rorytehnoob i will split a ship with you i am a the caption though
name 'ashmane'
bio leaving the navy from experience as a frigate pilot i diecided to go join up with someone andgo exploring
skills gunslinger captain
ship 1/2 zero k scout shared with teh noob 6.5K
lazer pistol 0.6K
plasma sowrd 0.9K
borading tube 1.5K
explocives 0.5K
total 10000
Unfortunately, RoryTehNoob can not afford to pay 6.5k for his half of the ship, if he agreed to split. You may want to offer to split the Prospector's Explorer, so he can still afford his equipment layout.
Also, may I ask you make sure you're spelling is correct, and you include punctuation? I'm not typically OCD about such things, but it does help me understand you better, and improves the way you present yourself on the internet.
An easy way to do this is to get Firefox, which has a built in spell checker.
Also, some clarifications. I've been trying to decide if I'll include traders, for space piracy. I didn't think about it while generating the map(which should be done by today), so I'll opt them out. Instead, you will get to steal 'pirate ships', sort of an anti-piracy sort of thing. You get to keep the ship, and the bounty.
If I ever ran this again, I'll probably add in more aspects, such as trading.
Attacking pirate ships, will be, of course, very dangerous.
I may add a few items at game start that relate to 'piracy', seeing as I forgot it as a feature. You can redo your spending at that moment if you wish to do so.
Damage system will depend on the weapon being used and its accuracy roll. A 10 will be a critical hit, ect. So while some weapons have bonus to accuracy, they may not do as much damage. Plasma is obviously better than lasers.
Armor is not included initially. Likely, there will be alien artifacts that reduce or outright nullify some types of attacks(For instance, mirror plated armor that bends easily with your body. It can reflect up to 3 laser hits and reduces further laser damage).
This is also reflected in ship combat. The more combat oriented your ship, the better it can sustain damage. A destroyer will outlast a Jeff's Illusionist, but Jeff's illusionist will outlast a Zero-K Scout.
The reason there are no hard numbers in combat is so I have a bit more liberty to describe combat.
Fleets are possible. Later, I plan to have AI cores that can run other ships for you.
For ship guns, you can only have 1 per ship. Future ships or alien artifacts may alleviate this restriction. I'll have to decide on that later.