This is an
experimental game to test out the combat system I've made for Galaxy Rise, another forum game. So random hiatus/abandonment is a definite possibility.
It's a free-for-all space arena game. I'm aiming to take four to six players (maybe more) with their custom ships and weapons and pit them against each other in a section of space. There's no metagame/anything like that to it, but they can do anything with their resources. They could board another ship or just try to destroy it, etc. Feedback is
extremely appreciated as that's the main point of this game.
Also don't be mad by overpowered things, please. If something's overpowered, just point it out. Once again, the main point. A round should hopefully be fairly short, and if it's not that bad, more rounds may be done. Maybe.
Rules- No alliances. (read: as in there cannot be multiple surviving ships)
- No escaping the battlefield.
- Kill everyone.
For reference, each ship is around the size of an average sci-fi frigate.
How this works is that everyone gets
25 points. You can spend these points on
one armor system, one shield system, and as many weapons as you want.. The standard crew is 15 engineers, 20 marines, 3 officers, you. Don't worry about ammo or repair materials; just worry about time.
If everyone feels 25 points is too little, just say so.
Weapons
Spine Beam (15p) - A powerful beam that takes several rounds to charge up and extreme amounts of power. (read: You'd have to take power from other systems to fully power this) It can slice a hole right through an unshielded ship, or take down the shields of any ship, no question.
Energy Gatling Gun (3p) - A cheap gun that shoots a large amount of energy rounds in a short period, but sacrifices power for it.
Dual Energy Cannon (5p) - A relatively large gun that when fitted onto a ship, it uses overcharged energy shots to melt through armor. Effective, but not the best weapon around.
Beam Turret (1p) - A very cheap turret with robust tracking equipment and a beam that can be fired for long amounts of time. Great for point defense, and support damage on smaller ships. Is stopped almost entirely by non-horrible armor.
Railgun (4p) - A slow-loading high velocity "slug" can pierce right through most armors, but isn't nearly as effective against shields.
Missile Array (5p) - Missiles with advanced tracking and explosive warheads are useless against shields, but are great for doing a large amount of damage over a large area.
High Power Beam (7p) - A smaller version of the spine beam, the HPB is a great all-around weapon.
Fighter Pilot, Fighter, and a Hangar slot (1p) - A fighter can harass ships easily and keep bombers off your ship.
Bomber Pilot, Bomber, and a Hangar slot (2p) - A bomber can do quite a bit of damage to ships and can distract fighters and the enemy's weapons.
Shuttle Pilot, Shuttle, and a Hangar Slot (1p) - A shuttle which can carry 20 marines/crew somewhere else.
Shields
Budget Shield (3p) - An outdated shield system bought on the cheap, this shield keeps something from immediately blowing you up, and downgrades it to a mere "having to try to blow you up twice".
Regular Shield (5p) - This shield hits a nice balance. Without being too expensive, it lets you escape or engage before your shields go down. Still not the best idea to go tanking with one of these shields.
Advanced Shield (10p) - This guy is extremely powerful. It's rumored it can go straight through a sun. While that's just extremely silly, you definitely will last a while in a battle with this shield.
Armor
Budget Armor (3p) - Enough to keep your ship from spontaneously disassembling. What more can one ask for?
Regular Armor (5p) - Enough to last in a firefight. An extended one will probably net you a decent amount of breaches, but you'll live. Probably.
Advanced Armor (10p) - It's fun watching your enemies get frustrated as they desperately try to dent your armor. Will last quite a while before a breach. (Warranty void if enemy has a Spine Beam)
Misc
Veteran Crew (4p) - Your ship and its crew have been together for as long as you can remember. You get bonuses in some crew-oriented things.
Advanced Engines (4p) - High tech engines provide a bonus to evasion, speed, and other things related to engines.
Advanced Sensors (6p) - Advanced sensors have a large chance to provide enemy weaknesses and therefore either a significant bonus to weapons aimed there, or disastrous effects when hit.
FTL Emergency Capacitor (6p) - This thing lets you easily run away from fights. 2 uses max.
More Engineers (3p) Gives 5 extra engineers, who can repair things and generally be good at technical stuff.
More Marines (3p) Gives 5 extra marines, who can shoot things.
Sign-up Sheet
Ship Name:
Captain Name:
Ship Description:
Bought Items:
Backstory: (Super optional)