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Author Topic: Fleet Admiral - cancelled due to lack of interest  (Read 4609 times)

Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #75 on: May 24, 2015, 10:54:12 pm »

It feels like the Rift would actually be a major partner in the loans part, too. I will also get some revisions to the history.
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Rolepgeek

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #76 on: May 24, 2015, 11:06:07 pm »

Ah, I've read some of those.

I thought you meant something you'd written.
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #77 on: May 25, 2015, 01:27:38 am »

Spoiler: ships1 (click to show/hide)
Spoiler: ships2 (click to show/hide)
Spoiler: ships3 (click to show/hide)

I am pretty sure I managed the spreadsheet.
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #78 on: May 25, 2015, 11:41:36 am »

If I can get a bit more done, I'll be able to make a few ship mockups of notable ships of the sides.

Alliance Megadreadnougt, League Freight, Merope Carrier, Rift Blockade / News Courier, so on down the line.
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Rolepgeek

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #79 on: May 25, 2015, 01:37:36 pm »

Speaking of which, Octav Grav Cannon ships are usually nicknamed/called Gunships, since they're basically gigantic guns. Precisely one Megagunnought has ever been built, because whilst extremely powerful it was also stupendously expensive and for the price and tactical purpose Gunships are usually built for it was largely ineffective. They don't like building Gunships larger than Dreadnought size at most, and Destroyers are the smallest hulls you can really fit one in effectively, and even then it will be basically nothing but gun. As such, they're usually Cruiser sized, and best used to fuck with defenses and shipping. As for how they work, first the gunships typically have a bit upwards of three times the normal length for their size, being not quite proportionally thinner, and they basically fire extremely high energy and power grasers using gravitics to create focusing lenses, launching drones/special missiles ahead of time along the target path which refocus the beam with more gravitic lenses when it starts to defract. They can even penetrate Impeller wedges, though the amount of energy and accuracy lost means it's probably not going to do much at that point. Nonetheless, it can burn through sidewalls at up to several million kilometers away from the last lens.
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #80 on: May 25, 2015, 01:46:58 pm »

I like the sound of that. Maybe I'll leave that ship to your construction.

Hmm. I need base to-hit per weapon. I'm not going to keep 10% as the default because that's painfully low. Maybe 35% hit with a 5% "partial damage" base for missile and 70% base for lasers with 5% "partial damage"  with sensors, EW, and reinforced walls reducing to hit. Hmm.
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #81 on: May 25, 2015, 01:55:12 pm »

So that weapon is what, 20 size? Probably a little bigger. It seems like the effective ship range is

Destroyer, then Cruiser to Battleship. No point in putting it In in a light Cruiser for pretty much the same reason. I can see it on a Waller, honestly, since those typically aren't going to be winning against ships of the same class without some really heavy punches.
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Rolepgeek

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #82 on: May 25, 2015, 05:09:42 pm »

Aye, but this tends to be a very long range weapon since you have to strip so much else out, and point your open bow towards them to fire if you're at a short range(at long-ish ranges, you can use gravity lenses to turn and deflect it around towards the target at an angle; defenses tend to consist of what amount to massive mirrors/focusing lens throughout space, with Gunships closer to the planet able t fire towards them and have their fire come in at the întruders from multiple, even shifting, angles.
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #83 on: May 25, 2015, 06:12:36 pm »

Modules:
http://img.ie/image/ZTf

Weapon Charts 2.0
http://img.ie/image/ZTt
http://img.ie/image/ZTw
http://img.ie/image/ZT1
http://img.ie/image/ZT7
http://img.ie/image/ZT8

How's this, aside from the mess-up on OctaEmpire missile costs? Supposed to be the 50... oh well, spreadsheet is right now
« Last Edit: May 25, 2015, 06:17:25 pm by Ross Vernal »
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Rolepgeek

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #84 on: May 25, 2015, 06:37:21 pm »

Defenses seem a bit smallweak, I'm not really sure about how costs should be balance wise or anything, but seems good other than that, I think?
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #85 on: May 25, 2015, 06:59:03 pm »

Maybe double it?

Btw, welcome baby Juniper to the world. Friends just had their first kid this morning! :D (I guess I'm an uncle now lol)
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #86 on: May 26, 2015, 12:37:36 am »

This is with doubled percentage numbers for defense. Medium ships and lower really want to stay out of missile range, and it's definitely energy heavy.

TAN-EMD16: California
HP: 1800
Captain: Grand Fleet Veteran (20% Weaponry bonus+5% to-hit)
Exec: Flight Engineer (20g speed boost)
Missile: 273.5, 83% to-hit  (228, 78)
Countermissile: -82%  (-138% with Line Bomber screen)
Energy: 348, 90-to-hit (290, 85)
Sidewall: -50%
Sensors: 4
EW/ECW: 20%
Marine: 1500
Accel: 380g +20g = 400g
Cost: 2,384bc
9x Antimissile 4 65 / 162
5x Sidewall 3 43.5 / 135
5x EW 3 36 / 65
3x Missile 4 40.5 / 168
5x Laser 3 50 /150

WingCap: Grand Fleet Veteran (20% Weaponry, 5% to-hit)
Exec: Gunnery Officer (10% to-hit)
4x Line Bomber
HP: 15
Missile/Hit/Counter: 72/59/-14
Energy/Hit/Counter: 12/72/-10
Sensors: 2
Accel: 720g
Cost: 73
-Medium Missile 4
-Medium Antimissile 4

4x Charger Interceptor
HP: 5
Missile/Hit/Counter: 12/27.5/-10
Energy/Hit/Counter: 45/90/-10
Sensors: 2
Accel: 910g
Cost: 30.5
- Medium Laser 3

8x Fighter
HP: 8
Missile/Hit/Counter: 42/50.5/-10
Energy/Hit/Counter: 15/672/-10
Sensors: 2
Accel: 800g
Cost: 55
- Missile 4

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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #87 on: May 26, 2015, 04:04:51 am »

Ship 2. Sort of a work in progress, I am feeling like bedtime right now.

League Freighter. Looks like a regular freighter, but with a military drive and enough weaponry to vaporize anything short of a Heavy Cruiser at energy range. Supplemented with three bombers used defensively, four scout interceptors, and a capital missile fighter. Doesn't actually carry cargo at this point, but one of these guys with its wing deployed has enough missile to destroy a heavy cruiser and enough energy to put a battleship out of commission.

GLFF552, Hanchu
Captain: Smuggler (20% EW, +5 Cargo)
Exec: Grand Fleet Veteran (10% Weaponry bonus)
HP: 120
missile/hit/countermissile: 24/36/34
energy/hit/sidewall: 193.5/132/40
sensors: 24
ew/ecw: 30%
marine: 1000
accel 560 / epsilon hyper
cost 466bc
3 Huge Rift EW 10 24/120
5 Huge Sensor 4 15/25
2 Huge Laser 9 14/104
2 Huge Antimissile 10 8/48
1 Huge Sidewall 11 6/35
1 Huge Sidewall 8/32

wingcap Flight Engineer (30g, +5% defense)
wingexec

1 Repair Ship
HP 15
Missile/Hit/Counter 22/25/15
Energy/Hit/Sidewall 11/60/15
Sensors 2
Accel 750
Cost 51.5
Rift Repair Lab (Base) 50 (Up to 10% of Hanchu and up to 20% of Bombers/Fighters/Interceptors)

1 Repair Ship
HP 15
Missile/Hit/Counter 22/25/15
Energy/Hit/Sidewall 11/60/15
Sensors 2
Accel 750
Cost 51.5
Rift Repair Molylab (Base) 50 (Up to 10% of Hanchu and up to 20% of Bombers/Fighters/Interceptors)

1 Counterbomber
HP 15
Missile/Hit/Counter 22/25/51
Energy/Hit/Sidewall 11/60/15
Sensors 2
EW: 5%
Accel 750
Cost 122.5
3 Huge Rift Antimissile 10 80
1 Medium Rift EW 10 40

4 Interceptor
HP 5
Missile/Hit/Counter 11/25/15
Energy/Hit/Sidewall 93.5/110/15
Sensors 4
Accel 930
Cost 60
Huge Laser 9 - 52
Medium Sensor 4 - 6

1 Missile Fighter
HP 8
Missile/Hit/Counter 99/93.5/15
Energy/Hit/Sidewall 16.5/60/15
Sensors 2
Accel 835
Cost 1.5
Huge Missile 9 67
« Last Edit: May 26, 2015, 03:42:50 pm by Ross Vernal »
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Rolepgeek

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #88 on: May 26, 2015, 05:04:10 pm »

I was thinking doubled for sidewalls but not point defense/counter missile.

They could even, possibly, be separate modules.
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Ross Vernal

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Re: Development/musings/potential OOC: Fleet Admiral
« Reply #89 on: May 27, 2015, 04:17:08 pm »

I figured that increased accuracy translates to increased range. If you have a 100% chance that your missiles will make it on the final attack run at standard range (2 light minutes?) then you might be willing to have 70% accuracy at 2.5 light minutes or 60% at 2 lm + 40ls. Or, if you have a 25% at 2lm,  you might want to wait until the range is 1.5 lm for a 55% to-hit. 

I am less sure about laser weaponry. Range is about five light seconds, roughly.

I'm not sure what you mean by separate modules. They already are.
« Last Edit: May 27, 2015, 04:37:08 pm by Ross Vernal »
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