Meaning he is presumably an enemy.

Fire both lasers at the asteroids between the UEF Himalayas and the Thousand Suns, to give him something else to worry about.
Move 'up', Galactic North-North-East, through those gaps.
Send following message to SS Skull.


"Attention unidentified ship. This is Admiral Keen-Foresight currently aboard the Enduring Peace, of the Air Caste Navy Fleet Advance Group. Hostilities have been reported in this sector. There is, however, safety in numbers. We would request a ceasefire between our parties, and possibly an alliance until other threats have been dealt with. At that point, we can negotiate over possible treaties for this sector and control of said."
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 24, 2013, 01:36:58 am


It would have been nice to know how much health the missiles had. Also what is the point of life support being mentioned, wouldn't it be better to say you generate 70 energy or whatever as it seems you have to spend it.

Because LS, atmos, bridge, and podbay are powered subsystems that can be separately destroyed. Also some ships have multiple power generators and some have multiple bridges, life support systems, atmospheric systems and podbays (among others) If I had it generate only 70, then you would have 40 extra power as they still drain 30 power to keep the crew alive.

You can only fire 1 missile per turn, you only have 1 single round missile launcher equipped.
Remind me after the battle to buy more/better missile launchers.
Sure.

Well, Kevak, my only problem with it all is this:

Since it drains from overcharge first, and costs more power to fire all of those than the power it takes away from your opponent, they're able to simply let you bash at them, and let their shields take it. Once you run out of missiles, it gets even worse. You'll run out of power first, then they can sweep in for the delicious kill.
Remember that Crescent Corvettes are low tier ships, the lasers are technically the best weapon the ship comes pre-equiped with, as they take 10 power and can do 15 damage to the shields and will normally hit instantly as they move so fast. Early on it is a game of calculation, past round 1 it slowly becomes more tactical. (I have done playtests up to round 55 before we ran out of room on the roll of paper because everyone had upwards 200ish ships and I kept having to expand the map.
Weapons available for purchase later on can negate shields entirely, pass through them completely, drain them at a great pow to dam ratio.

Also railguns and ion cannons are higher tier weapons, in relation to one of your earlier rp/order posts, they come with certain higher tier ships or you can buy them as components after a certain number of rounds pass. (I personally like railguns more then ion cannons, both are fun, railguns are more fun to me).

At some point this week I will get the Crescent Corvette blueprint up and I can explain the hardpoint system it in more detail.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on November 24, 2013, 01:54:43 am
That's just fluff, Kevak. We can write it off as being less powerful versions, or changed versions.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 24, 2013, 02:05:09 am
That's just fluff, Kevak. We can write it off as being less powerful versions, or changed versions.

They are completely different weapons in both function and design, for one railguns completely ignore shields unless you have a specialized shield generator and can pass through ships to hit other ships provided the round still has damage to do, ion cannons have a chance of short circuiting armor based hardpoints and disabling them for a period of time regardless of if they hit armor or shields, the damage to power ratio is completely different and ion cannons have a set of crystals that alter the traits.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on November 24, 2013, 12:21:31 pm
Sigh. Kevak, the Tau don't use lasers. They use pulse weapons, but I'm fairly sure your pulse weapons are very different, since theirs are basically weak plasma weapons. Like I said, it's fluff. Ion weapons fit the lasers, railguns fit the pulse cannons, in game terms, and in fluff terms(since they tend to have more railguns than ion weapons). If we started the game with a variety of possible choices, it's be different. But we don't. So I have to make do.

Is it forbidden for me to refer to them as railguns and ion cannons in my fluff? I'm not trying to be aggressive or hostile, but...I mean, come on. This is fluff.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 24, 2013, 01:25:00 pm
No, it's not forbidden at all, when dictating actions use the weapon name but in rp they can essentially be a very low tier of ion beams and railguns, since you are roleplaying as a faction that uses specific weapons I will roll to see how much of a discount you can get on the higher tier ions and rails at the end of the round. For now, they are technically lasers and pulse cannons when dictating actions, but in your rping feel free to refer to them as ions and rails.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on November 25, 2013, 01:16:45 am
Alright. Well, for reference, they used gravitic missile launchers, railguns, ion cannons, special plasma weapons called pulse/burst weapons, some fusion bomb stuff, gravitic engines, and gravitic shields. Oh, and really, really, high-powered focused lasers/plasma beams(but the plasma has been allowed to begin fusion) called lances. That's what I know, anyway. Normal lasers, not so much. Gauss weaponry, not so much. Armor, not too much, but some. Everyone has armor.

They specialize in long range combat. Firing arcs tend to be front facing, and their shields tend to be much more powerful in front from the gravitic engine/shields(think of it like a sail, made of gravity. Weird, but sorta how they describe it)
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 25, 2013, 02:16:01 am
Later on (when I get around to explaining the blueprint system) players will be able to add ships and weapons of their design to the market, around that point you can customize to your hearts content.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on November 25, 2013, 02:20:19 am
Later on (when I get around to explaining the blueprint system) players will be able to add ships and weapons of their design to the market, around that point you can customize to your hearts content.
Can I make a ship that can launch 40 missiles at once?
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 25, 2013, 03:19:11 am
Once the market gets to the point that it can build heavy battleship or larger classes, yes, you could.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on November 25, 2013, 12:34:06 pm
Sorry I wasn't on. I have been away for a few days but I'm back now.

Reply to message from the Dorn'cal with:
Sorry about the late reply, we had a bit of trouble finding our communicators, new ship and all. We don't want any trouble and, as this area is dangerous, maybe we should stick together for safety.
then continue to the galactic North-West, but not too far, trying to keep an asteroid between us and the Dorn'cal

Meanwhile: In ship chatter:
Jack: Geez! That ship just blew those asteroids away. I hope they're friendly or we are in big trouble. Have you got the Com system running yet?
Lily: I'm working on it!
Frank: My scanners have picked up signs of pulse cannons being fired in the area.
Can you tell where they are coming from?
It seems to be from the Galactic North.
Alright I got the Com up, I'm sending a message now. (Into Com) Sorry about the late reply, we had a bit of trouble finding our communicators, new ship and all. We don't want any trouble and, as this area is dangerous, maybe we should stick together for safety.
They're ship seems to be just as well armed as ours, we can't beat them in a straight fight.
Alright. Let's hope they're friendly but until then I'll try to keep an asteroid between us. I knew we should have brought backup.


EDIT= Whoops, messed up on the font colors there.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 25, 2013, 01:27:06 pm
Dorn'cal and UEF Himalayas officially have a ceasefire, should you both confirm, it can be upgraded to alliance and be eligible for ending the round should your ships be the only ships functional at the end..
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on November 25, 2013, 01:34:44 pm
I'll confirm.

Also, I'd like to change my action to not shooting those asteroids on the other side of the Himalayas.

"Excellent. Would you please identify your ship, fleet, and commanding officer's name? It'd be nice to refer to our possible allies by something other than 'the ship nearest us', especially since it seems all of the ships here are of a very similar model."
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 25, 2013, 01:39:51 pm
If anybody is wondering why everybody has the exact same ships, it's because the Galaxia Insurance Corporation had a insurance bundle sale with the crescent corvette, the GIC is where most of your shopping will be done between rounds (but possibly not all of it).
Insured items cost the item cost plus 6 credits, your ships are insured, you will be able to get new ones for free when they die until the end of your brainpatterns existence. It is possible to buy uninsured stuff for cheaper, however if it is destroyed or otherwise removed from your person, you won't be getting it back unless you buy a new one.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on November 25, 2013, 01:48:42 pm
Can I insure missiles?
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 25, 2013, 01:51:24 pm
Yes, it costs 6 credits on top of the normal two of purchase, or you can insure ones you already have.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on November 25, 2013, 03:55:32 pm
If anybody is wondering why everybody has the exact same ships, it's because the Galaxia Insurance Corporation had a insurance bundle sale with the crescent corvette, the GIC is where most of your shopping will be done between rounds (but possibly not all of it).
Insured items cost the item cost plus 6 credits, your ships are insured, you will be able to get new ones for free when they die until the end of your brainpatterns existence. It is possible to buy uninsured stuff for cheaper, however if it is destroyed or otherwise removed from your person, you won't be getting it back unless you buy a new one.
That's actually pretty hilarious.
I wonder how they would react if I insured my missile launchers, but not the ship itself.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 25, 2013, 05:05:01 pm
Then you would get a missile launcher if your ship went up in smoke.

Ships are cheaper then buying full components, the company hikes the price on weaponry and components but sells ships for closer to the real cost. Customization is expensive but can be very worth it.

The Crescent Corvette costs 6 GIC credits not including insurance, compared to a missile launcher, which costs 12 credits not including insurance. Crescent Corvettes come with a missile launcher built in, as well as other weapons.

Buying components lets you specialize your force and layouts. There are other ways to get components later on as well.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on November 25, 2013, 05:36:03 pm
Why don't I just buy 2 ships and strip them of their weapons?
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on November 25, 2013, 05:36:12 pm
That's kinda ridiculous. Especially considering we can just take the missile launcher out.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 25, 2013, 05:43:14 pm
Why don't I just buy 2 ships and strip them of their weapons?

Because you wouldn't have insurance on the weapons.

The GIC is not known for being a sane company, they do however have lots of money, which lets them be eccentric to the point of the CEO coming to work dressed as a walrus and the majority of workers doing similarly absurd things.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on November 25, 2013, 09:32:57 pm
You can buy insurance seperately, it sounds like.

Or, of course, I can just spam Crescents.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 26, 2013, 12:13:49 am
Buying an insured crescent is the same as buying two uninsured crescents. (crescent costs six, insurance costs 6 for everything unless otherwise specified)
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on November 26, 2013, 03:11:23 am
I'll confirm to the ceasefire as well.


All right. This is the UEF Himalayas. We are part of the United Earthern Fleet. The commanding officer of this ship is Jack Carver. We think that an alliance would be very beneficial towards both of us. What fleet are you from? We also noticed that many ships here seem to be of the same design. Did you go to the Galaxia Insurance Corporation on the crescent corvette as well?

In ship:
Alright it looks like they're friendly.
That's good, I was worried we were going to have to fight.
Their ship is a crescent corvette, same as ours.
I wonder if they were at the GIC (Galaxia Insurance Corporation) sale as well?
Probably. I wonder how many people Galaxia insures. They probably make a fortune every time a war breaks out.
Maybe we should buy shares?
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on November 26, 2013, 03:52:24 pm
Hi. This is an OOC notification that I will be gone until Monday. Please don't kill my ship while I'm not here.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 26, 2013, 06:21:12 pm
Unless The SS Skull, Thousand Suns, and the Doran'cal all open fire on you, (The Thousand Suns through the asteroids) there is no chance at you dying.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on November 29, 2013, 03:01:33 am
Update may be a bit late, sorta busy, sometime tonight or tomorrow it will happen, also for future note, if I miss an update without a note, expect it to be done within the next week or two, if I miss two then expect hiatus until somewhere around febuaryish unless otherwise notified. I will inform you at some point within two months time of the first missed update, I will not leave you hanging for more then two months, if it is more then two months then I have been murdered, died in general, kidnapped, or some other misfortunate thing must have happened, if that happens I will make an effort to inform you of it, odds are is I won't be able to, however I will make the effort.

Also with the update I will post the Crescent Corvette blueprint, it's mostly done.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on December 02, 2013, 01:56:38 am
Updating, sorry it's a tad late, compy crashed and I had to redo a couple things, there should be no major difference to the map, I used a few programs to rip the objects in it into layers since it originally came from a layered file.

It will be up in about 20ish minutes.


Took more like 40ish minutes

Turn 3:
Spoiler (click to show/hide)
The S.C. Red Egg and the Jaeger Vaulk exchange missile fire, Both fire one Blackout Missile, neither received enough damage to dent the overcharge.
The XSC Pinafore and The Thousand Suns continue exchanging fire, both ships lose a Pulse Cannon, both ships fire one Blackout Missile.
The XSC Pinafore is down to 25 Armor, 0 Shield, and 0 Overcharge.
The Thousand Suns is down to 30 Armor, 0 Shield and 0 Overcharge.
The UEF Himalayas and The Doran'cal are in an Alliance, Victory Conditions have been altered.

Autofire means that the ship is retaliating with equal force to what it is being hit with as it did not receive any orders, two ships are on Autofire this turn.
The blueprint will be up at some point soonish, for combat it is assumed that ships are facing each other unless they have moved during the previous turn.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on December 02, 2013, 10:31:28 pm
I think you got the direction I wanted to go wrong...
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on December 02, 2013, 11:41:30 pm
Fire another missile, head farther south-west.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on December 05, 2013, 03:12:35 am
Send message to Jaeger's Vault

Unidentified ship. You seem to be under fire, what's going on. State your fleet, ship captains name and purpose here. We will return fire if you attack us.

Send message to SS Skull

Unidentified ship. We noticed you were in the region. Please state your fleet and ship name and purpose here. We do not want a fight and will not attack you unless you attack us.

Send message to Dorn'cal

There seem to be quite a few other ships around here. We're still picking up readings of weapons fire from the Galactic West. There also seems to be some fire from the north and a ship coming in from the east. Any idea on what we should do?

Set weapons to autofire against Jaeger's Vaulk. Do not fire unless fired upon.

Inside ship

There seem to be quite a few other ships here.
Hmm. Set weapons to autofire. I want to be able to respond if we are attacked. Don't shoot them untill someone shoots at us though.
I'm sending out some messages.
Good. I don't want to damage this new ship.
Weapons are online.
Okay. Now let's see what happens.


Can I buy stocks/shares in the Galaxia Insurance Company (GIC) shares? Like, if I buy 10% then for every 10 credits people (anyone) spends on GIC insurance, I get 1 credit. How much would that cost?
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on December 12, 2013, 11:04:23 pm
I think you got the direction I wanted to go wrong...

Since you and the UEF Himalayas became an alliance and your order stated to hide behind an asteroid should the UEF prove Hostile, I assumed that you meant that you didn't care if an asteroid was between the two of you if the UEF didn't prove Hostile, my mistake, if you want, I will ignore alignment descriptors in future orders from you should the be alterable, let me know if you want that.

Send message to Jaeger's Vault

Unidentified ship. You seem to be under fire, what's going on. State your fleet, ship captains name and purpose here. We will return fire if you attack us.

Send message to SS Skull

Unidentified ship. We noticed you were in the region. Please state your fleet and ship name and purpose here. We do not want a fight and will not attack you unless you attack us.

Send message to Dorn'cal

There seem to be quite a few other ships around here. We're still picking up readings of weapons fire from the Galactic West. There also seems to be some fire from the north and a ship coming in from the east. Any idea on what we should do?

Set weapons to autofire against Jaeger's Vaulk. Do not fire unless fired upon.

Inside ship

There seem to be quite a few other ships here.
Hmm. Set weapons to autofire. I want to be able to respond if we are attacked. Don't shoot them untill someone shoots at us though.
I'm sending out some messages.
Good. I don't want to damage this new ship.
Weapons are online.
Okay. Now let's see what happens.


Can I buy stocks/shares in the Galaxia Insurance Company (GIC) shares? Like, if I buy 10% then for every 10 credits people (anyone) spends on GIC insurance, I get 1 credit. How much would that cost?
Yes, you can buy stock in ingame corps, you need to either find a space station that houses a GIC location or during the upkeep turns at the end of the round have a chat with one of the share brokers in the Primary GIC Station.

Just as a general note, it would make updating slightly quicker if everyone included their ship name in their orders, you don't need to but it would be nice.

Also if anyone wants clarification on why your missiles are so crappy and how to use them better: You are using T1 Blackout missiles, if a ship lacks a LOS to your ship when the missile is fired, they can not see the missile. They are meant as ambush missiles, you fire them around a corner, other ship can't see the missile, missile hits them next turn, they can't shoot it to disable it. Firing them at a ship that is LOS to your ship results in missile detection and possible destruction. All Cres Corvs come with Blackout T1's because they are small enough to operate with minimal chance of collision inside large asteroids and small planetoids, they usually function as escorts for larger ships and the ability to damage ships around corners is a useful ability.

And as a rather blatant hint as to where you are: Reread what CCs' are used for, also the map lacks boundaries, you might find stuff if you travel outside of it, discoveries may be either good or bad, discovered map sections will be PMed to discovering players unless they want to have allies or the entire playerbase to have the map.

Turn 4:
Spoiler (click to show/hide)

The Thousand Suns and The XSC Pinafore have been destroyed, both pilots received 3 credits to their accounts for the GIC Bounty as well as new identical ships, the crew and commanders have been cloned and imprinted with their insured brainpatterns.

The SS Skull fired a missile at a wall, he has 4 missiles left, the Jaeger Vaulk and the S.C Red Egg both fired missiles, they did not reach one another.

Minor Movements happened.

GM Note:
Spoiler (click to show/hide)
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on December 13, 2013, 01:28:48 am
Shoot any incoming missiles, hope nobody kills me.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on December 28, 2013, 03:09:17 pm
Updating late but it will be up today, gonna activate Pirate Warhost mode due to player delinquency. Orders are closed as of now and update will be up between 5 to 9 PM. The Crescent Corvette blueprint will be posted with the update.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on December 28, 2013, 03:29:41 pm
Turn 5:

Spoiler (click to show/hide)
The Jaeger Vaulk destroys a Blackout Missile.
PIRATE WARHOST DETECTED ETA 2 Turns
Complete round within the next two turns to receive full rewards.

Sorry for the super late update, had some RL crap to deal with.

The Crescent Corvette Blueprint will be up by 9 PM and have explanations as to how the subsystem damage works.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on December 28, 2013, 06:51:46 pm
UEF Himalayas and I should kill Jaeger Vaulk. Full overdrive, fire all weapons.

If not, i'll fire lasers at the asteroid wall to the west, move through and collect the debris.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on December 28, 2013, 07:52:43 pm
-snip-

If not, i'll fire lasers at the asteroid wall to the west, move through and collect the debris.
You lack a salvager or miner, you would be unable to gather resources from the debris.
You can buy individual miners and salvagers at the store or you can get a ship that comes with one.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on December 28, 2013, 09:41:14 pm
Crescent Corvette Blueprint is done.

Crescent Corvette:
Spoiler (click to show/hide)

How subsystem damage works:
Weapon round hits armor and does 10 damage, applicable mounted parts available to destroy are external weapons(all of the weps on the Ccorv), engines, shield generator, and the escape pod bay. The closest one to site of impact rolls for a 50/50 chance of destruction.

Weapon round hits hull and does 5 damage, all subsystems unless otherwise mentioned are applicable for destruction, roll for closest subsystem to site of impact, 50/50 chance.

Some weapons can target specific subsystems. When the shield generator goes down, if overflow damage from the salvo is 10 or more then there is a roll to see if the shield generator is destroyed.

If the power generator is destroyed, there is a chance of it exploding and damaging part of the ship or destroying the entire ship.

I have yet to make a system for explosive ordinance destruction, it will happen at some point though.

If a ship is unable to take action it is considered disabled. Possible disablements include: All crew dead. Bridge destroyed. Power generator destroyed and ship runs out of power. Certain drone weapons power drain exceeds ship power production capacity and ship powers down killing crew from lack of air. Ship exploded. AI core destroyed. If engines, podbay, and weapons are unable to fire. If the ship is unable to take actions in any way.

When a ship is disabled, the disabler gets credits provided the ship was not disabled by themselves or a ally (unless the ally decided to be a traitor and pmed me about it first to let me know).

Some other things can disable ships, you may encounter them if you travel outside the entry shoot of the planetoid. Or you may encounter asteroids bearing valuable minerals or crystals. Or maybe small space stations and outposts you can trade or talk to. It is completely random until someone passes through the area (even the map is randomly generated).
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on December 28, 2013, 10:28:54 pm
Fire all weapons at Rolepgeek's ship, and use defensive maneuvers. (forgot the name of his ship.)
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on December 28, 2013, 10:54:49 pm
Any specific direction you feel like flying?
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on December 29, 2013, 01:13:23 am
Any specific direction you feel like flying?
Eh, keep going south
Title: Re: Blackspace, Rebooted
Post by: ~Neri on February 15, 2014, 04:57:56 pm
Restarting the game, overhauled the combat system in preparation for a transition to 3d at some point, interest check for restart, any who want to play still please repost your chara/ship stuff or post if you lack it in the first place, vets will need to alter a bit, newbies just do this:

Ship Name: (name of the ship you start with, it is relativelt small btw)

Your Commander's Name: (name of who you will be playing as)

Commander Gender: (I'm sure you understand this one, it is also totally possible to play as some weird exotic gender that normally should not be, not sure why you would but you can)

Your Commander's Species/Backstory: (if you don't want to default to the standard human who saved enough money to buy a ship then do this, no overpowered species if you make them up [so no Cherubs from Homestuck for example but anything goes, if you want to be a cat with robotic arms sticking from his back then feel free, if you want to be a mass of brain and tentacle then feel free.) 

Species bio: (if you use a dif species then human explain it here and list off general racial norms, I will alter it to function with the game once I have an idea of what you want.)

Crew 1 Name: (name of a crew member) Species/backstory/species bio of Crew 1/gender: (basically what Commander's questions are)

Crew 2 Name: (name of second crew member):

Species/backstory/ speciese bio of Crew 2/gender: (as stated above) 

This will run on multiple forums at once and I request that players only play on one forum, makes the game fairer.

Sorry for the hiatus, had lots of rl crap to deal with, updates will happen as fast as players post with a min of one every 7 days if a player isn't posting, if someone doesn't post for 4 updates they will autopilot to their home port and dock indefinitely. Ships and stations are dif now, the first round will come with ship models, this will be more along the lines of an RPG then a Turn Based strategy game now.

Roleplaygeek, and mastahcheese, for sticking with to the last update if you choose to continue will get a your choice reward upon starting, pm me what you want and we'll talk about it, Roleplaygeek, I know you wanted a did type of weapon set for your ship for example, pm me specs for them if you want them and we will balance them out a bit (they can be stronger then norm starting weps as this is a reward btw)

Post if you're interested, first update' on Thursday no matter what.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on February 15, 2014, 09:56:21 pm
Woo! I'm glad you're restarting this, I was sad to see it fade away. I'll send you a PM of what I want.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on February 15, 2014, 10:24:31 pm
Woo! I'm glad you're restarting this, I was sad to see it fade away. I'll send you a PM of what I want.
Btw, character creation is a bit different, repost your character and ship and stuff and mod it to fit with it.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on February 15, 2014, 10:49:04 pm
Ship Name: The Jaeger Vaulk
Your Commander's Name: Cromwell Jackson
Commander Gender: Male
Your Commander's Species/Backstory: Human
Crew 1 Name: Carlos (Male)
Crew 2 Name: Molly (Female)

That good?
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on February 16, 2014, 12:05:45 am
Yup, if you be planning on rping then I suggest add a backstory, but otherwise yah.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on February 16, 2014, 10:59:43 pm
Meh, I think I'll go without one. Maybe I'll start making up stuff on the spot if I feel like it.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on February 16, 2014, 11:17:35 pm
Ship Name: La'ranos Kau'vior'ka Doran'cal Tash'ra (The Doran'cal; Kau'vior'ka is the name of the class)

Your Commander's Name: Kor'O La'ranos Eio Kunas Ar'li'cea Savon'yen (He would be referred to as O'Savon, or Admiral Savon'yen)

Commander Gender: Male

Your Commander's Species/Backstory: Tau; bio coming at some point.

Species bio: AHEM. (http://warhammer40k.wikia.com/wiki/Tau)

Crew 1 Name: Kor'el Fal'shia J'ka B'kor'vash Tash'ra (El'Tash, or Captain B'kor'vash)

Species/backstory of Crew 1/gender: Tau Female; bio coming later.

Crew 2 Name: Kor'ui Fal'shia Dao'cha Kai'elro (Kor'Ui Dao'cha, or simply Dao'cha)

Species/backstory of Crew 2/gender: Tau Male; bio coming at some point or another.

I will send PM soonish. I have to figure out exactly what I want, but I don't know combat system so...
Title: Re: Blackspace, (a space combat simulation)
Post by: WhitiusOpus on February 17, 2014, 12:20:59 pm
Looks interesting, I'll sign up.

Ship Name: KMS Rittertürnier
Your Commander's Name: Admiral Günther Lütjens
Commander Gender: Male

Your Commander's Species/Backstory: Human, is part of a separate break off that occurred during the second Age of Exploration. The Admiral is part of the Great Empire, a gathering of worlds who are ruled by the Kaiser. Bent on expanding planetary control.

Crew 1 Name: Fähnrich Johan Gütern, 25, male
Johan joined the Kreigsmarine young, stowing away on a vessel at the age of sixteen. When he was discovered, rather than being executed or jettisoned for being so foolhardy, he was adopted into the crew.
Crew 2 Name: Bootsmann Karl Schmidt, 34, male
Karl lived a quiet life on Stuttgart, one of the home planets in the Great Empire. During one of the frequent wars, he was conscripted into the navy, and has been serving under admiral Günther for the past eight years.
That good?
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on February 17, 2014, 01:22:48 pm
Yup, that's good.

Also, redone crescent corvette will be up by tomorrow (Tuesday).
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on February 17, 2014, 01:28:48 pm
Spoiler: UEF Himalayas Details (click to show/hide)
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on February 19, 2014, 02:47:23 am
The new and improved Crescent Corvette blueprint will be up tomorrow morning, it's almost midnight here and I need to grab some sleeps.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on February 19, 2014, 03:01:43 pm
New blueprint for Crescent Corvette is up:

Spoiler (click to show/hide)

M = Part of missile launcher
m = missile
t = part of a track, tracks move stuff. (accessible by crew)
* = hallway (accessible by crew
+ = armor
C = computer console (accessible by crew)
S = Shield Generator
s = Shield Projector (accessible by crew)
L = laser projector part
E = escape pod part (accessible by crew)
e = engine
h = Living areas (accessible by crew)
B = bridge (accessible by crew)
G = power generator
O = Overcharge Battery
P = pulse cannon


Think that's all of them, let me know if I missed any symbol meanings.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on February 19, 2014, 09:25:17 pm
I feel like more armor over the front might be a good idea... Otherwise I might fight sideways.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on February 19, 2014, 09:29:12 pm
Later (or at the beginning for a cost) You can refit the ship's armor.
Title: Re: Blackspace, (a space combat simulation)
Post by: WhitiusOpus on February 20, 2014, 10:21:26 am
Hmm. That's a little small for a corvette. It looks more like a large fighter to me. But it doesn't have any size scalings, so it's whatever.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on February 20, 2014, 12:59:18 pm
Mkay, first rotation joiners are now fixed.
If you want to join, make your sheet and stuff and you will be in next rotation.

First action is where you spawn, for most of you, you will have lots of options, for some of you, due to how your setup works, there are less options.

You will be PMed by the end of the next hour if you don't have some options

Do you want to spawn:

In an asteroid belt?
Near a Small Space Station?
Near a Ship Yard?
Near a fleet of Traders that you helped escort?
Near a fleet of Traders that you plan on attacking?
In Empty Space?
Near a Planet?
Near a Moon?
Near a Recently Created Ship Graveyard?
Near a Small Pirate Base as a Friendly?
Near a Small Pirate Base as an Enemy?
In the Middle Of A Battle?
Observing a Battle.... From a Safe Distance?
Observing a Battle.... From an UnSafe Distance?
Near a Star?
In the Oort Cloud?
Near a Comet?
Somewhere That Wasn't Listed?


Also in terms of scale, one * is equal to four humans standing in uncomfortably close group.
Most weapon behavior is on the first page, Lasers are having movement speed increased to 40 as of now also.
Title: Re: Blackspace, (a space combat simulation)
Post by: WhitiusOpus on February 20, 2014, 01:19:34 pm
Near a fleet of traders we plan on attacking.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on February 20, 2014, 02:21:41 pm
Near a fleet of traders we plan on attacking.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on February 20, 2014, 08:33:48 pm
Near a Recently Created Ship Graveyard
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on February 21, 2014, 11:35:08 am
Erils, we're waiting for you, the other participant forum is ready to start.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on February 21, 2014, 12:35:16 pm
Edit: nvr mind
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on February 21, 2014, 01:01:04 pm
Erm, game's rebooted dude, read the spawning location post.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on February 21, 2014, 01:56:16 pm
Near a Recently Created Ship Graveyard

Here
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on February 21, 2014, 02:41:28 pm
Okay, everybody is ready, PM's will be sent, take actions via PM's this thread counts as the General Broadcast Channel now. if you has questions type:

help>insertquestionhere

As you will be pinging your ship's compy for data.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on February 23, 2014, 11:45:58 pm
Update delayed, finishing up some essential art and shiz for the spawning areas that have been chosen (wasn't exactly expecting anyone to choose one of them, so I have a lot of shit to draw up cause one guy chose it).
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 02, 2014, 03:02:56 pm
Sorry for the delay in the first update, rl stuff accosted me so I had less time then I wanted, I have most of the art done so the first update should be up in a day or two.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 02, 2014, 05:16:46 pm
Progress!
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 02, 2014, 06:04:31 pm
Ikr? It should start in a few days max.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 03, 2014, 03:44:03 pm
Partly to distract you guys and partly for in game world building, You and the other forum are gonna duke it out in a team battle, the outcome of this battle will affect the ingame world, most so for those spawning in the Ship Graveyard area.

I need a ship graveyard so WE SHALL MAKE ONE!

This forum will be the GIC (Galaxia Insurance Corporation) The other forum will be the AC (Aquaria Coven)

Ship options for this forum are as follows.

GIC (Galaxia Insurance Corp.) Internal Security Fleet 0067289:
Spearhead Cruiser:
Hunter Killer Destroyer:
Hunter Killer Destroyer:
Firebrand Destroyer:
Crescent Corvette:
Crescent Corvette:
Crescent Corvette:
Crescent Corvette:

I can run this with one person on each forum but it will be more fun all the ships are controlled individually, if there are leftover ships then they will be assigned to any who want them.

Just choose a ship, largest are at the top, smallest are at the bottom.
Title: Re: Blackspace, (a space combat simulation)
Post by: NAV on March 03, 2014, 04:21:06 pm
Can I join? I choose the firebrand destroyer if so.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 03, 2014, 04:30:31 pm
Yup, and if your ship/crew survive the battle you can just hop into the game as a whole. (really all you need to do is keep your life support online if the ship is disabled, somebody will probably pick you up if you spam on the comms, or you could yah know, not get exploded.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 03, 2014, 04:31:41 pm
Btw, as a general ref for ship stats:

each "e" = 10 thrust, each square of ship = 1 mass, thrust/mass = accell.

each h that is not external holds life-support and living quarters for 1 crew member, having these destroyed results in oxygen starvation for crew, system for that is as follows # of h / # of crew, if result is less then 1 then each turn add the amount that it is less then 1 to living crew OS stat, if OS stat reaches 10, crew member dies.

Each O is worth 50 overcharge, each G generates 50 energy per turn, each S = 20 shields and requires 1 extra Shield Projector, shield projectors work in panels and shield power can be relocated between panels.

If a crew member has the skills, they can use a C (computer) to boost certain ship functions or disable/harm certain ship functions, a crew member must be on the B (bridge) in order to make the ship do stuff.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 03, 2014, 04:48:00 pm
Here is the Firebrand Destroyer Blueprint btw:

Spoiler (click to show/hide)


D = part of EMP cannon, (two parts) Strong vs Shields and if hits armor/hull then ship disabled for a few turns.

h/H = hatches if external, if internal then they mean living quarters/life support.

Hatches can be fired through if weapon output is one square away.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 03, 2014, 07:32:51 pm
Dang it, NAV! That was my ship, with my missile spam! Oh well.

I'll take... Hmm. Of those that are left, which has the highest amount of missile launchers?
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 03, 2014, 07:50:22 pm
The Spearhead Cruiser has the next most launchers.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 03, 2014, 08:03:25 pm
I'll take that one!
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 03, 2014, 08:15:56 pm
Mkay, blueprint'll be up in about 20 minutes. (I'm on my phone.)
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on March 03, 2014, 08:49:36 pm
Can I request both Hunter-Killer Destroyers? I don't think we have enough people for all of them to be controlled individually.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 03, 2014, 09:15:48 pm
Sure, if nobody else wants one of them.

Also here are blueprints for both:

Spoiler (click to show/hide)
Spearhead Heavy Cruiser
= equals a door

h exterior is hatch, h interior is LS/LQ

Spoiler (click to show/hide)

Hunter Killer Destroyer
R = railgun
r = railgun ammo
t = track (lets objects move around on it) if exterior, counts as a door.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 03, 2014, 09:26:47 pm
Ohhh, I like that spearhead.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 03, 2014, 09:44:37 pm
It's a GIC ship (all of these are lawl), you guys will be fighting against the AC, they use very dif ships in both shape, combat abilities/weaknesses, and weapon loadouts.
Title: Re: Blackspace, (a space combat simulation)
Post by: WhitiusOpus on March 03, 2014, 11:10:48 pm
I'll take the other Hunter Killer Destroyer. Me rolepgeek can split the Crescent Corvettes.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 03, 2014, 11:20:27 pm
GIC (Galaxia Insurance Corp.) Internal Security Fleet 0067289:
Spearhead Cruiser: Mastahcheese
Hunter Killer Destroyer: Rolepgeek
Hunter Killer Destroyer: WhitiusOpus
Firebrand Destroyer: NAV
Crescent Corvette:
Crescent Corvette:
Crescent Corvette:
Crescent Corvette:

Why don't each of us take 1 corvette?
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 03, 2014, 11:23:57 pm
That works if yah guys want to do that.

Now we need to wait for the other forum, gonna wait till 8:30 PM tomorrow my time before starting this up max. (it's 8:21 PM my time right now).
Title: Re: Blackspace, (a space combat simulation)
Post by: WhitiusOpus on March 04, 2014, 09:32:48 am
We could each take one, but you have a Cruiser already, which is fairly large. :P .
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 04, 2014, 01:07:34 pm
Well, in that case, you and RPG can each get a corvette, and NAV will get 2, since he only has a Firebrand, which is smaller then the H/Ks.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 04, 2014, 01:09:16 pm
If you guys all agree with this then we'll start at 8:30 pm my time.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 04, 2014, 01:23:38 pm
I'm ok with or without a corvette, so whatever they can agree with, I'm good to go.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on March 04, 2014, 01:49:28 pm
I'll take a corvette.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 04, 2014, 01:51:00 pm
Well, that complicates things.

Spearhead Cruiser: Mastahcheese
Hunter Killer Destroyer: Rolepgeek
Hunter Killer Destroyer: WhitiusOpus
Firebrand Destroyer: NAV
Crescent Corvette: Erils
Crescent Corvette:
Crescent Corvette:
Crescent Corvette:

So now do we distribute this?
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 04, 2014, 01:53:33 pm
NAV could get the Firebrand and a CC and Erils could get three CC's?
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 04, 2014, 01:55:07 pm
Would that be ok with everybody?
That would be:

Spearhead Cruiser: Mastahcheese
Hunter Killer Destroyer: Rolepgeek
Hunter Killer Destroyer: WhitiusOpus
Firebrand Destroyer: NAV
Crescent Corvette: NAV
Crescent Corvette: Erils
Crescent Corvette: Erils
Crescent Corvette: Erils

Any objections?
Title: Re: Blackspace, (a space combat simulation)
Post by: WhitiusOpus on March 04, 2014, 01:58:52 pm
Meh, why not.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on March 04, 2014, 02:11:38 pm
I'm fine with that.
Title: Re: Blackspace, (a space combat simulation)
Post by: NAV on March 04, 2014, 02:23:02 pm
Yeah, I'm happy with that.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 04, 2014, 02:28:48 pm
All we need is Rolepgeek's approval and we're set to go.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on March 04, 2014, 09:53:50 pm
Uhh, sure, alright.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 05, 2014, 04:08:25 am
(http://i594.photobucket.com/albums/tt25/Lukesf2/ScreenShot2014-03-05at124326AM.png)

Your ships are on the right, I could't find a better grid paint program that works with mah compy so I used what I'm using for ships. (need to reinstall windows, it broke a few weeks ago)

CC's are the groupings C's, (4 per CC), Hunter Killers are the K groupings, and the Spearhead is the grouping of S's, also the Firebrand is the F grouping, CC's all have blackout missiles, read in old game to see how they work, Firebrand had Firebomb missiles, they spread 3 in all directions on impact and set things on fire, Hunter Killers have HE missiles, they explode 3 in every direction and do 20 damage per part hit, HK's have Railguns, they can pierce shields, doing 5 dam to shield and 10 to target part, Firebrand has an EMP, EMP disables ships for a few rounds if it hits hull and has high damage to shields. Spearhead has Seeker Missiles, they can retarget on command and do 2 squares in every direction worth of 10 damage.

Enemy ships are unknown, you will find out as you go. You can move, attack, and target/scan every turn. Targeting lets you shoot something, scanning lets you see the perimeter of the ship (unless you have better scanning systems, which you don't) Once a ship is scanned, you can target specific squares.

Rest of weapon stats are basically what the intro post I made says with whatever alterations I gave.

State your movement, scanning, and firing orders in that order.

Have fun, NAV, try not to die, if you survive then you will have a better ship then the standard starter ship or custom starter ship, if you die then we can just have you spawn at the shipyard with either a CC or a custom starter ship, but you are better off not dying.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 05, 2014, 04:21:35 pm
Have my Spearhead move up at full speed.
Scan that huge "M" Cruiser.
Fire a full salvo of missiles, targeting the "M" Cruiser, attack with other weapons if possible.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on March 05, 2014, 05:35:17 pm
Have the corvettes advance in formation until in scanning range
Bottom corvette's scan the "T" ship
Top corvette scan an "H" ship
Return fire if fired upon. Fire lasers first, then as many pulse cannons as possible. Only fire blackout missles if the enemy ship has no shields.


Alright this is the UEF Stol from the UEF Alps Forward Division. We are here to answer your call for assistance UEF Everest (rename old ship).
This is the UEF Everest, glad to see you. We are just galactic-north of your position. We have spotted possible hostiles ahead, advising caution.
Roger that Everest. All units arm blackout missles and ready pulse cannons and lasers. Attempt to scan unidentified ships. Stand by to fire.
This is the UEF Kepa, we are arming missles now.

((So bottom three corvettes are mine right? UEF Everest (in front), UEF Kepa (above) and UEF Stol (below). ))
Title: Re: Blackspace, (a space combat simulation)
Post by: NAV on March 05, 2014, 09:14:44 pm
Firebrand: Stay back, fire an EMP at the big M ship, fire lasers at the M ship too. Fire a firebomb missile each at the 2nd and 4th H-ship from the top.
Corvette: Advance closer to the enemy, fire pulse cannons at the M ship. And lasers.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 05, 2014, 09:59:03 pm
The Firebrand has lasers and the CC also has lasers, you can fire those., the firebrand can rotate for it and the CC can just fire them as it is on a intercept path.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on March 06, 2014, 10:00:39 pm
Which HK is mine? Preferably the bottom, but meh.

Advance at speed equal to our Spearhead
Target the 'T' ship.
Fire full salvo on 'T' ship, intercept course. Firebrand HE missile preferably to hit both the M and T ships.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 07, 2014, 12:16:14 am
To clarify missile damage patterns, the spread is for the ship blueprint scale, there are missiles that can spread on map tiles, but those tend to be built the same way as drones are or they happen to be nuclear.
Title: Re: Blackspace, (a space combat simulation)
Post by: WhitiusOpus on March 07, 2014, 09:28:36 am
Which HK is mine? Preferably the bottom, but meh.

Advance at speed equal to our Spearhead
Target the 'T' ship.
Fire full salvo on 'T' ship, intercept course. Firebrand HE missile preferably to hit both the M and T ships.


Sure, I'm fine with that.

@Kevak, can you tell us the exact thrust power of our ships? You gave us the formula, but you're the one with the documents, and it's easier for you to calculate the mass.


KMS Rittertürnier advances abreast of the other HK. Fire a missile salvo. At the M class ship.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 07, 2014, 11:38:01 am
I actually haven't calculated for individual ships yet, working on other stuff, I will do that the same time I update, if you would like to know the thrust then count up tiles (engine tiles included) then engine tiles, and calculate them. It would be appreciated but feel no obligation. (And who knows, I may calculate them before I update).

Also all sets of missiles are 5 missiles (2 mm = 5 missiles fully loaded)
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on March 07, 2014, 09:10:42 pm
For exact thrust power, I figured it out.

It's all basically more or less the same, by the way. Save for Firebrand, which is slowest of us by far.

Crescent Corvette has exactly 1 thrust power. 140 tiles, 14 engine tiles.
Firebrand Destroyer has about 0.725 thrust power. 193 tiles, but still only 14 engine tiles.
Spearhead Heavy Cruiser has almost a full thrust power; 0.969, with 289 tiles and 28 engine tiles. Yes, the addition of a single engine tile would put it to 1 exactly.
Hunter Killer Destroyer is the fastest of the lot, barely, with 1.024 thrust power. 205 tiles, 21 of which are engines.

Speaking of which, the HKD and Spearhead Heavy Cruiser should be the widest of the lower, the Firebrand being the sleekest; HKD and SHC are both 21 tiles wide at their widest points, while Crescent Corvette is 19, and Firebrand is 13. The Spearhead would of course still be the longest, however, being 22 tiles long, while the Firebrand is similarly long at 18. The Hunter Killer is 13 tiles long, much stubbier, comparable to the 12 tiles long that the Crescent Corvette is. Fittingly, I suppose, considering it's a modified version of it.
In short;
Crescent Corvette: 19 tiles wide at widest point, 12 tiles long overall.
Hunter-Killer Destroyer: 21 tiles wide at widest point, 13 tiles long overall.
Firebrand Destroyer: 13 tiles wide at widest point, 18 tiles long overall.(yes, it could fit anywhere the crescent corvette could, basically, just turned sideways)
Spearhead Heavy Cruiser: 21 tiles wide at wide point, 22 tiles long overall.

And now for my analysis of the ships.

The Crescent Corvette is what you'd expect it is; a general-purpose, cheap ship not specialized in any particular direction, decently fast only because of it's comparatively small size. It has a great deal of room for customization, boasting many empty hallways whilst still accomplishing it's purpose admirably, that of being a starter ship for beginning captains; it makes up for it's lack of overwhelming armament with the ability to, in all likelihood, go fairly unnoticed in battle, as well as achieving ambushes with ease due to the Blackout missiles. Whether it can follower through is another matter entirely...though given enough of them, it is more than likely, even as fragile as they are, lacking hatches over their weapon ports.

The Hunter-Killer Destroyer is an adjustment on the Crescent Corvette, apparently a standardized set of such, keeping the same speed and flexibility inherent in it's base design, whilst granting it an improved armament and boasting heavier armor, an entire plating of such over the front, to keep it alive for the time needed to rip apart it's prey. Suited for running down isolated ships or pursuing stragglers in typical use, it also has use as a harassment vessel in heavy battle; though it's armor can keep it alive against single targets for the time necessary, larger battles take much longer, and it's shields cannot withstand focused fire upon it. As such, it should stay out of the main line of fire, maneuvering to flanking positions and firing opportunity salvos at enemies with exposed sides or engines to further increase their speed advantage, using it's lasers to take potshots at the enemy in the meantime. When ships have been weakened, or are exposed, they can also dive in for the kill, loosing their weapons time after time with lessened risk of danger from using up their overdrive(and thus, their shields), as their weapons take up significantly less energy than their pulse cannon counterparts. Their railguns have an advantage here, in being able to blast through shields to pound at armor without caring for the shape of the shields, though the strength of such weapons is of course increased when the shields have been breached. However, the limited ammunition available to them further cements their role as a ship meant to fight solo targets in short battles; the continuous fire needed to fight multiple targets is not something available to them, and unless supply vessels are close by to reload them, they will suffer.

The Firebrand Destroyer, on the other hand, is quite well suited to such large engagements, even with a similar shortage of ammo. Speed not typically being necessary in such pitched battles, it instead uses the space(more likely money, since engines give so much thrust per tile) on stronger shields, an EMP cannon, and an exuberance of missile launchers. With such defenses, combined with the thick plating interspersed with the space needed for it's missile launchers, it can afford to be cautious, as it is meant to be used, waiting for the ships of enemy shields to be depleted before striking. In the meantime, it can use it's EMP cannon and lasers to assist with the destruction of such shields, loosing a vicious missile volley against any foe fool enough to allow(or misfortunate enough to have been unable to prevent) their shields to drop completely. Rather than focusing in on one target, however, the Firebrand is suited to switching targets once it's deadly payload has been delivered, relying on the flames and destruction induced by their massive volley to finish off the unfortunate victim. To further assist whilst reloading their primary weapons, and to ensure their weapons do in fact hit and cripple, their EMP cannon is also used with this fatal strike, preventing the shields or any makeshift point defense to be used as the missiles close the distance. And then the wait begins again, for an opportunity to cripple another ship, perhaps so vessels such as the Hunter Killer can give the finishing blow, ripping the enemy apart to leave it a floating, scorched hulk useful only as scrap. Outside of such large engagements, it is most suitably used for ambushes, where it's speed is less of a hindrance, or as a rear-guard artillery vessel, meant to fire missiles at the start of battle at planned targest that will collide with the enemy just as it's shields are broken, assisting with laser and EMP support as needed.

The largest ship of the group, the Spearhead Heavy Cruiser, more than twice as large as the Crescent Corvette, is truly designed with great battles such as this is mind, with large stocks of ammo, enough for 8 volleys, more than enough for them to find and rip apart the smaller and weaker of enemy ships, as they were designed to do, changing targets if their original is slain. It is meant for and easily can engaging multiple targets simultaneously, boasting 12 pulse cannons and the customary pair of lasers that can batter ships into oblivion, put together with their launch rails. But their true strength lies in their durability; bulkheads and heavy plating beneath their weapons means that the Spearhead is quite difficult to put out of commission, even once disabled, and it's formidable array of shields, generators, and overcharge batteries, also twice that of the Crescent Corvette, puts conventional assault to shame. An intimidating vessel, with good reason, the Spearhead is, in the end, meant to draw enemy fire away from it's more vulnerable companions, punishing enemies who seek easier targets with the newly freed power flowing to it's pulse cannons. The best way to deal with such a vessel, of course, would be to use railguns or other similar weapons to strafe it's flanks and front, ruining offensive capability before ignoring it once the majority of it's armament has been destroyed in favor of easier targets. Or, if one can maneuver in such a way, to take it straight from behind, blasting through the primary engine block to break into the condensed area, a weak point even surrounded by armor as it is, containing it's shield, power, and overcharge centers, subverting most of the ship's equipment entirely(presumably, engines would be easier to destroy than armor, yes?).

Also, can we target/scan multiple ships in one turn?
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 07, 2014, 11:13:08 pm
You are correct with most of the design bios (I actually calculated the CC to move that much, but otherwise they were built with estimates on speed.

This game runs with realistic physics in terms of movement, more engines on a larger mass allow for similar movement to less engines on a smaller mass.

In space you can scale things up infinitely, gravity is not a problem and therefore a ship the size of Pluto can have the same speed as a ship the size of a car. (If not more due to more of an acceleration burn with more fuel)

The reason the ship sizes are inaccurate in map is because of simple single spectrum scanners, none of your ships have a advanced scanners of any sort, normal combat groups (for the GIC that is about 14 ships) have ships devoted to providing scan and targeting data to the fleet.

And yes, engines are easier to destroy then armor. Armor has 10 armor 10 hull and engines have 5 durability 10 hull, when durability is gone, a part stops functioning.

Edit number 2:

No, without advanced scanners you cannot scan multiple targets, you can target as many as you have weapons for but only some weapons can change targets between impacts.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 10, 2014, 02:01:35 pm
Update'll be up later today, rl stuff has been interfering.

Also just for future reference, you guys do have a fleetnet, you get to see all the scans, you don't need to scan the same thing multiple times to see the outline (if you scan the same thing several times you see layers that are deeper in), only one ship actually needs to scan for the whole fleet to see it's outline.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on March 10, 2014, 09:16:50 pm
Update today?
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 10, 2014, 09:19:43 pm
Finishing up the calculations of damage, the update will be up in a few hours.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 11, 2014, 03:33:44 am
Mkay, I've been working on this for hours (and other game art), it is like 12:45 AM and I can't think straight enough to finish the damage maths so I will put up the scans right now and finish later today, movement is done btw as well, all starting movement is 3 velocity towards the other side, you may need to pull up at some point to avoid crashing and exploding.

Map of movements: 
Spoiler (click to show/hide)

Scans performed and detected scans of friendly ships:
Spoiler (click to show/hide)

Spearhead was scanned twice, once by one ship and once by another ship if you are wondering why it has more scan data then the other ships, you can scan them several times for more data.

The Fighter/hunter class sized ships are numbered now for ease of damage tracking.

The combat will be done later today/tomorrow?(1:17 AM now, what would you call that?)
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 11, 2014, 09:55:08 pm
What the frick...

We need to scan that strange jellyfish-thing some more.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 11, 2014, 10:46:45 pm
And combat is up:

Spoiler (click to show/hide)

% = smoke
* = pulse burst
+ = railgun shell
m?? = missile of some type ?? replaced with acronym
- / = laser trail
< ^ > = laser front
# = emp burst

All weapons are flying towards their targets, even if the map radar doesn't show it, it is rather shitty radar.

Make your moves for turn two.
Damage will happen next turn for certain.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 11, 2014, 11:01:52 pm
Good lord, we have like the worse radar equipment I've ever seen.

How did we make FTL drive, again?

Scan the giant jellyfish monster again, keep moving up, fire all weapons on it!
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 11, 2014, 11:45:21 pm
Normally fleets have dedicated sensor ships, and the other ships get shitty sensors since they rely on the sensor ships for data, this battle isn't large enough to require a sensor ship, however news ships may show up when the fighting intensifies, if you can get control of one (which I don't advise trying) you will have better radar.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 11, 2014, 11:51:33 pm
Well, if we get to the point of building our own ships, then I will certainly want some sweet radar.

Hmm, maybe I could mount radar on a rocket so I can get an interior scan from blasting people with it! That would be awesome! If totally unrealistic and most likely impossible.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 12, 2014, 12:16:22 am
It is actually possible, boarding pods and bore bombs function like that, sept BP's carry people and BB's are bunkerbuster/mining missiles.

Edit:

Also you can add radar to your ship at a shipyard, just costs some money and/or material.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 12, 2014, 12:23:13 am
Fine.

Fill a boarding pod with TNT.

Dream achieved.
Title: Re: Blackspace, (a space combat simulation)
Post by: WhitiusOpus on March 12, 2014, 07:28:35 am
Brace for impact! Correct course to forward facing. Fire another missile salvo towards 1-2.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 12, 2014, 10:51:18 am
You know you can allocate shielding from unneeded projectors to needed ones to add to protection right?
Title: Re: Blackspace, (a space combat simulation)
Post by: WhitiusOpus on March 12, 2014, 10:52:49 am
You know you can allocate shielding from unneeded projectors to needed ones to add to protection right?

No I did not.

But I would like to do this :P

Do you have a list of rules or abilities we can use? Or is it pretty much freeform thought on our part.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 12, 2014, 11:10:16 am
Ships with tractor beams can move towards/pull ships towards them, TT are tractor beam parts, shields can be allocated, there are rather set rules, however, it is possible to exploit a few mechanics I left in there for players to figure out and use (read the very first post for a little bit of a hint).

It in the end will come down to damage and armor hits, I recommend firing as much as you can because the GIC has ammo weapons as some primary weapons and the AC as you can see, uses mostly powered weapons so they can outlast you in terms of weapon use time.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on March 12, 2014, 11:12:55 am
Heavy incoming fire!!! Redirect power to the fronatl shields!

What is the max I can put an individual shield section too?
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 12, 2014, 12:51:14 pm
Total shield power of ship, normally shield power is split equally throughout shield sections, you can however put all available shields into a single panel, this leaves you very vulnerable to flanking attacks, ambushes, boarding, minefields, emp bursts, and several other types of attacks.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on March 12, 2014, 01:05:53 pm
Total shield power of ship, normally shield power is split equally throughout shield sections, you can however put all available shields into a single panel, this leaves you very vulnerable to flanking attacks, ambushes, boarding, minefields, emp bursts, and several other types of attacks.
Are the panels frontal, side and rear? also where are they on the models so I know which ones I need up to block attacks from certain directions.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 12, 2014, 01:12:48 pm
The lower case s's project outwards away from the ship in panels, panels are defined as when they reach an intersect point.

The furthest a panel can be is 30 outwards.

If only one projector, then it is projected as a sphere around the ship at the limit.

I will highlight the shielding next round for you, but for now I will direct all shielding to what will block the most damage.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on March 12, 2014, 01:15:22 pm
The lower case s's project outwards away from the ship in panels, panels are defined as when they reach an intersect point.

The furthest a panel can be is 30 outwards.

If only one projector, then it is projected as a sphere around the ship at the limit.

I will highlight the shielding next round for you, but for now I will direct all shielding to what will block the most damage.

Thank you.

Other than that, repeat fire orders!

Fire lasers first, then as many pulse cannons as possible. Only fire blackout missles at enemy ships with no (or low enough that they will be knocked out by the time missles arrive) shields. Target bigger ships with missles but target smaller ships for pulse cannons first in attempt to destroy them quickly.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 12, 2014, 01:30:32 pm
I recommend scanning more, the better you know the target ship, the easier it will be to target critical systems. (The "giant jellyfish monster" as mastacheese so eloquently put it, may be one that you guys want to completely scan, it is going to be really really really hard to put out of the fight if you don't know how to down it)

Good lord, we have like the worse radar equipment I've ever seen.

How did we make FTL drive, again?


Most small ships lack FTL drives, normally Star Class Carriers or Dreadnaught Class Battleships are the smallest to have them.

Some custom ships have them, although it is really really expensive and usually easier and more cost efficient to have carrier ships have them. Some companies are carrier companies and will use their ships to transfer you between systems, there are also jump gates in important systems, also some police factions have gates and some other factions. (GIC has some jump gates, you guys start the game as part of the GIC.).
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on March 12, 2014, 01:42:45 pm
right then. New orders.

Scan Jellyfish-thing with two corvettes and scan a small fighter with the last corvette.
Concentrate fire on the fighter units with pulse cannons and lasers.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 12, 2014, 02:56:46 pm
Mkay.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on March 12, 2014, 05:07:50 pm
I'd still like to redirect shields to block incoming blasts though
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 12, 2014, 05:08:57 pm
I know, I include any order not directly contradicted in later posts.
Title: Re: Blackspace, (a space combat simulation)
Post by: NAV on March 12, 2014, 05:26:50 pm
Both ships: Scan Jellyfish.

Firebrand: emp their T-ship. Laser T-ship. Fire one missile at each fighter.
Corvette: Laser enemy fighters # 3 and 5. Pulse # 1,2,3,4,6,7.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 12, 2014, 05:44:41 pm
The further away the pulses are, the less likely they are to hit if they make course corrections just so you know.
Also it is more likely for there to be a field collapse if more shots hit the shield panel.

Shields regenerate, hull/armor doesn't without an engineering bay.

I recommend the Firebrand fire off missiles also, lots of laser fire targeted at it, maybe get those fighters off it's back.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 13, 2014, 10:09:15 am
Fixed weaponry key, one of symbols was wrong.
Title: Re: Blackspace, (a space combat simulation)
Post by: Rolepgeek on March 13, 2014, 10:15:22 pm
Orders:

Course Change, full speed, north-west
fire full railgun and missile salvo at T ship
if possible, fire an HE missile at whichever fighter has been least likely to die from other incoming fire from us, if not, fire it at the T-ship too; I will not allow other medium sized ships to live.
scan T-ship
redirect all shields to front-left(since we're turning, that should be where we get hit; if I'm wrong and should/would know about it, redirect to whatever shields should/would get hit)
brace for impact, boys. This is gonna get rough.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 13, 2014, 10:27:25 pm
It always makes me happy to see people brutally murdering each other through the internet.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 14, 2014, 10:06:40 pm
It always makes me happy to see people brutally murdering each other through the internet.
Me too!
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 17, 2014, 01:12:26 pm
Sorry about the delay, we are currently waiting for the other forum to post their actions, they are being slow.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on March 17, 2014, 01:19:01 pm
Sorry about the delay, we are currently waiting for the other forum to post their actions, they are being slow.
other forum?
Title: Re: Blackspace, (a space combat simulation)
Post by: NAV on March 17, 2014, 01:25:44 pm
The ships we're fighting are controlled by a different forum.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 17, 2014, 01:26:30 pm
I told you at the beginning, you are fighting another forum.

The AC ships are being controlled by people on the other forum.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on March 17, 2014, 02:33:18 pm
I told you at the beginning, you are fighting another forum.

The AC ships are being controlled by people on the other forum.
Which forum?
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 17, 2014, 03:15:38 pm
I would rather not state since that lets you spy on them.
I will let you know when the combat is done since at that point, the actual game will begin.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on March 17, 2014, 03:19:24 pm
I would rather not state since that lets you spy on them.
I will let you know when the combat is done since at that point, the actual game will begin.
I wasn't going to spy on them. Just try to influence their courses of action.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 17, 2014, 03:25:41 pm
Still not exactly allowed.
Title: Re: Blackspace, (a space combat simulation)
Post by: Erils on March 17, 2014, 03:37:26 pm
What if we hack their communications systems or tap into their frequency and encoding systems?
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 17, 2014, 03:41:44 pm
Then you will somehow have magically created from nothing an EW ship.

If you do actually do that, then every comm they make will have a chance of being detected based off location in relation to you.
Title: Re: Blackspace, (a space combat simulation)
Post by: ~Neri on March 24, 2014, 05:31:53 pm
Update coming tomorrow, other forum players are no longer delinquent players.
Title: Re: Blackspace, (a space combat simulation)
Post by: mastahcheese on March 24, 2014, 07:06:49 pm
Woo!
Title: Re: Blackspace, (On Hiatus until further notice.)
Post by: ~Neri on April 15, 2014, 12:34:57 am
((Other forum finally finished their posts, but I am sorta losing interest with this game, it takes too long to update since I don't exactly have the right program for it right now. This will be on an official Hiatus until further notice, I need to find a better program for the art, I need to revamp the rules [again], and I probably will turn this into a story driven suggestion adventure or cooperative adventure rather then a competitive space combat game, I'm just not feeling it right now.))

((When I do revamp this for the third time, I will have a program that works for the art, I will have come up with a storyline, and odds are is it will be a coop story driven adventure in space with DF grade space combat complexity rather then a competitive space combat with DF complexity [Sad thing is you never even got to see the combat system in action.]))

((If anyone can recommend a ASCII art program that can run on a Mac [Since my windows side fucked up months ago.] that has effectively infinite canvas size, can save and load, can do colors and multiple layers, and keep track of tile variables, let me know. The current program I am using can't do any of those and is really bloody obnoxious to use and it takes four or five hours to update this at a minimum and won't let me keep track of tile variables which are pretty much essential for the game's combat system.))

((So Hiatus until further notice. I'll probably make a new thread once the Hiatus is over and link from here.))

((It was fun, I'm sorry about the Hiatus induced by technical problems and time constraints.))
Title: Re: Blackspace, (On Hiatus until further notice.)
Post by: ~Neri on October 25, 2014, 01:33:15 am
Aaaand going to reboot this soonish. Soon as I fix my computer's system errors and pull together some new art assets, I has a plan~

Going to be based off the original iteration of this, much more open, less dogfight and more construction/customizing~

Should be fun~

Alliances are highly recommended~

Feel free to ask questions as I sort things out~
Title: Re: Blackspace (Reboot soonish~!)
Post by: mastahcheese on October 25, 2014, 08:15:32 am
Woo!
Title: Re: Blackspace (Reboot soonish~!)
Post by: Omeganaut on November 12, 2014, 02:02:38 pm
Commander name: Admiral Ackbar
Fleet name: The Rebellion
Corvette ship name: Home One
Crew 1 name: Gial Ackbar
Crew 2 name: Crix Madine
Title: Re: Blackspace (Reboot soonish~!)
Post by: ~Neri on November 12, 2014, 02:05:55 pm
Signup is going to be a lil different for the new version. I shall explain when I start it.