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Author Topic: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)  (Read 418577 times)

Rolepgeek

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1470 on: August 01, 2014, 09:25:18 pm »

meh lets let mosshadow setup the setting the way he envisions it, it's his after all.
Thus I was giving only suggestions in case he had not thought of them yet. The system provokes enough intrigue within me that I do not really mind one way or another about the setting.

Alright, that was a lie, I'm a worldbuilder so some aspects of settings can bother me immensely.

Basically everyone with an RP I'm in who isn't Ross Vernal can testify to this. Even some people with settings I'm not in.
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mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1471 on: August 01, 2014, 10:02:22 pm »

Finally WEAPONS !!! :D :D And armor. Not all of them but a few. It took me 40 minutes with a calculator to do the first armor. Ill work on this more after posting.




I added a new damage type called Kinetic Penetration which is what you would expect. I realized that only having a Kinetic damage type would cause issues because you could have a small 10mm railgun with a very high velocity be unable to penetrate an inch of steel because theres no reason it should have a large Kinetic damage. The KP allows for say a large 8 inch cannon to be terrible at penetrating armor yet do much more damage because of the large size, while a 3 inch coilgun can penetrate anything but do very little damage since the round is very small compared to the spaceship. In addition there is an option for an Aimed Shot, this means that if you give orders to target a certain part of a vessel there will be an additional accuracy check. This is useful for order frigates to aim lasers at point defense turrets so that your missiles and fighters are more effective. Most aimed shots will fire one Aimed shot while the rest are regular targeting.

Also I decided on a simple battlefield system, 7 areas, each fleet starts at one end, areas 1 and 7 are not target-able by most weapons this is where you can leave your carriers, unarmed supply fleet and AWACs if you do not want them to be in the fight. Areas 2 and 6 are where most ships start and weapons tagged normal can always hit here but not 1 and 7. Areas 3, 4 and 5 are where your fighters would need to travel through before they get to shoot with their best weapons. You can also have other ships move through there if you want to but that would allow alien fighters to attack them much more easily. If  ships are able to reach 2 or 6 they will be able to shoot at areas 1 or 7 with normal weapons. Normally though if the enemy is closing in like that your own ships would retreat but there would be the chance to get hit once or twice.


 
   |                         |
1 | 2   3   4   5   6  | 7
   |                         |

 120mm cannon: A cheap outdated weapon that does not require special materials.
Light Block
Mass: 1
Power:-1
Restrictions: None
Range: Normal
Durability: 50 Damaged at 40, Disabled at 20
Damage vulnerability: Immune to EMP/Radiation effects. Normal for all else.
Crew Protection: Low D100, protected at 81 or above. 20%

Ammo type: Armor Piercing
                 KP   K   KS   M   BF   BS   D
1st Stage: 30   50   0    0   10    0    0
Crew hit  : Extreme low D100, hit at 96 or above. 5%

Ammo type: Flak
                 KP   K   KS   M   BF   BS   D
1st Stage: 10   10   0    0    5     0    0
Crew Hit : Extreme low D100, hit at 96 or above. 5%
2nd Stage:  0    0    0    0   50    0    0  Hits 2-3 blocks, 2/3 Proximity
Crew Hit : High  D100, hit at 40 or above. 60%
Firerate: 3 Shot burst
Accuracy:  D100  hit at 61  40%
Aimed Single Shot: 91+ for direct hit, 71+ for regular hit. 10%, 30%
Special Rules: When Flak shells miss, they get a 2/3 (miss on 1)chance to detonate in proximity. 

120mm Railgun: A cheap effective cannon.
Light Block
Mass: 2
Power:-3
Restrictions: Cannot fit on fighters only block 7+
Range: Normal
Durability: 60 Damaged at 50, Disabled at 25
Damage vulnerability: Normal
Crew Protection: Low D100, protected at 91 or above. 10%

Ammo type: Armor Piercing Sabot
                 KP   K   KS   M   BF   BS   D
1st Stage: 60   40   0    0   10    0    0
Crew hit  : Extreme low D100, hit at 96 or above. 5%
Firerate: 2 Shot burst
Accuracy:  D100 hit at 41 or above 60%
Aimed Single Shot: 81+ for direct hit, 71+ for regular hit. 20%, 20%
Special Rules: None

50mm AutoRailgun: A rapid fire weapon used for both fighters and CIWS.
Light Block
Mass: 1
Power:-2
Restrictions: None. Special version available for Fighters that combines with cockpit.
Range: Short 2
Durability: 60 Damaged at 50, Disabled at 25
Damage vulnerability: Normal
Crew Protection:
medium D100, protected at 81. 20%
Fighter version takes cockpit Crew Protection.
Ammo type: Armor Piercing Sabot
                 KP   K   KS   M   BF   BS   D
1st Stage: 10   5   0    0     5    0    0     7 Shots
Crew hit  : Extreme low D100, hit at 96 or above. 5%
Firerate: 3 Bursts of 7 shots
Accuracy:  D100 hit at 56 or above 45%
Aimed Double Burst: Range 0 : 11+ for direct hit, 6+ for regular hit. 90%, 5%
Special Rules: Can shoot down 1 Missile/Torpedo  D100 at 61 or above 35%

Quad 50mm AutoRailgun: A rapid fire weapon used for CIWS.
Light Block
Mass: 8
Power:-6
Restrictions: None.
Range: Short 2
Durability: 80 Damaged at 50, Disabled at 20
Damage vulnerability: Normal
Crew Protection:
High D100, protected at 66+. 35%
Ammo type: Armor Piercing Sabot
                 KP   K   KS   M   BF   BS   D
1st Stage: 10   5   0    0     5    0    0     30 Shots
Crew hit  : Extreme low D100, hit at 96 or above. 5%
Firerate: 2 Bursts of 30 shots
Accuracy:  D100 hit at 46+  55%
Aimed Burst: Not available
Special Rules: Can shoot down 3 missiles or 1 Torpedo D100 at 36+ 65%, 46+ 55%, 66+ 35%


20mm Xray Light Beam Laser : a weak laser used mostly for point defense
Light Block
Mass: 4
Power:-2
Restrictions: None.
Range: Short 2
Durability: 80 Damaged at 60, Disabled at 40
Damage vulnerability: Normal
Crew Protection:
High D100, protected at 66+. 35%
Ammo type: Continuous beam Xray
                 KP   K   KS   M   BF   BS   D
1st Stage:   0   0   0     25   0    0    0     2 Shots
Crew hit  : Medium D100, hit at 76 or above. 25%
Firerate: 2 Bursts of 2 shots
Accuracy:  D100 hit at 16+  85%
Aimed Long Burst x3 : Range 1: 11+ for direct hit, 6+ for regular hit. 90%, 5%
Special Rules: Can shoot down 3 missiles or 1 Torpedo D100 at 36+ 65%, 36+ 65%, 46+ 55%


Armor: If a weapon has a KP Greater than 150% of the blocking value then it is an instant penetration with full damage. If its under but greater than 120% then there is a 20% chance of deflect due to angle, 40% chance of penetration with damage reduction, and 40% of full damage. From 100% to 119% there is a 30% chance to deflect and 70% chance to reduce. From 90% to 99% there is a 10% chance to penetrate with reduced damage. All else will be fully blocked though its possible to damage the crew from radiation. Penetrations only cause 20% of normal degradation value. Over slot armor acts as spaced armor, thus KP values will be decreased by 40% after penetrating. Their mass is Blocks times a value.


High Strength Steel Plate: a cheap armor used to stop projectiles and lasers. It comes in various thicknesses. Its main weakness is vulnerability to degradation.
                   100mm              500mm               1M                 3M               5M       100mm(O)         500m(O)
Mass:                 5                      15                    30                 70              100            B*4                  B*12
Durability:       120                    250                  320               500              800            300                  500
KP Blocking       20                      40                    50                 70                85              20                    40
--------------
Damage reduction:30% for Kinetic damage.
Degradation:     K    KS     M    BF    BS      D   
                 %    5   200 250   10   150  500





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mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1472 on: August 01, 2014, 10:09:45 pm »

meh lets let mosshadow setup the setting the way he envisions it, it's his after all.

Thanks fo
If you ask me, I think it's bad to spoil good sci-fi with magicks.
Not magicks. I just mean Sufficiently Advanced Science. We don't understand it, neither do they. Could manifest in any number of ways, from biological monstrosities that shouldn't be able to survive, to materials that withstand forces beyond anything currently manufacturable.

It's just being honest with the Handwavium; acknowledging that there isn't a cut and dry explanation for how everything works adds credence to sci-fi, too; we don't know everything now, in the future there'll just be more stuff not to know about/understand.

Well thanks for all ideas. I think RP Geek has a point that we could have some Space Magic in here. The only problem is that I do not really want a whole magic system. I have been thinking since starting that the aliens could have the Mass effect reaper indoctrination style because I finished Mass Effect 1 a few days ago and that was pretty cool. It would be one of the ways that the Populace starts to have alien sympathizers(the other 2 ways are from religious cults and Pirates who ally themselves with aliens). In terms of Psychics I think Fluff wise eventually players like you guys will be able to research and recruit Psionics and Psykers but these will be depicted on ships as stuff like "Psyker Tactical Command" or "Telekinesis Deflector". Description wise these would be space magic but mechanics wise its just a better targeting computer and a reactive armor system.


I would rather keep it away at the beginning though.

EDIT: Also I suppose if you are a dictatorship you could also make Red Alert style Psychic Beacons to mind control your population and get 100% public support. Of course the aliens might send a advance stealth ship that appears above Earth and zaps your Beacon. Next thing you know its a revolution!  :o
« Last Edit: August 01, 2014, 10:11:53 pm by mosshadow »
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Rolepgeek

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1473 on: August 01, 2014, 10:17:47 pm »

I mean, mechanics wise, it's as likely to just be different types of weapons, because basically every alien species is going to have unique weapons(to a degree) anyway.

Just means they're firing lightning at you instead of lasers. Teleporting boarding parties on, and using real invisibility as cloaking devices.

It's just being honest with the handwavium, really. :P
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Parsely

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1474 on: August 01, 2014, 10:20:05 pm »

I'm all for having Psychic Dominators. Yuri is your master!
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mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1475 on: August 01, 2014, 10:31:40 pm »

I mean, mechanics wise, it's as likely to just be different types of weapons, because basically every alien species is going to have unique weapons(to a degree) anyway.

Just means they're firing lightning at you instead of lasers. Teleporting boarding parties on, and using real invisibility as cloaking devices.

It's just being honest with the handwavium, really. :P

Sure that can be all in the battle descriptions. Though I think a lightning gun would have a bonus effect to knock out crew or break your electronics rather than just melting stuff.
I'm all for having Psychic Dominators. Yuri is your master!

Also I would hope someone plays North Korea BEST KOREA. GLORIOUS LEADER KIM JONG ANG RIDES UNICORN TO KILL AMERICAN XENO SCUM!
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mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1476 on: August 01, 2014, 10:33:55 pm »

Also how do you guys like the 5 weapons I have written up so far?
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Parsely

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1477 on: August 01, 2014, 10:37:34 pm »

Add Psychic Dominator. Game is perfect.
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Rolepgeek

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1478 on: August 01, 2014, 10:40:07 pm »

Also how do you guys like the 5 weapons I have written up so far?

...Why is the laser short range, despite having an effective range of nigh-infinity in space, as long as you can see them and have tracking computers up to the task, whereas the projectile cannon, which fires things at a much much lower speed than the speed of light in a vacuum, is long range?
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mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1479 on: August 01, 2014, 11:41:29 pm »

Because in real life the beam disperses plus crappy targeting computers. You need to researching the physics breaking tech to get the cool glowy laser beams and homing bendy lasers! :D
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Rolepgeek

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1480 on: August 02, 2014, 12:48:16 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?
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Nerjin

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1481 on: August 02, 2014, 12:54:17 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?
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Empiricist

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1482 on: August 02, 2014, 01:00:15 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. In space, the only real issue is cooling along with their relative inefficiency with Free-Electron Lasers having only about 65% efficiency and other types lucky to get even 22%.
I would recommend project rho as a guideline for the technology involved.
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tuypo1

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1483 on: August 02, 2014, 03:26:29 am »

What do you guys think is going to happen in legends with the townsfolk and the brothel my moneys on burnt down in the middle of the night
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important project progress

have some basic idea of whats going to go in it

mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1484 on: August 02, 2014, 08:48:28 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 rediculous.
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