This will be the first of many forum games I will be spawning in the next several weeks in an attempt to enhance the game systems of several games I'm currently working on, this one revolves around space, specifically a vague form of arena combat because I'm working on the combat engine.
Players will be in charge of a ship, they will eventually get a fleet, currently how it will run is crews of ships will have specific instructions, they will function on their own, following the orders of the players in between rounds. The game will update once per week on thursday because I'm fairly busy right now.
At the beginning of the game, players will start with a corvette class ship, it will be armed with 6 pulse cannons (15 power 10 damage, 6 movement per turn), 2 lasers (10 power, 50 movement per turn, 5 normal damage and 10 bonus towards shields) and one missile launcher holding five ammo ( 5 power, 2 movement away from ship for first turn, second onwards engages engines for 12 movement per turn, 20 damage normal, +10 towards armor). The ship will have 10 movement per turn at 15 power. The power generator will produce 100 power per turn, life support(food, quarters, and crap) take 10 power per turn, atmospherics take 10 power per turn, pod bay takes 5 power per turn but allows crew to escape, (escape pods have 1 laser and have 5 movement, they can fire endlessly as well as move without powering out, thats what they are designed to do, they do actually have a power generator but it is irrelevant unless destroyed because they have enough power.), the bridge takes 5 power per turn, no bridge = no movement. the ship has a shield array that holds 60 power, the ship has an overcharge battery that holds 200 power, power immediately gets routed into the shield and then the overcharge before anything else happens. If the shield is hit, overcharge acts as a backup shield until it runs out. Ships can drain power from the overcharge, or even the shields for powering other stuff if other things are draining it.
Corvettes have 40 armor and 30 hull, the hit system is 1 shields 2 armor 3 hull.
Various subsystems can be harmed due to hits to the armor or hull, vital systems, among others can only be harmed by hull shots, weapons can normally be destroyed via lucky armor shots.
Each week the player fleets will duel in a decent sized arena, all will get credits for participating, those that destroy ships get bonuses, those that are the last three surviving ships get extra bonuses, in proportion of placement.
Credits will be useable to buy new ships, as well as alter ship systems and replace equipment for specialization, when these become available they will be explained
The battles will take place on a map that will be posted each round, the map will differ randomly each round, some things on the map will be harvestable with specialized equipment, debris will be harvestable with specialized equipment, these will be purchasable once someone has enough money.
If ships are ordered to hide and there is no combat for a period of time, pirates will spawn to complete the round, they will despawn the next round, bonuses will still be handed out for the last survivors.
Later rounds will all have a compliment of pirates, at that point players will be able to handle it because they will have fleets or extremely advanced ships.
If you lose a ship you get a replacement next round, once you buy something you have it forever, even if it is destroyed, the exceptions to this rule are expendable ammo or equipment, you will need to purchase replacements if lost or destroyed.
Corvettes start with two crew, feel free to name them, they will be cloned if they die.
Ships have an actual organization of hardpoints and subsystems, if you are hit in a certain direction, damage will be delt to hardpoints accordingly.
Future posts will have a spoilered series of pictures depicting the combat, more if the round is long, less if it is shorter, your orders determine it.
Standard fleet orders if you choose not to give specific orders are:
Search for enemy ships.
Approach to a 6 movement range
When in range attack enemy ships with everything available until power depleted
Atmos, Podbay, Bridge, and LS take power precedence, weapons and shields come after.
As you can see this is a mildly suicidal set of orders, I recommend changing them, the pirates will use this because they are trying to kill players and this will accomplish that at the cost of their ships. Orders can be as vague or specific as you want, they may not be interpreted by me right if they are really vague, however having them be too specific prevents ships from being flexible when the situation requires it.
Feel free to sign up, there is no player limit, the more the merrier, lets me work out more game system problems quicker.
Signup sheet:
Commander name (name you want to have your Admiral referred to ingame)
Fleet name
Corvette ship name
Crew 1 name
Crew 2 name
Orders to fleet
Orders to individual ships
Future posts will be much shorter, alterations to the game will be explained, if there are questions they will be answered, have fun.