Structural Health:(If this reaches zero your ship will explode. If it gets too low making complicated maneuvers might tear it in two)
Armor:(This protects the outerlayer of your ship. If your armor is pierced your internal systems may take damage.)
Patch-up health: ( Infield repairs will add patchup health to your ship. This will be diminished first before the real health takes damage)
Heat: (All things produce heat, which needs to be radiated away or things might melt)
Energy: Is required to make thinks function
Size: Determines how much parts you can put into your ship. And how easy it is to hit it. And how much cargo you can carry.
The engines change your current speed. When the engines are off you continue to drift to space. If you are moving towards planets or suns, you get a speed bonus (25 for suns, others depending on size of planets(Note that the number is for when you're pretty close already)) When you move away, you get a speed penalty
Accuracy has several modifiers. The base accuracy stat listed is based on a distance of 500. For every 10 you get closer you increase your accuracy by 1% and viceversa
Several things also diminish or increase accuracy.
Bonus:
Lining up and firing. Depends on quality of maneuvring. -25% and +25%
Size difference: For every 50 length difference a 5% Penalty/Bonus is applied.(Up to 25%)
Minus:
Aiming at a specific outside part: -20%
Aiming at a part protected by an exhaust shaft,... -50%
Enemy dodging maneuver: Depends on quality of maneuvring. -25% and +25%
Size difference: For every 50 length difference a 5% Penalty/Bonus is applied.(Up to 25%)
More to be added
Overcharging is done by adding extra power to a specific component. This component then performs better. Overcharged components migh suffer damage and are less energy efficient.
Overcharging is done in percentages: Overcharging a system to 110% will make it function like a system 110% it's size, but will make it use 120% the energy. In the case of reactors this applied to fuel instead. Overcharging means overriding several build in safetysystems, which means that it must be done manually, and best by someone with mechanical experience.
Sheet calculator: finished (Now actually works)
https://docs.google.com/spreadsheet/ccc?key=0AnwEEHtFMiaqdDVQSF9wX05zQkNObkZKdTRZNmNqRlE#gid=0Please download rather then working in the main copy.
Every ship has a certain length. This length can be freely adjusted. Adding extra decks costs 1000 for the first deck, 1500 for the next,... Decks are concentrical with the deck with lowest size inside.
Deck 1: size = length
Deck 2:minimum size = 120% length deck 1
Deck 3:minimum size = 120% length deck 2
Deck 4:minimum size = 120% length deck 3
A ship is also divided in sections, which are between 150-250 size on the first deck. For example.
Ship length: 300
Front section
Deck 1:150 size
Deck:2 200size
Aft section
Deck 1: 150 size
Deck2 200 size
You need to put the spaceship parts in their respective sections. Every section has it own structural and armor health.
Structural health is equal to the size of the section divided by 10.
Armoring is done per deck and section. You pay for the size of that deck/section. Armoring multiple decks is possible
Light armor: 20 hp (cost 2 per size point )
Medium armor: 40 hp (cost 4 per size point)
Heavy armor: 60 hp(cost 6 per size point)
There are multiple types of powergenerators: Conventional fuel, Nuclear, Fusion.
Conventional power generator
Price: 1 * size
Poweroutput: 0- 5*size
Heathoutput: 0.5*size
Fuel required: 0.05*size per miniturn
Reaction speed: Instant
Nuclear fuel
Price: 10*size
Poweroutput: 0- 10*size
Heatoutput: 0.5*size
Fuel required: 0.025*size
Reaction speed: Max change of 2.5*size turn
Fusion
Price: 60*size
Poweroutput: 5*size- 50*size
Heathoutput: 0.1*size
Fuel required: 0.025*size
Reaction speed: Instant.
Reactivating the fusion reactor after shutdown costs 50*size energy
-Batteries
Price: 10*size
Storage capacity: 100*size
Radiator:
Price:2.5* size
Heathoutput: -2.5*size
Note: external but retractable stucture. Non functional when retracted, does not benefit from armor bonusses when extended.
Liquid cooling
Price:2.5* size
Heathoutput: -10*size
Resource used: 0.1*size
Note: external but retractable stucture. Non functional when retracted, does not benefit from armor bonusses when extended.
Heathsink
Price:10* size
Energy required: 0.5*size
Capacity: 50* size
Natural radiation: A ship naturally radiates Outer deck size/10 heat per turn.
Heat is produced by energy being used(1 energy=1/2 heat) or being wasted(1 energy wasted= 2 heat).
Simple life support
Price: 2.5*size
Energy use: 1*size
Crew support 0.5* size
Note: not for prolonged stays, does not cover several basic nessicities, such as food.
Lifesupport(Includes cabins and such):
Price: 5*size
Energy use: 2*size
Crew support: 0.5*size
Medbay
Price:10*size
Energy: 5*size
Capacity: 0.2*size
This state of the art medbay can heal all types of wounds, but unfortunatly is incapable of restoring lost limbs.
Conventional engine
Price: 5*size
Energy use: 5*size (at full power)
Max speed change: +- 0.5 per turn * size
Theoretical max speed: 100
Capacity: 10 size* size(overloaded engines react slower)
VASIMIR
Price: 10*size
Energy use: 1*size (at full power)
Max speed change: +-0.1*per turn size
Theoretical max speed: 1000
Capacity: 10size * size(overloaded engines react slower)
Booster
Price:1*size
Max speed change: +10*size
Capacity: 10size * size(overloaded engines react slower)
Theoretical max: 100
Other: Destroyed after one use
Follower jumpdrive
Price: 10*JDsize
Energy use: 10*size per jump
Charge speed: 2 energy*size
Capacity: 25 size units*size
Note: Cannot jump independly. Needs a ship to follow
Jumpdrive
Price: 50*size
Energy use: 30*size per jump
Charge speed: 6 energy*size
Capacity: 25 size units*size
Laserdefense turret
Price: 250 per turret
Size: 5
Energy consumption: 20
Damage: d6 (Shield and armor)
Hit chance: certain
Flakturret
Price: 500
Size: 5
Energy consumption: 5
Shielddamage: 0
Hull Damage: d4
Hit-chance: certain
Note: Splashdamage, each turret hits all objects inside it's range.
Normal Shield generator
Price: 15*size
Energy consumption: 5* size
Shield cap: 1*size
Shield regen: 0.1* size
Fighter shield
Price: 50* size
Energy consumption: 2*size
Shield cap: 2*size
Shield Regen: 0.2*size
Other: Can phase through other shields, allozing the fighter to target shielded enemies
Note: Max shield: 10
-Exhaust hatch:
Price:1*size
Effects: Allows you to construct internal engines up to twice the size of the exhaust hatch.
Note: can be closed to prevent other ships from targetting it. Weapon/dock/engine non functionall when closed.
-Launch shute
Price:1*size
Effects: Allows you to construct internal docks. Max capacity= Launch shute size.
Note: can be closed to prevent other ships from targetting it. Weapon/dock/engine non functionall when closed.
-Internal Weapon battery
Price: 1*size
Effects: Allows the construction of ship vs ship weapons inside the ship. Max weapon size while retaining full accuracy= 1/2 Internal weapon battery size.
Note: can be closed to prevent other ships from targetting it. Weapon/dock/engine non functionall when closed.
-Internal dock
Price: 10*size
Max docked ship size: 90% hangar size
-external docking clamp
Price : 25*size
Max docked ship size: 10* hangar size
Note: Doesn't allow repairs or refuels to docked ships
Bridge
Price: Free
Energy consumption: 1*size
Size required to be dedicated to the bridge is 1 for every 40 size.
Remote control
Price: 20*Size
Energy required: 5*size
1 required for every 40 size
Passive radar
Price:5*size
Energy use:1*size
Targetting distance: 5*size
Doesn't betray you to enemies
Active radar
Price:5*size
Energy use:5*size
Targetting distance: 20*size
Laser
Price: 5* size
Energy use: 5*size
Weapon points:1*size (divide among the following)
Accuracy: 1 point for 5%
Piercing chance: 1 point for 2%
Damage vs shields: 5 point to increase max dam by 2, 5 to increase min damage by one
Damage vs armor: 5 point to increase max dam by 2, 5 to increase min damage by one
Plasma thrower
Price: 10*size
Energy use: 20*size
Weapon points: 2*size
Accuracy: 1 point for 5%
Damage vs shields: 5 point to increase max dam by 4, 5 to increase min damage by 2
Damage vs armor: 5 point to increase max dam by 2, 5 to increase min damage by one
Range:1 point to increase range by 100
Ballistic weapon
Price: 2*size
Energy use: 1*size
Weapon points:1*size (divide among the following)
Accuracy: 1 point for 2%
Piercing chance: 1 point for 5%
Damage vs shields: 5 point to increase max dam by 1, 15 to increase min damage by two
Damage vs armor: 3 point to increase max dam by 2, 5 to increase min damage by two
Ammo size: 1 bonus point per ammo size (1/3=-2points, 1/2=-1 point,1= 1 point, 2= 2 points,...)
Missile launcher
Price: 1*size
Energy use: 1* size
Max missile size: 90%*size
Missile capacity: 4 (can be reloaded effortlessly during combat)
External Missile launcher
Price: 1*size
Energy use: 1*size
Max missile size: 10*size
Missile capacity: 1 ( Reloading not as easy during combat)
Boarding drill
Price: 5*size
Energy use: 5*size
Entry chance: (5*size) -(Armor hp)
Artifact/Prototype weapon.
Make up your own stats. Note that finding parts/ammo is going to be hard, and that you need to have a good explanation for why you have it.
Length:600 Total size: 1350
Front section:
Deck 1: 124/200
Active radar: 50
Bridge: 34
Lifesupport: 40
Heatsinks:10 (500)
Deck 2: 129/250
PD turret(5)
Radiators (124)
Midsection:
Deck 1: 74/200:
Follower Jumpdrive: 54
Shield generator: 20
Deck 2: 129/250
PD turret (5)
Radiators (124)
Aftsection:
Deck1: 130/200:
Nuclear generator: 130
Deck2: 140/250
Conventional engines: 135
PD turret (5)
Power management:
-675
-250
-100
-60
-54
-34
-80
-5
_____+
1258 (Note that while this ship produces enough power to run all it's functions continuus, yours doesn't have to.)
Heat management:
Generators: 65
Used power 1258/2:+ 629
Wasted power 0*2:+ 0
-75 (Natural radiation)
-620 (radiators)
Cargo: 604
Size:1-150
Armor: Depends on size:
Light armor: 5 hp for 1-50 size, 10 for 51-100 and 15 for 101-150 (cost 2 per size point )
Medium armor: 10 hp for 1-50 size, 15 for 51-100 and 20 for 101-150 (cost 4 per size point)
Heavy armor: 15 hp for 1-50 size, 20 for 51-100 and 25 for 101-150 (cost 6 per size point)
For parts see the main parts list. Radar systems are not needed because of a link with your main ship. Jump drives are optional, but usually unneeded. Due to their small size fighters often employ heat sinks or liquid cooling. A dock inside your main ship is advisable.
Missiles follow about the same rules as fighters( Unless you make ridiculously oversized warheads). Missiles often consist out of an engine, a battery (or generator in case of the larger ones) and sometimes a shield generator
Warheads
Plasma warhead:
Price: 1*size
Weapon points: 8 * size
Damage vs shields: 5 point to increase max dam by 2, 10 to increase min damage by 2
Damage vs armor: 5 point to increase max dam by 1, 10 to increase min damage by one
Conventional warhead:
Price: 0.2*size
Weapon points: 5 * size
Piercing chance: 1 point for 5%
Damage vs shields: 5 point to increase max dam by 1, 9 to increase min damage by one
Damage vs armor: 2 point to increase max dam by 1, 4 to increase min damage by one
Mass warhead:
Price: 0.1*size
Weapon points: 3 * size
Piercing chance: 1 point for 5%
Shield piercing ability: 2 points for every 5 shield hp points ignored
Damage vs armor: 2 point to increase max dam by 1, 4 to increase min damage by one
Boarding drill:
Price: 5*size
Weapon points: 2*size
Shieldpiercing ability: 1 point for every 5 shield hp ignored
Armor piercing ability: 1 point for every 5 armor hp ignored
Other: Make up your own
Size: 45
batteries: 2:
Heatsink 1:
Conventional warhead: 25(2-10 shield damage, 3- 10 armor damage)
Vasimir:10
Booster:7 (Can boost speed with 70)
200 power
-0.5
-10
_____
-10.5 (19 turns of operation)
Heat:
+5.25
-4.5
-------
+0.75 ( No overheating possible)
50 storage
Max speed:1000
Speed change: 1*2=2 ( Carrying cap: 90, weight =45)