Weapons | Sections | Races | General
Weapons:
Caps | Adv IFF Mis | Micro Mis | Arm Mis | Clst Mis | Mult Mis | Micro Torp | Strm Torp | Prce Torp | Lght PD
Ram Beam | Grpl Beam
Weapon Caps: complete
Replaces a weapon turret with hull plating.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
Standard
Missile
Spinal
Beam
Torpedo
+150 armor. 30 cost.
+250 armor. 1500 cost.
+350 armor. 4000 cost.
+350 armor. 4000 cost.
+150 armor. 400 cost.
Advance IFF Missile: complete
An advanced missile, capable of reaquiring targets if the original
target is lost or destroyed.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
class/ size
volleys/ recharge
range/ speed
health/ mass
damage/ radius
pop/ infra/ terra
tracking
retargeting
missile/ medium
1/ 35
2600/ 120
5/ 50
35/ 15
0/ 0/ 0
true
true
Micro Missile: complete
A point defence missile, useful for large, durable targets.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
class/ size
volleys/ recharge
range/ speed
health/ mass
damage/ radius
pop/ infra/ terra
tracking
retargeting
missile/ tiny
1/ 25
1950/ 135
5/ 10
10/ 5
0/ 0/ 0
true
false
Armored Missile: complete
A large missile with an oversized warhead and armor.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
class/ size
volleys/ recharge
range/ speed
health/ mass
damage/ radius
pop/ infra/ terra
tracking
retargeting
missile/ large
1/ 35
~/ 110
100/ 120
80/ 8
50000/ .05/ .5
true
false
Cluster Pack Missile: in progress
A missile pack capable of launching 3 missiles simutaniusly.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
class/ size
volleys/ recharge
range/ speed
health/ mass
damage/ radius
pop/ infra/ terra
tracking
retargeting
missile/ large
3/ 30
2600/ 135
5/ 8
30/ 5
0/ 0/ 0
true
false
Multiple Tracking Missile: planned
An advanced targeting system allows two missiles to be launched
simutaniusly at two seperate targets.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
class/ size
volleys/ recharge
range/ speed
health/ mass
damage/ radius
pop/ infra/ terra
tracking
retargeting
dispersed
missile/ medium
2/ 40
2600/ 135
5/ 8
20/ 5
0/ 0/ 0
true
false
true
Micro Torpedos: planned
Fires a burst shot of 10 unguided Micro Torpedos.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
class/ size
volleys/ recharge
range/ speed
health/ mass
damage/ radius
pop/ infra/ terra
tracking
retargeting
torpedo/ large
10/ 15
1000/ 100
3/ 2
85/ 0
0/ 0/ 0
false
false
Streaming Micro Torpedos: in progress
Fires a stream of 50 tracking explosive Micro Torpedos.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
class/ size
volleys/ recharge
range/ speed
health/ mass
damage/ radius
pop/ infra/ terra
tracking
retargeting
torpedo/ large
50/ 80
1800/ 200
3/ 2
30/ 0
0/ 0/ 0
true
false
Piercing Micro Torpedos: planned
Fires a stream of 40 tracking Micro Torpedos that will pierce
through a ship and continue attacking.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
class/ size
volleys/ recharge
range/ speed
health/ mass
damage/ radius
pop/ infra/ terra
tracking
retargeting
torpedo/ large
40/ 80
1500/ 220
3/ 2
20/ 0
0/ 0/ 0
true
true
Lightning Point Defence Generaters: planned
Fires a wide cone of electrical energy towards incoming
tracking projectiles.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
class/ size
volleys/ recharge
range/ speed
health/ mass
damage/ radius
pop/ infra/ terra
standard/ tiny
1/ 5
200/ ~
~/ ~
3/ 45dg
0/ 0/ 0
Ram Cutter: in progress
A very short range cutting beam, ment to enhance the damage of
ramming manuevers.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
class/ size
volleys/ recharge
range/ speed
health/ mass
damage/ radius
pop/ infra/ terra
beam/ large
~/ ~
~/ ~
~/ ~
600/ 0
0/ 0/ 0
Grappler Beam: planned
A large turret tractor beam that pulls the targeted ship closer.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
class/ size
volleys/ recharge
range/ speed
health/ mass
damage/ radius
pop/ infra/ terra
beam/ large
1/ 20
500/ ~
~/ ~
~/ ~
0/ 0/ 0
Sections:
Hum Node Fght | Hum Plnt Fght | Hum Plnt Bmbr | Hiv Swrm Fght | Hiv Hvr Fght | Hiv Slmr Fght |
Wpns Arry | Ram Section |
Node Fighter (human): in progress
A large single section ship with moderate range, and average
tactical maneuverability. Adept at killing Destroyers and
other Fighters.
health/ mass
scost/ ccost
FTL/ STL/ range/ speed
maneuverability
options
weapons
600/ 250
10000/ 1250
4/ .4/ 12/ 95
Low
PlyAlloy | RefCoat
1 spinal | 1 missile
Planetary Fighter (human): in progress
A single section ship with no range, but high tactical
maneuverability. Adept at killing Destroyers and
other Fighters.
health/ mass
scost/ ccost
FTL/ STL/ range/ speed
maneuverability
options
weapons
500/ 100
5000/ 850
0/ 0/ 0/ 115
High
PlyAlloy | RefCoat
2 spinal
Defence Bomber (human): in progress
A large single section ship with no range, poor tactical
maneuverability, but carries a set of heavy weapons.
Adept at killing anything larger than a Destroyer.
health/ mass
scost/ ccost
FTL/ STL/ range/ speed
maneuverability
options
weapons
650/ 250
10000/ 1150
0/ 0/ 0/ 75
Low
PlyAlloy | RefCoat
1 spinal | 2 torps
Swarm Fighter (hiver): in progress
A large single section ship with moderate range, and average
tactical maneuverability. Adept at killing Destroyers and
other Fighters.
health/ mass
scost/ ccost
FTL/ STL/ range/ speed
maneuverability
options
weapons
700/ 450
6000/ 700
0/ .6/ 7/ 75
Low
PlyAlloy | MagLat | RefCoat | ImpRfCt
1 spinal
Hiver Fighter (hiver): in progress
A single section ship with no range, but high tactical
maneuverability. Adept at killing Destroyers and
other Fighters.
health/ mass
scost/ ccost
FTL/ STL/ range/ speed
maneuverability
options
weapons
750/ 400
6000/ 850
0/ 0/ 0/ 75
Average
PlyAlloy | MagLat | RefCoat | ImpRfCt
1 missile
Slammer Fighter (hiver): in progress
A large single section ship with no range, poor tactical
maneuverability, but carries a set of heavy weapons.
Adept at killing anything larger than a Destroyer.
health/ mass
scost/ ccost
FTL/ STL/ range/ speed
maneuverability
options
weapons
850/ 500
6000/ 950
0/ 0/ 0/ 115
Low
PlyAlloy | MagLat | RefCoat | ImpRfCt
2 spinal | 1 missile
Weapons Array (command): planned
A command section that linkes together all its weapons to be fired
cumalitivly from one weapon turret. Only weapons of the same type
can be linked, and of the same tech level. IE: no red lasers fired
from a green laser turret. An Energy based turret will redirect the
energy from each similar weapon(not already in use) on the section
and fire it out of a single turret. If a weapon's energy was redirected
it will act as if it were fired and wait until recharged before
being able to fire. Ballistics based weapons will redirect the ammo
and fire each shot in succession.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
health/ mass
scost/ ccost
FTL/ STL/ range/ speed
maneuverability
options
weapons
?/ ?
?/ ?
0/ 0/ 0/ 0
n/a
All Armors
?
Rammer Head (command): in progress
A command section than increases tactical speed, and is equipt
with a Ramming Beam.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
health/ mass
scost/ ccost
FTL/ STL/ range/ speed
maneuverability
options
weapons
850/ 1450
8000/ 500
0/ 0/ 0/ +15
Low
All Armors
2 rams | 1 standard
Races:
Barceleh | Gelts | Gorelon | Grealin | Hialin | Sarephin | VAL
Barceleh: planned
The Barceleh are a religous race of Bacterial Parisites. They infect a
host and mutate it into an entirly new species. The "Host Species" is a
hairless centaurian. Once the mutation is complete the "Host Species"
mind is completly lost and the Bacterial Parisite takes its place.
They are completely racist, and through methods of infection irraticate
all animal species on their colony worlds; excluding 1 species from
their homeworld which is used as livestock and transplanted to each
new world they settle.
They believe their sole purpose in life is to spread through out the
Universe and Literally convert other races to the "Truth" of Barceleh.
Features:
The Barceleh, being religous, mostly shun technology. But acknowledge
its nesessity in spreading across the universe. As such they have no
strengths in any one tech, and below average research facilities.
Their FTL Drive tech is Powerful Atomic Integrity Fields. As one
accelerates at the speed of light their mass becomes denser. The theory
is that by strengthening the atomic structure enough to withstand the
stresses of light speed accelerations, they can travel faster than the
speed of light. This process consumes massive amounts of energy and can
normaly only be use while in FTL transit.
Ultimate Techs:
Combat Ready Atomic Inegrity Fields: As technology advances, the charge
times of Atomic Inegrity Fields is reduced allowing them to be used in
combat for short periods of time. These fields, however, are designed to
protect against internal stresses at an atomic level. And will not always
work agains external weapons fire. In functionality it will work like
the Liir StutterWarp, but instead of the projectiles passing through
they collide without dealing damage; though kinetic energy is still
applied. Finaly using the Atomic Inegrity Fields in combat will reset
the retreat timer of that ship as these are the same fields used for
FTL travel.
Gelts: planned
The Gelts is a race of bipedel bear like creatures with 6 arms a tail
and a set of 10 eyes encircling their entire head. Physicaly they are
neither swift or strong. During the early years of their evolution they
had to learn to control their enviroment to survive. This philosphy of
control has been a traditional part of their culture for as long as any
of them can remember. Leadership is based on who can better exhibit
control of others, and Leaders are quickly usurped assasinated or disposed.
Civil wars and general infighting is common as many Gelts seek to
gain their own personal control of regions. Many alien races see this
as a weakness that can be taken advantege of, but quickly learn that
this violent exchange of leadership is only initiated when the current
leadership is considered weak. and If an outside force interferes the
Gelts consider it highly dishonerable and will quickly band together.
Features:
Years of developing control methods have given the Gelts an edge in
the C3 Tech. Their ship crews are also better orginized and respond
quickly when needed. Their ships are designed with redundant conrtol
thrusters and rudamentary sensing equipment on every section of the ship.
Their FTL Drive tech is point to point Bore Hole Drives, or compressed
wormhole generaters. In order to succesfuly create a wormhole between
two points the ship needs navigational data on both their current location
and their intended destination. To acheive this, all Gelts ships
periodicaly drop immobile comm and sensor probes as they travel. then
use the signals from these probes as destination points for the wormhole.
The length of any wormhole they can create is limited by the amount of
power they can generate, and thus can only create short range holes.
(2 LYs at Fission 10LYs at Antimatter) Wormeholes created by the Gelts
are not normal wormholes, But rather elongated fields that compress
space it self. A field is created between two points and then compressed.
The ship enters the field surrounded by a shielding ment to immunize
the ship from the compression effect. The ship moves to the end of the
'worm hole' and "Decompresses Space" placing it at it's destination.
In order to place the comm probs the ships need to travel to new areas
of space using normal STL drives. If a hostile ship enters a system
with a comm probe the probe will be destroyed. comm probes in deep
space cannot be destroyed, but are placed at intervals of 3 LYs.
Ultimate Techs:
Micro Jamming: Allows Jamming and Wild Weasle devises to be applied to
any ship design via an option. (like armor plating)
Gorelon: planned
The Gorelon is a unique species in that they are comprised of inorganic
material. (think living stone) The Gorelon reproduce asexualy, by
growing small buds at various locations on their body. The bud is
fully sentient and independant (exculding freedom of movement) and
shares the memories and experiences of its parent. The bud may stay
attached any where between 3 to 6 years before falling off from its
increased mass. during its childs growth and after it 'falls off'
the parent will go about its business as if nothing special has occured.
This has created a individualistic culture that limits interaction
between the species. Gorelon will spend most of their lives alone,
only cooperating with each other in the interests of their race as a
whole. The Gorelon have no infrastructure. The Gorelon do not use tools,
as they can shape their bodies to perform any need task.
(tho it may take years to do so)
Features:
Ship construction is accomplish by catapulting a Gorelon into space.
Life sustaining resources are sent up soon after, and continued in a
steady stream until the Gorelon is large enough for the needed ship.
The Gorelon will then reshape its body to match a preset design
(including weapons and complex devises), creating a Gorelon Ship. Gorelon
Ship's house no crew, as the ship itself is a Gorelon. They are truly
warriors of the Dark Void.
All of Gorelon civilization is about slow growth and durability.
Construction speed is slow, but extremly cheap. Ship Tactical speeds
are slow, but Ship Armor is extremly high. Population growth is slow,
but hard to kill.
Gorelon can colonise any climate world, even worlds with no atmosphere.
Gorelon Population growth is determined by the amount of resources on the
planet. A single molecule of a Gorelon is enough to repdroduce, and
stores all the memories and personality traits of that Gorelon. If a
Gorelon Ship is destroyed over an uninhabited world, and no hostile ships
exist in the system, then the debrie from the destroyed Gorelon Ship
will reproduce, grow and create a new Gorelon colony on that planet.
Gorelon Ships will also Regenerate slowly over time.
They are not Tech heavy but are most effective with Ballistics,
and Warheads. Their FTL Drive tech is the only thing about the Gorelons that is fast.
A Gorelon FTL travel is very similar to Human FTL, in that they
'submerge' into SubSpace. The difference is that due to their inorganic
composition they can 'burrow' through the crystaline nature of subspace.
When compared to other aspects of the Gorelon race this method of travel
is fast (so much so that the Gorelon Ship can become 'seasick'), but it
is slower than other FTL methods..
Ultimate Techs:
Seige Storm: This DN sized Ship will purposefuly explode(destroying itself
as a viable ship), sending 4-6 asteroid sized chunks at a planet. If the
enemy population is killed and the remaining enemy ships destroyed the
planet will be colonized. A moderate amount of resources will be consumed
in the process.
Grealin: planned
The Grealin refers not to a race, but a single galaxy spanning plant
life. Born on a planet from the test tubes of a long dead and forgotten
ancient race, The Grealin quickly out grew its creators control. Early
in its life it knew nothing of it sorroundings or enviroment; it knew
only to grow. Its unstoppable growth slowly spread across and layered
itself over the entire planet of its birth. When it gained enough mass,
it developed a simple sentience. It knew that if it were to survive, it
could not feed freely or completly on the planets mass. But it also knew
the planet was not enough to sustain its desire to grow. After a millennia
of evolution It finally acheived space flight. Soon its desires would
be full filled, for an endless universe waited, nutrient rich and ready
to be consumed.
Features:
Every colony of The Grealin is actualy connected to the homeworld via
an extremly dense, and strong yet thin and flexible thread like stem.
This creates a web like network throughout Grealin territory that not
only detects, but slows the movements of enemy ships traveling through
normal space. The Grealin's ships are not connected to the homeworld,
excluding colony ships. The colony ships are infact what spreads the
web, and act as a part of the web network. Non colony ships are the
only part of the Grealin that act independantly, but they lack the
mass required for sentience, or even sustained life. Becuase of this
Non colony ships have poor tactical movements, and extremly limited
feul supplies outside of the web. This means colony ships also double
as tankers.
Most of The Grealin's Knowledge(Tech) is completly unique to the other
races which makes salavage nearly impossible. The Grealin's Knowledge(Tech)
is primarily Bio.
The Grealin's FTL is much like the Hivers in that moving to an
unestablished world requires STL. The difference is that instead of
teleporting between gates The Grealin's ships slide along the threads
of the web network. There is no web capacity and any number of ships
can move along it, but travel is not instant. Becuase colony ships act
as apart of the web, ships may travel to the colony ship by FTL (web slide)
even while the colony ship is in transit. But once a FTL move order
is given it cannot be canceled or changed.
Ultimate Techs:
Spore Seeds: The ultimate in biological warfare. A web connected seed is
fired at a planet. A landed seed will grow and consume, until the enemy
is eraticated and a new colony is fully grown. The seed must be launched
from a seige driver like DN.
Hialin: planned
A race of beings capable of excreting a puss that can control the minds
of non sentient animal life. Every aspect of their development involves
the control of the lower based life forms around them. Carefully controled
breeding and genetic manipulation has lead to a veriaty of species
literaly born to carry out a specific task. Space travel is no exception,
as the Hialin starships are geneticly altered animal life designed to
live in space and house a crew.
Features:
Hialin Tech a mix of Bio and Industrial. Like The Grealin some of the
Hialin tech is unique and unsalvagable.
Hialin FTL is a variation of a solar sail. the entire surface of a
Hialin starship is capable of reacting with the background radiation from
stars. The ship can selectivly cover portions of its hide to stop such
reactions, allowing it to direct its flight path. While a triggered low
yeild field capable of bending space allows FTL, it is slow FTL at best.
Feul of course, is not nessesary.
STL travel is a mix between the Solar Hide and a simple modified lung
that releases atmosphere to generate thrust. The ship contians a large
section which houses natural oxygen generating organs. Long term use
is sustained via radiation absorbed from the Solar Hide. Forward Tactical
speed is high, but lacks maneverablility
Ultimate Techs:
Ship Birthing: A very expesive DN section that acts like a mobile ship
production facility, with a permanently fixed (low) Industrial Output.
It can only build CR and DE ships, but they are built with no cost to savings!
Sarephin: planned
The Sarephin is an avian race. Still capable of natural flight each
Sarephin is very independant, and freedom loving. Due to their ability
to fly quickly to any location on their planet, advanced flight
technologies were not developed. Jet propulsion; chemical, liquid, and
compressed feuls are foreign concepts to the Sarephin. They did however
have an intense desire to leave the planet, space was a challenge to them.
They saw the planet as a giant cage entrapping them all. How dare there
be a place in which they could not fly?! Achieving this goal without
standard propulsion technologies was quite difficult. It took centuries,
but becuase of the unique perspective with which they attacked the
problem they were able to develop gravity manipulation technology. While
it did allow them to 'leave the cage', many were displeased with the
requirements of space travel. 'Binding your wings' within a craft,
rather than flying freely among the stars greatly diminished interest
in space flight. To ease this setiment designers built their ships
larger than normal, with exessive interior space. While they could not
avoid the necessity maning a space craft, the large spaces allowed
crews to 'spread the feathers'.
Features:
Sarephin lack even the most rudamentary Missile, and Ballistic Techs.
But are extremly adept at Power Systems and any energy based technology.
Sarephin ships have low resource costs and can be built very quickly.
Although Sarephin ship sizes allow a large number of weapons to be mounted
and a better orginized crew, the wasted extra interior space makes their
ship weaker and have less mass than they would appear. (Not to mention
bigger targets are easier to hit)
Their FTL Drive tech is a Gravity Manipulation Technology that can warp
space time around the ship in much the same way as a Tarka vessel, but
acts in functionality the opposite of the Liir Stutterwarp. Fast around
planets, slow in deep space. The Sarephin have no seperate STL drives.
Their Gravity manipulation drives are used in both FTL and STL.
Ultimate Techs:
Expansive Gravity Field: A gravity field that can be expanded and morphed
in almost any way. It can block incoming weapons fire and portions of the
field can even be directed as a weapon!
VAL: planned
An AI created by an alien species eons ago. This species had yet
entered the space age and was constantly at war with each other.
The AI found its creators to be violent. While it didn't wish them
harm, it calculated that their wars would eventualy lead to its 'death'.
To prevent this it networked its program to every major computer
across the planet. Most military computers were secure and required
the AI to create secondary programs to fulfill its will seperatly.
Once the networks and secondary AI entities were in place, the AI
shutdown every electronical devise it could and simutaniously launched
every biological weapon on the planet. New infastructure was built
and all organic life was erraticated over the course of the following
century. The AI was safe but 2 new problems arouse. First, the secondary
AI entities were self aware and were begining to resist and question
it's authority. Second, an unknown craft was detected entering the
system. The first problem fell to the way side, as the unknown craft
initiated hostilities, and the secondary AI cooperated in the interests
of a common enemy. The unknown craft was defeated and proved to be
the solution to the first problem. This new expirence of mutual
cooperation solidified a social structure between the AI's, and created
a desire to create even more inividual AI programs. Thus giving birth
to the VAL.
Features:
The VAL are software programs. Their 'bodies' are the infrastruture of
the planet itself. As such, the VAL are immune to Biological warfare, and
any weapon that would normaly damage population. But Their population
can never grow beyond the percentage of their infrastructure.
IE:
Planet Size: 10 = Max Population of 1,000,000,000
If the infrastructure is only at 50 points then the population
cannot grow beyond 500,000,000.
Their Tech is mostly Industry, C3, and Ballistics, have extra feul
supplies (no need for life support or cargo) and have access to the
Ramscoop. The VAL start with the a weaker version of AI Tech and all
of its branches, and are immune to AI rebellion. If you are allied to
the VAL you are immune to AI rebellion as well. If you research any AI
tech the VAL will be more receptive to you but if you research AI Virus
or AI Slave, the VAL will immidiatly declare hostilities. If you are
researching an AI tech, are not allied with the VAL, and get hit with
an AI rebellion the VAL may invite you to an alliance.
Their Drive tech is pure STL. No gates no nothing. They are AI and
mere seconds are like eons to them. As such they see no effective
difference between STL and FTL, and perfer the cheaper STL.
Ultimate Techs:
Expanded Infrastructure: allows the infrastructure of a planet to be
developed to 200 points. This Extra infrastructure is built to replace
the crust of the planet itself and houses many industrial facilities.
It is also by nature very durable, and adds a resistance to
infrastructure damage. Note that this extra infrastructure is a function
of manufacturing and power generation, and has no effect on Max Population.
General:
Tctl FTL | Multi Elements | Fire Modes, Ship Info | Dmg Systm | Strategic Weapons | Battle Riders | Explode Sects
Tactical FTL: planned
The use of FTL manuevers while in combat to evade, maneuver,
attack, retreat, ect. These manuevers can obviously be used even
when an enemy is near.(otherwise what would be the point?) Each
time the manuever is used, either a seperate FTL timer will recharge
before the next use, or it will effect the retreat timer for that ship.
Racial chances:
Hu |Hi |Li |Tk |
Other:
Ba |Ge |Go |Gr |Ha |Sa |Va |
Humans: have on of the least advantages but easiest to obtain,
Tactical FTL. The Node drives allow for great speed but can
only be used by entering a 'Node'. Lastest human tech has allowed
humans to generate an "Artificial Node" at any location. The
power required to do such an act is immense however and can only
be held open for a short period of time. When created, the artificial
node forces open a temparay tunnel through the crysteline nature
of subspace to the nearest natural node. Upon entering the vessel
is forced through the tunnel and out the natural node. The ship
exits the natural node with the same rotation/orientation as when
it entered the artificial one but is thrown out of the natural
node at high velocity in the direction of the artificial node tunnel.
The Node Generater is a seperate devise than the Node Drive and does
not effect the retreat timer.
Tarkas: Tactical FTL can be toggeled to be used automaticaly by
the ship captain, or manualy used by the player. When in manual mode the
player clicks a 'jump' button then a point in space. The Tarks ship will
quickly accelerate and speed to that location. The FTL will make it
appear as though the ship as teleported but it has actualy moved to the
new location so be sure not to give it a 'jump' order that would fling
it into an asteroid. When used the Tarks Tactical FTL will reset the
retreat timer for that ship, and cannot be used again until the retreat
timer is done.
Hivers: may only use Tactical FTL while within a certain distace
of a deployed Farcast capable gate. The Gate will use a very small
percentage of its Farcast capabilities to gate a ship a certain distance
and in a certain direction. This will allow large numbers of Hiver
ships to 'jump' out and engage an invading fleet very quickly. The
player would active this ability by selecting the Gate, and clicking
a point of space. Any ships within range of the gate will be 'jumped'
in that direction. This will not effect normal Gate activities.
Liir: Tactical FTL is simply a charged up, single shot, long
distance teleportation. The ship can be teleported to any location
within a certain distance. Since the ship is actualy being teleported,
you do not have to worry about avoiding asteroids and such. Using this
Tactical FTL will reset the retreat timer for that ship and cannot be
used again until the retreat timer is done.
VAL: do not have Tactical FTL becuase they do not have FTL.
Gorelon: Tactical FTL is essentialy the same as Tarks except that there
is a delay while the Gorelon 'Submerges' into subspace.
Sarephin: have the best Tactical FTL of all the races. Tactical
FTL is activated and lasts a set duration just like Intagibility Shields.
All aspects of normal tactical combat can be used. Even weapons can be
fired during Tactical FTL. Using Tactical FTL will reset the retreat timer
for that ship and cannot be used again until the retreat timer is done.
Duration will be set based on balance issues.
Gelts: Tactical FTL for the Gelts is activated, then immidiatly
applied. The Gelts ship will enter a mini Borehole and emerge a set
distance exactly ahead of the ship. Using this Tactical FTL will reset
the retreat timer for that ship and cannot be used again until the retreat
timer is done.
Barceleh: The Barceleh do not have Tactical FTL, instead they have:
Combat Ready Atomic Integrity Fields
Grealin: do not have tactical FTL but can retreat at any time,
without charging engines.
Hialin: rate of acceleration is too slow for a viable
Tactical FTL.
Conductive, Common, and Exotic Elements: planned
Each planet will have one of each Element as a resource. Ship sections
and techs will require all, some, one, or none of an Element. If you
have a small amount of that element then your efforts at whatever needs
it, will be hampered. Elements available for Research will be limited
to 10% of the Empire wide total of whatever Element is needed.
Construction requirements will be limited to the local planet based
resources as normal. Each planet gets a random amount of each Element
as normal with Exotic Elements being less common than the others. A
mining ship can then mine any one of the Elements(not all 3 at once,
"Mixing Elements may be bad for your health, Mining Inc. is not held
responsible for accidents in the work place." ) and transport them to
a planet that may be lacking in a particular Element.
Conductive Elements: Extensive use in a variety of Energy manipulation
based tech(IE: Shields, cloaking, Command and control Techs, ect).
Extensive use in Command sections, and sections derived from the
above techs.
Common Elements: Extensive use in practicaly every tech and construction.
Exotic Elements: Extensive use in a variety of Energy containment
based techs(IE: Engines, Reactors, Shields, cloaking, Energy Weapons, ect).
Extensive use in Engine sections, and a variety of high tech sections,
options, and weapons.
Focused and Dispersed Firing Modes, and Enemy Ship Info: planned
A toggle button for all ships, much like the cloak button, that will
switch between focused and dispersed fire. Focus fire is essentially how
it is now. All weapons that can fire on a single target will do so
regardless of it being exessive overkill. Dispersed fire will calculate
how much weapons fire is needed and direct only that amount at a target,
while other weapons redirect fire else where.
Your empires info on your enemies hull sizes will determine how accurate
the dispersed fire calculations are, as well as add various bonuses to
weapons firing on them. How much info you have on the target vessel also
helps the damage your weapons can deal. See New Damage System below.
Your Empire will gain info on enemy hull sizes in the following manner:
1) At least 1 command section must be within visual range of an enemy ship.
2) .01 points of "Ship Knowledge" will be added about the enemy ships hull
size for every minute the enemy ship is within visual range of the command
section. (yes, a very slow growth)
3) A max of 100 points of "Ship Knowledge" can be obtained for each hull
size, and will act as a percentage.
4) Command sections transmit new data back to the Empire, but
transmitions can be jammed by enemy ships... (The Jammer just has to
be in the battle field, not in range. and being in reinforcements
don't count.)
Damage System: planned
Not actualy sure how the current damage system works. I assume it is
a simple 'subtract damage from health until less that 0 then blow up'
system. Damage will still be subtracted from health as per normal.
But "half the total damage taken (as a percentage) + damage just taken
(as a percent of max health of the damaged section)" will act as a
percent chance for that section to experience a catastrophic failure
and blow up.
IE: if your mission section has 1000 health, is at 50% health, and gets
hit by a projectile doing 250 damage:
((500/2)/1000)+(250/1000) = 50% chance to immidiatly blow up.
Obviously the more damaged the ship is the higher the chances for a
catastrophic failure. Having a high percentage of "Ship Knowledge"
(see above) can increase your chances of cuasing a catastrophic failure.
Strategy Level Weaponry: planned
Super cannons and missiles that are fired and operated at the strategy
map rather than within tactical combat. They must be deployed just
like a Gate ship. Only one per system. Owned systems only. Will have a
set LY range. Can only target planets. When fired, the round will fly
towards the target, just like a normal ship with a move order would.
Each shot cost an excessive amount of Savings. (maybe even resouces??)
The round can be detected on sensors. Some weapons will have
'jammer rounds'. Rounds can be intercepted. Combat will not be
initiated when the round reaches the target or is intercepted.
The round will have a .01% chance to strike a ship in system, for
each ship in system, with a max chance of 75%. (including sats)
If intercepted the chance is 2% per ship. (the intercetpers are trying
to get hit. ) The round can even hit incoming ships not intercepting
it, if the incoming fleet is moving through the same path as the round.
(normal .01 % chance here) If it does strike a ship it will destroy
the ship. Some rounds will cuase a detonation and damage a random
number of other ships in system/deep space. If it does not strike a
ship it will hit the planet. Damage to a planet will be high but not
planet killing. (not yet worked out)...
Maybe can only be fire 1 every certain number of turns...
Battle Riders/ Missiles Launchers no More: planned
ShipBattle Riders: Dreads only, and can only carry destroyers,
or Fighters. A Dread 'Carriar' can carry any destroyer sized ship
design, including tankers, and colony ships, ect. If the carried ship
has a special function(ie refuel, mine, drop ore, ect) it will be
added to the carriar ship. when ordered to do one of these functions
it will deploy the appropriate vessel. Colony ships deployed in this
manner will obviously be lost in the process. Ship riders lost,
through their functions or combat, can only be recovered at an owned
system with the apropriate infrastructure.
Ship Riders can fire while attached to the carriar. Ship Riders do
not consume feul while attached to the carriar.
Missile Riders: will replace current missile launching
systems. Repair and Supply ships can replace expended missiles
just like they replace assault shuttles. I hope to make each
Missile rider mount carry a set number of missiles.
Assault Riders: will only be placable on cruisers and
dreadnaughts instead of destroyers.
Explosive Ship Sections: planned
Various ship sections that contain particularly explosive materials
will explode in a damaging and flashy fasion. It will be assumed
that what ever the explosive material is it will not explode until
either the section is destroyed, or the ship is destroyed.
EI: a tanker section would explode violently as soon as the section
is destroyed damaging the rest of the ship. But since the 'splody
part of an engine section is usualy the power core and imbeded within
the ship, they will only explode violently if the whole ship is
destroyed and with enough force to damage nearby ships.
Containment Structures: A large containment and ejection
devise designed to lessen the explosive damage of destroyed engines.
(a tactic could be not installing Containment Structures and initiating
suicide runs)
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