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Author Topic: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)  (Read 418526 times)

Parsely

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1485 on: August 02, 2014, 08:58:32 am »

...So the railguns have better targeting computers than the lasers. Yet the lasers are used as point defense.

And the lasers have such strong beam dispersal whilst in a vacuum that they can't reach even as far as the railguns can in a reasonable time to hit their targets, when the targets wouldn't even be able to dodge the lasers like they could the railguns(and yes, I mean when the projectiles are in flight; they're nowhere near the speed of light, sensors can detect that shit and project a trajectory; we have sensors basically capable of doing so today, even). Why the fuck are they using lasers at all, then?

And who said anything about homing lasers?

It's the 20mm small laser , the bigger ones would have regular range. Also homing lasers came up while I was looking through tv tropes. They sounded cool but completely ridiculous.
Rolep, you were the one who suggested soft science.. Sometimes I don't understand you at all.
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Rolepgeek

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1486 on: August 02, 2014, 11:28:39 am »

I suggested magic. That is entirely separate from having hard science explanationa for our pwn texhnology, and the two are certainly not mutually exclusive.
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mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1487 on: August 02, 2014, 11:55:10 am »

As a thought, don't lasers disperse due to air particles or something? I'm not really a science person but... Wouldn't they be good in space?

Yeah they do. In space there is still a little bit of dust but lasers will have much more range then in air. Particle beams are even worse since they disperse off themselves. Railguns/coilguns have infinite range in space but they have less velocity than a laser. In the game this is shown via accuracy rather than range. The light laser has an accuracy of 85% compared to 45% for the autorailgun. So that means the laser is better than the Arailgun for fighters, but may be better for a frigate because you could install a targeting computer that might bring up the accuracy to 85% in which case you can easily shred enemy fighters.
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mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1488 on: August 02, 2014, 01:53:44 pm »

So here are more human starting weapons


77mm Xray Medium Beam Laser : A standard energy efficient laser used for military ships.
Medium Block
Mass: 12
Power:-6
Restrictions: None.
Range: normal
Durability: 80 Damaged at 60, Disabled at 40
Damage vulnerability: Normal
Crew Protection:
Medium D100, protected at 76+. 25%
Ammo type: Continuous beam Xray


                 KP   K   KS   M   BF   BS   D
1st Stage:   0   0   0     60   0    0    0     2 Shots
Crew hit  : Medium D100, hit at 76 or above. 25%
Firerate: 2 Bursts of 2 shots, sweeping across 1-2 blocks.
Accuracy:  D100 hit at 16+  75%
Aimed Long Burst x3 :  31+ for direct hit, 26+ for regular hit. 70%, 5%
Special Rules:Hits 1-2 blocks.  Can shoot down 2 missiles or 1 Torpedo D100 at 36+ 65%, 46+ 55%

77mm Xray Medium Pulse Laser : A newer laser weapon that has a explosive component. Explosive when destroyed.
Medium Block
Mass: 14
Power:-8
Restrictions: None.
Range: normal
Durability: 80 Damaged at 60, Disabled at 40. Explodes doing 10 BS damage to 1-2 blocks when destroyed.
Damage vulnerability: Normal
Crew Protection:
Medium D100, protected at 76+. 25%
Ammo type: Pulse Xray
                 KP   K   KS   M   BF   BS   D
1st Stage:   0   0   0     50   0   40    0     2 Shots
Crew hit  : High D100, hit at 66 or above. 35%
Firerate: 2 Bursts of 2 shots, Sweeping across 1-2 blocks.
Accuracy:  D100 hit at 16+  75%
Aimed Long Burst x3 :  31+ for direct hit, 26+ for regular hit. 70%, 5%
Special Rules:Hits multiple blocks. Can shoot down 2 missiles or 1 Torpedo D100 at 36+ 65%, 46+ 55%

Bonfire Missile Launcher: A long range missile powered by a Nuclear Fission Fragment engine. Contains 2 missiles.
Light Block
Mass: 8
Power:0
Restrictions: None.
Range: normal
Durability: 40   Disabled at 10. Explodes doing 30 BS damage to 1 block when destroyed.
Damage vulnerability: Normal
Crew Protection:
Low D100, protected at 96+  5%
Ammo type: Kinetic Missile
                 KP   K   KS   M   BF   BS   D
1st Stage: 50   70   0    0   0     0    0     Missile Warhead
2nd Stage:  0   30   0   20 20    20  0     Missile Engine
Crew hit  : High D100, hit at 66 or above. 35%
Firerate: Early shot,
Accuracy:  not applicable
Resistance to Point Defense: None
Aimed launch: 50% chance to hit aimed area, 40% chance for normal hit 10% for fuel exhaustion.
Special Rules: Can be shot down.


25MT Nuclear Torpedo: A missile used mainly by fighters to give them a short ranged punch. It is heavily armored for crew protection.
Light Block
Requires 1 Uranium for build. 1 Uranium for Turn upkeep.
Mass: 15
Power:0
Restrictions: None.
Range: 1
Durability: 150   Disabled at 50. Explodes killing crew of 1 block if destroyed with no damage.
Damage vulnerability: Chain reacts if hit by another atomic weapon.
Crew Protection:
High D100, protected at 61+  40%
Ammo type: Kinetic Missile
                 KP   K   KS   M   BF   BS   D
1st Stage: 40   20   0    0   0     0    0     Missile Penetrator
2nd Stage:  0   30   0   40 20   250  0     Missile Warhead
Crew hit  : High D100, hit at 66 or above. 35%. 10% chance to kill via radiation through  armor without penetration.
Firerate: Early shot.
Accuracy:  not applicable
Resistance to Point Defense: None
Aimed launch: 50% chance to hit aimed area, 50% chance for normal hit.
Special Rules: Can be shot down.
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mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1489 on: August 02, 2014, 03:28:24 pm »

And to top it off we have the final human weapons and the other 2 starting armors.


105mm Xray Large Pulse Laser : A massive Laser cannon used on the biggest ships.
Heavy Block
Mass: 25
Power:-13
Restrictions: None.
Range: Cannot shoot at enemies in same Area. Normal
Durability: 150 Damaged at 90, Disabled at 50. Explodes doing 50 BS damage to 1-2 blocks when destroyed.
Damage vulnerability: Normal
Crew Protection:
Medium D100, protected at 76+. 25%
Ammo type: Pulse Xray
                  KP   K   KS   M   BF   BS   D
1st Stage:   0   0   0     130   0   80    0     2 Shots
Crew hit  : High D100, hit at 61 or above. 40%
Firerate: 2 Bursts of 2 shots, sweeping across 1-2 blocks.
Accuracy:  D100 hit at 21+  80%
Aimed Long Burst x3 :  31+ for direct hit, 26+ for regular hit. 70%, 5%
Special Rules:Hits 1-2 blocks. 

280mm Medium Coilgun : A Powerful Coilgun that is effective against most warships.
Medium Block
Mass: 12
Power:-5
Restrictions: None.
Range: Cannot shoot at enemies in same Area. Normal
Durability: 250 Damaged at 120, Disabled at 90.
Damage vulnerability: Normal
Crew Protection:
Medium D100, protected at 76+. 25%
Ammo type: Armor Piercing Sabot
                  KP   K   KS   M   BF   BS   D
1st Stage:   75  90   0     0   40     0   0     2 Shots
Crew hit  : Low D100, hit at 81 or above. 20%
Firerate: 3 shot burst. Can penetrate 1 additional block.
Accuracy:  D100 hit at 41+  60%
Aimed single shot  :  61+ for direct hit, 26+ for regular hit. 40%, 35%
Special Rules: none

180mm Ultravelocity Coilgun : A Powerful Spinal Coilgun that can pierce any armor made by humans. It can target ships that are not within normal battle range and it has additional crew and weapon Durability.
Heavy Block
Requires: 3 Titanium.
Mass: 32
Power:-10
Restrictions: None.
Range: Cannot shoot at enemies in the same area or within 1 Area, shoots into non combat zone.
Durability: 500 Damaged at 300, Disabled at 100.
Damage vulnerability: Normal
Crew Protection:
VeryHigh D100, protected at 46+. 55%
Ammo type: Armor Piercing Sabot
                  KP   K   KS   M   BF   BS   D
1st Stage:  125  80   0   0   50     0   0     2 Shots
Crew hit  : Low D100, hit at 81 or above. 20%
Firerate: 2 shot burst. Can penetrate 2 additional block.
Accuracy:  D100 hit at 11+  90%
Aimed single shot  :  61+ for direct hit, 26+ for regular hit. 40%, 35%
Special Rules: Targets ships under Block 7 with 10% accuracy.

Light Plasma Caster  : A magnetically controlled blast of superheated particles that melts armor. Its crude  but very powerful.
Light Block
Mass: 6
Power:-3
Restrictions: None.
Range: 0. Must be in same area to shoot
Durability: 100 Damaged at 70, Disabled at 30. Explodes doing 30 BS damage to 1-2 blocks when destroyed.
Damage vulnerability: Normal
Crew Protection:
Medium D100, protected at 76+. 25%
Ammo type: Plasma blast
                  KP   K   KS   M   BF   BS   D
1st Stage:  30   20   0   120  0   0     0     2 Shots
Crew hit  : High D100, hit at 61 or above. 40%
Firerate: 1 Burst of 2 shots.
Accuracy:  D100 hit at 21+  90%
Special Rules:None

Medium Plasma Caster  : A magnetically controlled blast of superheated particles that melts armor. This version is frigate sized and much more efficient.
Medium block
Mass: 15
Power:-5
Restrictions: None.
Range: 0. Must be in same area to shoot
Durability: 160 Damaged at 100, Disabled at 60. Explodes doing 40 BS damage to 1-2 blocks when destroyed.
Damage vulnerability: Normal
Crew Protection:
Medium D100, protected at 76+. 25%
Ammo type: Plasma blast
                  KP   K   KS   M   BF   BS   D
1st Stage:  40   40   0  230  0   0     0     2 Shots
Crew hit  : High D100, hit at 61 or above. 40%
Firerate: 1 Burst of 2 shots.
Accuracy:  D100 hit at 21+  90%
Special Rules:None


Titanium Layer Armor: an advanced armor consisting of layers of Titanium, Depleted Uranium and Steel. It is much more effective against energy weapons. The mass is slightly higher due to the Uranium but it is a little more resistant to melting.

Requires 1 Uranium and 1 Titanium for Each level over 500mm. Overslot Requires 1 Uranium and 1 Titanium for Every block over 9 blocks.

                   100mm              500mm               1M                 3M               5M       100mm(O)         500m(O)
Mass:               10                      25                    40                 90              130            B*8                  B*20
Durability:       200                    300                  420               630              850            360                  570
KP Blocking       30                      50                    60                 85              100              30                    50
--------------
Damage reduction:40% for Kinetic damage.
Degradation:     K    KS     M    BF    BS      D   
                 %   20   200 180   10   180  500

Electric Reactive armor: an advanced armor that detonates warheads and slows down projectiles

Power: -B*1

Requires 1 Titanium for all types

                         100mm(O)         
Mass:                     B*6                 
Durability:               400                 
KP Reduction            50%                   
--------------
Damage reduction:40% for Kinetic damage.
Degradation:     K    KS     M    BF    BS      D   
                 %   30   200  150   10   180  500
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Tawa

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1490 on: August 02, 2014, 04:40:31 pm »

A quick interest check:

Would anybody here be willing to play a PBP Pokémon Tabletop United game that plays like one of the video games? I know that somebody ran an IRC campaign around here a while back, but that was sci-fi themed.
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Nerjin

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1491 on: August 02, 2014, 04:50:15 pm »

I'd be down for it if I knew the rules.
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Tawa

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1492 on: August 02, 2014, 04:52:23 pm »

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mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1493 on: August 02, 2014, 04:54:06 pm »

This should be what we Finally need to start building ships, Engines, power generators, command modules and sensors. Also the cost of building a ship is the Total mass, one unit of mass is 1 material. If you guys want to you can post some designs so that I can see if I made an over sight. I didnt finish engines and sensors yet because of time


Command Modules: These are what carry the crew and are required to operate the ship. Each Block requires 1 crew unit to operate, and the command module will have a number of crew members, when the battle starts the crew module will empty out until each block has one crew, all remaining crew will be inside the command module. A hit on the command module will do a kill check for each crew unit inside so it may be a good idea to have backups or heavy armor on a large ship. The destruction of the command module with no back ups will render a ship immobile, guns will still fire as long as they have power but there will be 20% increase in accuracy on shots fired at it. If the engines are still working the crew can manually steer it out of the battlefield after 2 turns. Some modules will also increase crew capabilities such as accuracy and fire power once they are researched.

Fighter Cockpit: A small cockpit for a small ship. It can also contain a 50mm Autorailgun.
Mass 2
Light Block
Power: +2 Self contained power for 50mm
Durability: 100
Restrictions: Ships 6 blocks or smaller.
Damage Vulnerability: normal
Crew Protection: Medium 30%
Crew Size:6/6
Abilities: Steers ship.

Frigate Bridge: A small cockpit intended for a frigate but occasionally used on heavy fighters
Mass 6
Light Block
Power: -1
Durability: 130
Restrictions: None
Damage Vulnerability: normal
Crew Protection: Medium 30%
Crew Size:8/8
Abilities: Steers ship.

Small Backup Bridge: A backup command post intended to help a damaged ship continue fighting or escape
Mass 4
Light Block
Power: +2 Engines only
Durability: 220
Restrictions: None
Damage Vulnerability: normal
Crew Protection: High 40%
Crew Size:3/3
Abilities: Steers ship.

Cruiser Bridge: A larger bridge that contains a decent sized crew complement.
Requires 2 Titanium
Mass 25
Medium Block
Power: -1
Durability: 500
Restrictions: none
Damage Vulnerability: normal
Crew Protection: high 35%
Crew Size:10/10
Abilities: Steers ship.

Crew Quarters: Contains crew but does not control ship
Requires 1 Titanium
Mass 7
Light block
Power: -1
Durability: 300
Restrictions: none
Damage Vulnerability: normal
Crew Protection: high 35%
Crew Size:12/12
Abilities: Boosts Morale +5% Targeting up to 60%

Power Generators: These provide power for systems. Some more advanced generators also double as engines.


Compact Fusion Generator: provides a safe source of power for small ships
Mass 5
Light block
Power:  +5
Durability: 160 , +3 power at 40
Restrictions: none
Damage Vulnerability: normal
Crew Protection: Medium 30%

Super capacitor/Fuel Cell: A large battery that provides power. Not as safe as a Fusion generator but much more powerful. Outside of battle it is recharged by a Fuel Cell.
Requires 1 Titanium.
Mass 6
Light block
Power:  +10
Durability: 120 Explodes when destroyed doing 30 BS to 1 Block.
Restrictions: none
Damage Vulnerability: normal
Crew Protection: Medium 30%
Special Rule: Does not Require crew.

Small Nuclear Reactor: a Safe and powerful design that provides energy for a frigate sized ship.
Requires 1 Uranium and 1 Titanium. Upkeep 1 Uranium per turn.
Mass 20
Light block
Power:  +18
Durability: 200 , +12 power at 120 +4 Power at 40.
Restrictions: none
Damage Vulnerability: normal
Crew Protection: Medium 30%

Medium Nuclear Reactor: a Reactor for large ships
Requires 2 Uranium and 1 Titanium. Upkeep 1 Uranium per turn.
Mass 40
Medium block
Power:  +35
Durability: 300 , +28 power at 220 +20 Power at 40. Explodes when destroyed with 80 BS to 1-2 blocks.
Restrictions: none
Damage Vulnerability: normal
Crew Protection: Medium 30%


Engines: These are used to move ships and for small ships to evade attack. You cannot use engines of different types.

External Fighter engine: This engine takes up a Armor slot instead of a block which makes it useful for fighters. You will need more than 1 for most fighters

Mass 2
Armor Slot
Power:  -1
MaxMass:15
Durability: 50. Explodes doing 50BS to 1 block.
Restrictions: none
Damage Vulnerability: normal
Crew Protection: Medium 30%
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kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1494 on: August 02, 2014, 04:55:43 pm »

I'm down for it.
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Tawa

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1495 on: August 02, 2014, 05:02:02 pm »

Two people? That's enough for a yes, so I'm going to go flesh out my hand-crafted region, Paratria, a little more.
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Tawa

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1496 on: August 02, 2014, 07:18:32 pm »

It's up!

Also doublepost because bump.
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mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1497 on: August 02, 2014, 07:53:29 pm »

I would like to try.
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tuypo1

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1498 on: August 02, 2014, 08:35:49 pm »

Wow double poster I thought I was the only one left in the wild
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Furtuka

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1499 on: August 02, 2014, 08:39:47 pm »

Is that really something to be prideful of?
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