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  • [Space] Ideas for ship creation
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[Space] Ideas for ship creation
Tweet Topic Started: Jan 2 2009, 07:13 AM (1,216 Views)
Nuke Jan 2 2009, 07:13 AM Post #1
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At the request that we develop a simpler system for creating space ships, I have concocted the following system. Before we approach making it official, let's partake in some creative discussion first.

We'll have a list of weapons. It will be a diverse list, using technology from a host of sci-fi related series (i.e. Star Trek, Star Wars, Battlestar Galactica, Halo). You can chose from that list the types of weapons, as well as additional equipment (like cloaking devices and fighters; I'm not certain if we'd need to add engines in with the equipment, so let's leave that open for discussion), that you can put on your ships. The weapons will be broken down into two basic types: heavy and light.

There will be seven different classes of starship (ignoring smaller ships for the moment): escort, frigate, destroyer, cruiser, battlecruiser, dreadnought, and battleship. Each will have a specific number of weapons and equipment that can be placed on its hull (called "hardpoints"). For instance, a cruiser might have 12 hardpoints that can be used to mount 12 weapons systems. Each class can equip only a certain number of heavy weapons (i.e. a cruiser can only have four heavy weapons out of the 12 hardpoints allotted to it), the rest of its hardpoints being allocated to light weapons and equipment.

The rest is all up to you. What you want to do with your ships is limited only by your imagination (and what is acceptable for a RP).

Here's a preliminary weapons/equipment list. Please feel free to add any weapons I've missed thus far.

Spoiler: click to toggle
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By Devious_Tyrant


What do you think?
Edited by Nuke, Apr 19 2009, 05:49 AM.
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The Dragon Jan 2 2009, 02:36 PM Post #2
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a fyi, Dreadnaughts are bigger than battleships.

I'm assuming the MAC is a particle accelerator, if not then we need to add one.

Also I think we'll need a description of what each does.

I also don't see Repulsers (tractorbeams same thing different direction)
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Trostia Jan 2 2009, 06:11 PM Post #3
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I like the idea of heavy/light weapons, the idea of having classes, and hardpoints.

But I think we should just have some broad categories of weapons, which each take X hardpoints per light/medium/heavy weapon. That way everyone can have a custom double-linked plasma lance mark two's, but we don't need to compile a gigantic list to choose from, and it's all the same since it's a heavy energy weapon.
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Nuke Jan 3 2009, 05:47 AM Post #4
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The Dragon
 
a fyi, Dreadnaughts are bigger than battleships.

I'm assuming the MAC is a particle accelerator, if not then we need to add one.

Also I think we'll need a description of what each does.

I also don't see Repulsers (tractorbeams same thing different direction)


I used the Star Trek: Starfleet Command setup for the ship classes, in which dreadnoughts are smaller (yet overall more practical) than battleships. I think it's best to leave battleships as the biggest, not based on the SFC thing I mentioned, but because people who are unfamiliar with space tech do tend to have at least a basic understanding of regular old navy warships (and thus that battleships are the real big badass ships).

MAC is a particle accelerator. I added both to the list, but in effect they're the same thing.

Trotsia
 
I like the idea of heavy/light weapons, the idea of having classes, and hardpoints.

But I think we should just have some broad categories of weapons, which each take X hardpoints per light/medium/heavy weapon. That way everyone can have a custom double-linked plasma lance mark two's, but we don't need to compile a gigantic list to choose from, and it's all the same since it's a heavy energy weapon.


I like that. It's more detailed (with hardpoints per weapon) yet offers more freedom overall.

I think it would still be wise to have a list of weapons, but only for reference (to give people ideas about what they could put on their ships).
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Trostia Jan 3 2009, 08:00 AM Post #5
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one thing - I'd put plasma torpedoes under Projectile, since even if they have a plasma warhead their primary characteristic is as an expendable, guided munition. Similarly I'd put particle accelerator under Energy weapons since they would behave almost exactly like lasers et al.
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Nuke Jan 3 2009, 08:47 AM Post #6
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Alright, here's a more "developed" system using what we've discussed thus far.

Each ship class will have access to a specific number of heavy/medium/light weapon slots (that is, individual areas on a ship that can house a weapons system, NOT i.e. six different weapons systems; also note that these areas can alternatively house a particular type of equipment, i.e. a hangar), and can assign a specific number of hardpoints to each class (that will be distributed across all weapons). Here's the setup for each class:

Escort: 4 weapons (one medium, three light), 6 hardpoints
Frigate: 6 weapons (two medium, four light), 10 hardpoints
Destroyer: 8 weapons (one heavy, two medium, five light), 12 hardpoints
Cruiser: 10 weapons (three heavy, one medium, six light), 18 hardpoints
Battlecruiser: 12 weapons (four heavy, eight light), 20 hardpoints
Dreadnought: 16 weapons (six heavy, ten light), 30 hardpoints
Battleship: 20 weapons (eight heavy, twelve light), 35 hardpoints

Note: a ship may mount medium weapons in slots appropriate for heavy weapons, but not vice versa (thus, a ship that can hold four heavy weapons could be equipped with three heavy and one medium weapons, or any combination of the two).

What do you think of that setup?
Edited by Nuke, Jan 3 2009, 08:47 AM.
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Trostia Jan 3 2009, 09:05 AM Post #7
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I'd prefer not to have specific limits on the numbers of types of weapons other than the hardpoint values. It should be possible to have a ship with just one weapon - an artillery ship. Conversely it should be possible to have a ship with all light weapons. Its a little hard to see how that is possible with the weapon slots, but I may be just getting confused.
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Trostia Jan 3 2009, 09:52 AM Post #8
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How about this?

Each ship can have a number of points, P, based on class.

Patrol: 1-9
Escort: 10-19
Frigate: 20-29
Destroyer: 30-39
Cruiser: 40-49
Battlecruiser: 50-59
Dreadnought: 60-69
Battleship: 70-79

That allows for ships in the same class to be cheaper and/or lighter, or heavier.

Then weapons.

light weapon: 2
medium weapon: 6
heavy weapon: 12

adjust the point values as needed.

Then everything else. Things like armor, shields, engines, crew-based things should all be based on the classes total points (P), cuz they're relative to the ship's size.

small engine: P/9
standard engine: P/5
large engine: P/2
FTL drive: P/9
light armor:
medium armor:
heavy armor:
small shield generator:
standard shield generator:
large shield generator:

etc adjust as needed so that its possible to have a battleship with the heaviest of armor, a good set of weapons and shields and the heaviest engine (as it needs it) and a FTL drive and not possible to have uber-cruisers at the same time.
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The Dragon Jan 3 2009, 02:48 PM Post #9
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I like the grouping of hardpoints for bigger batteries (light med heavy) as thats how you get bigger ones in traveler.

I'll have to look more into your second part after the coffee's kicked in.
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Nuke Jan 4 2009, 04:56 AM Post #10
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Trostia
Jan 3 2009, 09:05 AM
I'd prefer not to have specific limits on the numbers of types of weapons other than the hardpoint values. It should be possible to have a ship with just one weapon - an artillery ship. Conversely it should be possible to have a ship with all light weapons. Its a little hard to see how that is possible with the weapon slots, but I may be just getting confused.
I meant to add in the note in my post that you could substitute light weapons for the medium and heavy weapons slots (but not vice-versa).

I like the idea of adding in engines, armor, and the like by taking up part of a ship's allotted hardpoints. I also think it would be simpler that instead of using an equation for the equipment for each ship, we go ahead and do the work of providing the individuals costs for equipment for each class (using the logic that the more work we do and thus the less work that someone else has to, the greater the likelihood that someone will become involved; we've already seen with the Traveler system that leaving TOO much up to someone acts as more of a discouragement).
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Nuke Jan 10 2009, 04:46 AM Post #11
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I'll be updating this later tonight with about as advanced a system I can get with what we've agreed on this far.
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Nuke Jan 10 2009, 05:45 AM Post #12
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Right then, here's the full plan (so I'll be restating some things).

We will have seven classes of ship (to be extended later on to include stations and non-combat ships). Each class will be given a certain number of points that can be used to purchase equipment, hardware, and weapons (collectively known as "hardpoints") to be placed on its hull. Each particular type of hardpoint will have a price attached to it. A class of ship may purchase as much equipment as it has points for.

These are the classes along with their point values:

Escort: 1-9
Frigate: 10-19
Destroyer: 20-29
Cruiser: 30-39
Battlecruiser: 40-49
Dreadnought: 50-59
Battleship: 60-69

Attached below is a basic chart that shows an assortment of weapons (broken down into heavy, medium, and light categories), equipment, and hardware that can be put on a ship:

Spoiler: click to toggle
Posted Image


(I need more weapons on this chart, too)

The red numbers in parentheses denote the cost of each type of hardpoint.

So, let's do an example.

In this instance, I will build a battlecruiser (and, given that I'm RPing the United Federation of Planets, let's make this an Excelsior-class starship). I have a maximum of 49 points with which to buy hardpoints. Here's what I'll buy:

2 Large Sublight Engines: 8 Points
4 Photon Torpedo Lanuchers: 8 Points
1 Long-range (Type XIII) FTL Drive: 4 Points
1 Heavy Shield Generator: 4 Points
1 Hangar/Shuttle Bay: 2 Points
13 Phasers: 13 Points
4 Missile Racks: 8 Points
2 Type F Plasma Torpedoes: 2 Points
Total: 49 Points

In another example, let's say I want to build a destroyer. I have a maximum of 29 points with which to buy hardpoints: I'll buy:

2 Medium Sublight Engines: 4 Points
1 Medium-range (Type VII) FTL Drive: 2 Points
1 Medium Shield Generator: 2 Points
2 Hellbores: 4 Points
2 Fusion Cannons: 4 Points
2 Gatling Phasers: 2 Points
7 Phasers: 7 Points
1 Hangar/Shuttle Bay: 2 Points
1 Cloaking Device: 2 Points
Total: 29 Points

It's not required to use the maximum number of points, but it's a waste not to. However, the range of points allow you to build a multitude of different kinds of ship within each class (i.e. for a cruiser class, you could have a fire support cruiser, a command cruiser, heavy cruiser, medium cruiser, drone cruiser, and a pimp mobile).

Now, I'm thinking we could actually apply this to the Military Equipment chart Trotsia created. I don't think it'd take much to change it so that we could use it for this.

So, what do you think?
Edited by Nuke, Jan 10 2009, 05:47 AM.
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Trostia Jan 10 2009, 05:59 AM Post #13
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Nice. I agree with everything.

I could make a pretty simple excel sheet specifically for this; I think that'd be easier than converting the military equip chart (what with its manpower, army/navy/air force and Level1/2/3 units etc).

We do need more equipment.
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Nuke Jan 10 2009, 06:11 AM Post #14
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I'll do some research, see what I can find. I'll post back here with an updated list shortly.
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Trostia Jan 10 2009, 06:51 AM Post #15
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some ideas for heavy weapons

Heavy Disruptor
Spinal Mount Fusion Cannon
Polaron Accelerator Cannon
Isolytic Subspace Weapon Launcher

some light weapons

Kinetic Rockets
Micro-Photon Torpedo Launcher

Armors (can only get one)

Monotanium (1)
Duranium (2)
Bioarmour (2)
Ablative Armor (2)
Duranium/Tritanium Alloy (3)
Kelindide (3)
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Nuke Jan 10 2009, 07:01 AM Post #16
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Nice. I'll add those.
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Nuke Jan 10 2009, 07:37 AM Post #17
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Alright, here's an updated weapons chart.

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Trostia Jan 11 2009, 09:42 AM Post #18
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So I made a spreadsheet for this. Thoughts?
Attached to this post:
Attachments: Ship_Design_v1.xls (31 KB)
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Nuke Jan 12 2009, 02:42 AM Post #19
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Completely, totally, utterly, inexcusably, and absolutely excellent. This should do nicely.

Before we make it official, is there anyone else who wants to put some input into this? There are bound to be more ideas out there, so let's hear them out now.
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Nuke Jan 12 2009, 03:24 AM Post #20
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Wait, found a problem, and I have a suggestion. For the Hangers, the medium and large hangars have the same fighter complement. If the large has the same capacity as the medium, then there's no point in buying the large one, eh? The large one should have a capacity of 100 fighters. Also, I think that ships should be able to have more than one hangar, otherwise the role of carries will be pretty much diminished as any regular ship can just carry a few squadrons of their own.
Edited by Nuke, Jan 12 2009, 03:24 AM.
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