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
(http://i594.photobucket.com/albums/tt25/Lukesf2/Blackspace/Turn1.jpg)
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.
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:
(http://i594.photobucket.com/albums/tt25/Lukesf2/Mobile%20Uploads/Turn2-1.jpg)
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.
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.
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.
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:
(http://i594.photobucket.com/albums/tt25/Lukesf2/Turn3Completed.jpg)
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.
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:(http://i594.photobucket.com/albums/tt25/Lukesf2/Blackspace/Turn4.jpg)
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: Bleh, 5 hours at the dentist. It was horrible.
Also as a note, I may or may not be able to update next week, I will be able to update the week after for certain though.
Turn 5:
(http://i594.photobucket.com/albums/tt25/Lukesf2/Blackspace/Turn5.jpg)
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.
Crescent Corvette Blueprint is done.
Crescent Corvette:
(http://i594.photobucket.com/albums/tt25/Lukesf2/Blackspace/CrescentCorvetteBlueprintT1.jpg)
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).
Ship Name: United Earthern Fleets (UEF) Himalayas
Your Commander's Name: Jack Carver
Commander Gender: Male
Your Commander's Species/Backstory: Human; After advancing through the space captain academy, Jack was given command of a small corvette in the Arctic Fleet. The Arctic Fleet is the smallest Earthern fleet and is dedicated to exploring the farthest reaches of space and is always the first one to encounter new species. While they don't partake in many battles, tales of Arctic Fleet pilots are well known throughtout the Earthern Empire which spans many solar systems, but whose heart is still Earth in the Sol system.
Species bio: Long torn by war, the humans divided into many different factions and Empires. The strongest of these was the Earthern Empire, based on Earth in the Sol system, but spanning hundreds of solar systems. The Earthern Empire established the United Earthern Fleet in order to defend itself and further the exploration of the galaxy and cosmos. The Earthern Fleets consist of 5 fleets. The Pacific Fleet is the biggest and is focused on large-scale military conquest and defense. The Atlantic Fleet is the second largest and focuses on the defence of the Earthern Empire's systems from outside attackers. The Indian Fleet is dedicated to combating conflict and insurection from within. The Southern Fleet is dedicated to combatting piracy and enforces justice. The Arctic Fleet, the smallest of the fleets, is dedicated to exploring unknown regions of space and making first contact with other space-faring civilizations.
Crew 1 Name: Frank Maes
Species/backstory of Crew 1/gender: Human Male; will get around to making bio.
Crew 2 Name: Lily Rhoades
Species/backstory of Crew 2/gender: Human Female; will get around to making bio.
New blueprint for Crescent Corvette is up:
(http://i594.photobucket.com/albums/tt25/Lukesf2/CCorvette.png)
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.
Here is the Firebrand Destroyer Blueprint btw:
(http://i594.photobucket.com/albums/tt25/Lukesf2/ScreenShot2014-02-20at93245AM.png)
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.
Sure, if nobody else wants one of them.
Also here are blueprints for both:
(http://i594.photobucket.com/albums/tt25/Lukesf2/ScreenShot2014-03-03at112029AM.png)
Spearhead Heavy Cruiser
= equals a door
h exterior is hatch, h interior is LS/LQ
(http://i594.photobucket.com/albums/tt25/Lukesf2/34846d5f-4d09-4e55-936a-d763813dc435.png)
Hunter Killer Destroyer
R = railgun
r = railgun ammo
t = track (lets objects move around on it) if exterior, counts as a door.
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:
(http://i594.photobucket.com/albums/tt25/Lukesf2/ScreenShot2014-03-10at93127PM.png)
Scans performed and detected scans of friendly ships:
(http://i594.photobucket.com/albums/tt25/Lukesf2/ScreenShot2014-03-11at123507AM.png)
(http://i594.photobucket.com/albums/tt25/Lukesf2/ScreenShot2014-03-11at122603AM.png)
(http://i594.photobucket.com/albums/tt25/Lukesf2/ScreenShot2014-03-11at121136AM.png)
(http://i594.photobucket.com/albums/tt25/Lukesf2/ScreenShot2014-03-10at110913PM.png)
(http://i594.photobucket.com/albums/tt25/Lukesf2/ScreenShot2014-03-10at115524PM.png)
(http://i594.photobucket.com/albums/tt25/Lukesf2/ScreenShot2014-03-10at102613PM.png)
(http://i594.photobucket.com/albums/tt25/Lukesf2/ScreenShot2014-03-10at100404PM.png)
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?)
And combat is up:
(http://i594.photobucket.com/albums/tt25/Lukesf2/ScreenShot2014-03-11at82601PM.png)
% = 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.