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Author Topic: Fleet Admiral - cancelled due to lack of interest  (Read 4610 times)

Rolepgeek

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #60 on: May 24, 2015, 01:19:06 pm »

One or two more human factions, or alien factions of existing alien species, might be nice. Maybe a 'new kid on the block' faction, with an utterly different approach to combat, for even more options and a storyline apart from what we've already done relating the Kai and whatnot?
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #61 on: May 24, 2015, 01:34:34 pm »

Let's say each side gets 30% bonus to distribute.

Terran Alliance: +20% Missile damage, - 15% cost for ships equal to or above Battle cruisers, +5% cost below
Special: Missile Pods (Once per battle/deployment, Missile damage and to-hit doubled)

Galactic League: +10% Missile, +10% Energy,  - 15% cost for ships equal to or below Heavy Cruisers,  +5% cost above
Special: Armed Freighters (Faster, tougher, secretly armed merchant ships)

Kai Dominion: +30% Energy, +10% Marines, +10% Ship Cost
Special: Infestation (Can enslave other forms of life)

Merope Formation: +30% Energy &  Missile,  - 10% HP, +20 Ship cost
Special: Strength In Numbers (cumulative boost based on nearby friendly)

Synthetic Civilization: +20% Speed, +20% HP, +10% ship cost
Special: Sentient Ships (Cost x4, HP &  Weaponry x2)


I'd say that the Fleet could be a mix of any of these, honestly. Rouge Kai do exist, synthetic logic does not always lead to universal conclusions, etc, etc.

You can feel free to add in a few more. It's a big galaxy, after all!
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Rolepgeek

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #62 on: May 24, 2015, 02:55:23 pm »

Rift Conglomerate: +10% Speed, -20% Ship Cost for Cargo Ships, Carriers, and Frigates and Below, +10% Electronic Warfare, +10% Light Cruisers and above cost
Special: Rift Drive: Incredible Hyper capability

Octav Hegemony: +15% Range, +20% Missiles, +15% Accuracy, -20% HP
Special: Grav Cannons: Extremely long range but slow spinally mounted 'artillery' weapons, requires specially built ships, only one per ship.

Reluctant about this next one, but...

Coalition of Monarchies: +10% HP, -10% Ship Cost(all), +10% Energy, +10% Defensive Systems, -10% Speed
Special: For The Kings/Queens: Ships retain large amount of effectiveness even when heavily damaged

and, eh, why not,

Red Star Empire: +20% Marines, +20% Energy, +10% Cost
Special: Infiltrate: Either ability to board even while in large fleet actions, or ability to cause ships to mutiny/bonus to sabotage. Not sure which. Possibly just the ability to have stealth, if that requires a special.

These are all just ideas, by the way.
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #63 on: May 24, 2015, 03:16:19 pm »

This is certainly going to offer players a huge variety of ship choices. I think the rolls for Captains will be d12 + d6 x 10 for starting money.

Also, we'll just round costs like...

1.70< rounded to 2
1.69> - <1.30 rounded to 1.5
1.29> rounded to 1

Give me a bit to work on weaponry.
« Last Edit: May 24, 2015, 04:23:38 pm by Ross Vernal »
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Rolepgeek

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #64 on: May 24, 2015, 03:39:49 pm »

Do you mean 1.29?

Also, d12+d6x10? So between 11 and 72?
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #65 on: May 24, 2015, 04:12:31 pm »

Yes, I do mean .29.

Rephrase: (d12+d6)x10. From 20 bc to 180bc.

Spoiler: Weapons (click to show/hide)

Missile up top energy down below. I'm thinking about reducing the costs a bit, but weapon systems ARE expensive and this includes software, hardware, training, etc etc.
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Rolepgeek

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #66 on: May 24, 2015, 04:31:59 pm »

Ah. I'm guessing the different colums are different sizes?

Will there be (cheaper, shorter ranged, weaker) fighter sized weaponry?
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #67 on: May 24, 2015, 04:41:37 pm »

 :-XSmallest weapon size is for Fighters/Light Frigates, then Light Cruisers. Next size is Heavy/Battle, then Dreadnought/Superdreadnought.

We can shuffle numbers a bit so Bombers can actually *carry* missiles, of course...

Additionaly, give each side its own size modifications of, say, 10-15%. Alliance might have 10% smaller missiles and an additional 5% space specifically for missiles. Or something like that.

Edited for clarity
« Last Edit: May 24, 2015, 05:05:36 pm by Ross Vernal »
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #68 on: May 24, 2015, 07:30:11 pm »



waller: 400
juggie: 640
megad: 1000

Q ship should carry 10+2 fighters
LAF should carry 8+2

35 ship types with 9 races to choose from. I believe that variety has been achieved.

Terran Alliance:
+20% Missile damage
-10% Missile size
+5% ship missile capacity (Missile weapons have 5% ship mass "free" space)
- 15% cost for ships equal to or above Battle cruisers
+5% cost below
Special: Missile Pods (Once per battle/deployment, Missile damage and to-hit doubled)

Galactic League:
+10% Missile
+10% Energy
+10% Weapon Capacity
- 15% cost for ships equal to or below Assault Cruisers
+5% cost above
Special: Armed Freighters (Faster, tougher, secretly armed merchant ships)

Kai Dominion:
+30% Energy
-10% Energy Size
+10% Marines
+10% Marine Capacity
+10% Ship Cost
Special: Infestation (Can enslave other forms of life)

Merope Formation:
+30% Energy
+30% Missile
- 10% HP
+20 Ship cost except for Carriers
Special: Strength In Numbers (cumulative boost based on nearby friendly)

Synthetic Civilization:
+20% Speed
+20% HP
+10% Missile Size
-25% Energy Size
+10% ship cost
Special: Sentient Ships (Cost x4, HP &  Weaponry x2)

Rift Conglomerate:
+10% Speed
+10% Electronic Warfare
-10% Component Size
+10% Light Cruisers and above cost
-20% Ship Cost for Cargo Ships, Carriers, Frigates and Below
Special: Rift Drive: All ships move 1 hyper band faster than they previously could.

Octav Hegemony:
+15% Range
+20% Missiles
+10% Missile Capacity
+15% Accuracy
-20% HP
Special: Grav Cannons: Extremely long range but slow spinally mounted 'artillery' weapons, requires specially built ships, only one per ship.

Coalition of Monarchies:
+10% HP
-10% Ship Cost(all)
+10% Energy
-10% Energy Size
+10% Defensive Systems
-10% Speed
Special: For The Kings/Queens: Ships retain large amount of effectiveness even when heavily damaged

Red Star Empire:
+20% Marines
+20% Marine Capacity
+20% Energy
+15% EW
+10% Cost
Special: EW Specialists

The last steps aside from figuring out relations is modules. Mining, construction, additional HP, fighter bays, additional transport/assault shuttles, EW, counter-EW, repair, etc. I am going to declare that free space is going to be cargo bays for free.
« Last Edit: May 24, 2015, 07:54:51 pm by Ross Vernal »
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Rolepgeek

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #69 on: May 24, 2015, 09:04:38 pm »

Sweet.

That looks pretty cool. What are the second numbers for fighters? 2+1?
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #70 on: May 24, 2015, 09:38:42 pm »

Second number is spare ships.

Let's see.

Life support base would allow for 10% of the crew to be evacuated. Each module would give 10%+10(level) with the standard 1% boost per size category.

Sensor base would be, oh.... a light-minute per system. I suppose EW would counter equivalent or be tricky at a certain rate within that range. If it scaled both with size and efficiency then sensor range would go up to 10lm max per sensor and each EW module giving another +1 to your stealth roll... Hm.

Fighter Bay includes repair capacity for the ships. We'll need an Ammo Module. Tractor beams?

Hm. I might be able to put in the defense modules as percent negative to-hit per module for missiles and reinforced sidewalls for energy weapons. Obviously going to have to be a limit, otherwise some joker will give a ship -100% to-hit with missiles and 140% tougher walls, which would present obstacles.

Oh yeah, a map.
« Last Edit: May 24, 2015, 09:45:36 pm by Ross Vernal »
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Rolepgeek

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #71 on: May 24, 2015, 09:52:59 pm »

You could make it work like EHP does in a lot of games, but for hit chance. You add stuff to a denominator, so that chances to hit become miniscule, and hit 0 if the missiles aren't super overwhelming numbers(every possibility to have point defense good enough to prevent all missiles, so long as you were bigger than opposing ship.)

I could try a map? I'd need a bit more info on the original factions and their general size and whatnot, though.
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #72 on: May 24, 2015, 10:21:53 pm »

If we did a 2 by 2 with the Galciv numbers for a map, a fast courier would take 290.06 days at max safe hyper to travel from one end to the other in a straight line course. I think that's a good amount of space in which to play?

When I did the original time line, it went like this:

Spoiler (click to show/hide)

With new civilizations, uhm... I'm sure we can fit them in. Yes, EMD15 is a ship that's going to show up in game, athough it's going to be very expensive to recruit.
« Last Edit: May 24, 2015, 10:29:43 pm by Ross Vernal »
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Rolepgeek

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #73 on: May 24, 2015, 10:36:00 pm »

Uplift begins?

Where can I read that?

Also, Rift Conglomerate is a Mega-Super-Hyper-Ultra-Corporation, with a near monopoly on high-quality hyper systems, CEO(s) are of varying races; profit knows racism not,
Octav Hegemony is probably similar in some ways to the Kai in that they take over and assimilate cultures, but far more isolationist and fairly content with keeping to themselves, since they have plenty of stuff already that they're trying to keep in line, also initially started by aliens(also musical references everywhere),
Coalition of Monarchies is human, bunch of like-minded star systems, almost all monarchical, some nice, some dicks, some only monarchs in name with parliaments being real power, some true dictators; Uneasy balance of power when at peace, but united in war almost entirely due to history and tradition
Red Star Empire is fairly new around, still grabbing territory, quite manipulative, mostly aliens and humans who originally made contact with them.
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #74 on: May 24, 2015, 10:50:26 pm »

https://www.goodreads.com/series/41134-the-uplift-saga

Library, friendly local bookstore.

If I include a to-hit per weapon, it would work pretty well. Give me a bit and I'll come out with Weapon Chart 2.0 and some ideas for defense and modules.
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