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[Space] Building Ships [Defunct]; DT's Guide to the Final Frontier
Tweet Topic Started: Jan 19 2009, 04:02 AM (1,925 Views)
Nuke May 18 2009, 03:42 AM Post #41
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Well, I knocked down the super-heavy weapons from 12 to 10, and heavy weapons from 6 to 5. Armor, both engine sets, and shields I adjusted marginally (added 2 to every value, e.g. something divided by 24 is now divided by 26). Overall, I'd say you can put roughly 15-20% more crap on your starship hulls. That being said, adding in the "special capabilities" and making cloaking devices variable dependent upon class should eat up a good portion of that extra space.

Also we've got super battleships. Might want one or two of them.
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Nuke May 21 2009, 05:10 AM Post #42
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I've been writing a Wiki article for all the weapons we've got. So far I'm partly through the Medium weapons section. I'll finish it over time.

http://dtrp.net76.net/mediawiki-1.5.8/index.php/Weapons
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Trostia May 30 2009, 05:32 PM Post #43
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Using the current system, the standard fighter has a point value of 0.25, a heavy fighter twice that. But both are less than the point value of even something as minimal as a cockpit!

I am starting to think it would be better to make the ship design system able to design Fighters and strikecraft (dropships) as well. Then, to carry fighters, a ship would simply have a hangar size equal to X points, where X is enough to contain the point values of the intended strikecraft.

We would add a category of very small weapons; Fighter Weapons.

This would allow the Draki to have their Traveler-style battle-riders etc.

This would enable different types of fighters, dropships etc each with their own design.
Edited by Trostia, Jun 11 2009, 11:01 PM.
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Dr. Awesome Jun 8 2009, 02:05 AM Post #44
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Nuke
May 21 2009, 05:10 AM
I've been writing a Wiki article for all the weapons we've got. So far I'm partly through the Medium weapons section. I'll finish it over time.

http://dtrp.net76.net/mediawiki-1.5.8/index.php/Weapons
Do you know when it will get finished?

I would like to really know what my weapons are and what the do before I go to wars.
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Nuke Jun 17 2009, 02:16 AM Post #45
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Wow, I've missed this thread totally.

I think a strike craft generator would be perfect. Traveler has one in the other thread, and it works great. It would be of great benefit to have on here too.
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Dr. Awesome Jun 17 2009, 03:43 AM Post #46
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I think we should something for Elite Fighters, although they would cost alot, then would be more effective then just those normal people an normal ships.
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Trostia Jun 17 2009, 04:40 AM Post #47
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Okay, version 3.2 is out.

-Added Strikecraft Design sheet. Works like a smaller and simpler version of the ship design sheet. "Heavy" strikecraft can have 0.9 points. Since 1 and above are Ships, I figure that's a good cut-off.
-Added Fighter Weapons and Fighter Engines to use only for strikecraft. Fighter Weapons include munitions (individual kinetic rockets, missiles, bombs etc) as well as guns and launchers.
-Added a Strikecraft Database. When you post fighter designs on the forum and I will add them to this, and then they will be available for during ship design.
-Added a Ship Class Database. Works the same as above, but you only need it during the fleet/squadron organizer.

Also a ship weapon here or there.

So now looking for more fighter weapons, but it works for now. Lemme know what you think. Also I will try to add any fighters to the database quickly.

Edit: Added new fighter weapons.
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Attachments: Ship_Design_v3.2.xls (82 KB)
Edited by Trostia, Jun 18 2009, 04:15 AM.
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Dr. Awesome Jun 17 2009, 02:14 PM Post #48
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The fighter thing works fine for me.

btw Here are some more fighter weapons.

Normal Laser
Proton Torpedos
Ion Cannons
Turbolasers
Concussion Missiles

(yes, I am a starwars fan)

Also, I did post some fighters in my S-U Factbook thread
Edited by Dr. Awesome, Jun 17 2009, 02:17 PM.
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Trostia Jun 17 2009, 04:10 PM Post #49
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k I am adding your fighters to the database as we speak.

I like the weapons, tho I'm not sure if an Ion Cannon is something you'll find on a small craft.
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Dr. Awesome Jun 17 2009, 04:57 PM Post #50
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Ion Cannons are found on Y-Wing bombers, TIE Defenders, B-Wings and numerous other fighters and bombers withen starwars, they are just smaller verisons.
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Nuke Jun 18 2009, 02:44 AM Post #51
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Weapons I'd add: Pulse Cannon (single and dual), Micro-Quantum Torpedo Launcher, Type V Phaser Emitter, Light Gatling Phaser, Light Hellbore Cannon, and Light Fusion Cannon.
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Trostia Jun 18 2009, 04:16 AM Post #52
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Kay, I added those fighter weapons. Didn't make it a Launcher per se, but the torpedo itself. Launcher assumed. Or I could add a separate launcher, but I like the idea of loading up with different amounts of munitions.
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Nuke Jun 19 2009, 03:13 AM Post #53
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Even better.
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Dr. Awesome Jun 19 2009, 03:27 AM Post #54
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My (shitty) strike craft are in! Dat is l335!
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Nuke Sep 29 2009, 04:05 AM Post #55
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I've been playing Mass Effect the last couple days, and I figured it would be cool to "jack" some of their shit and add it to the chart.

So, I've added in those weapons to use on my ships.

Specifically, I've created the following systems:

Heavy Weapons:
Javelin Turret: This is an externally-mounted system, with two or more disruptor torpedo tubes (see Medium Weapons below) that are focused out to a certain pre-set range. The torpedoes are fired in such a fashion that when they converge on the target point, the explosion of their warheads causes a resonance of the mass effect fields (basically it makes the gravimentric effects talked about below a whole lot more intense). They are a one-time-only use weapon, and are designed for close-range use.
Heavy Missile Rack: A bigger version of a standard missile rack. This can either mean more missiles, or the capability to carry larger missiles.

Medium Weapons:
Disruptor Torpedo: These torpedoes carry a heavy warhead that generates a mass effect field at the point of detonation. In English, that means it creates a destabilized portion of space by ripping into the curvature of space-time. The gravimetric forces can wreak havoc on a ship if it gets caught in such a field, making these fairly nasty weapons. Unlike tricobalt torpedoes, however, these weapons do not rip holes in subspace, and thus are far more "eco-friendly."
Laser Turret: Just a generic laser turret.

Light Weapons:
GARDIAN Turret: General ARea Defence Integration Anti-spacecraft Network, this is a laser-based point-defense system designed to defeat enemy fighters, incoming projectile weapons, and ground-based targets (such as vehicles).

Strikecraft Weapons:
Disruptor Torpedo: This is a single disruptor torpedo (in actuality, it's a missile with the warhead and targeting systems of a standard disruptor torpedo, as a fighter-mounted version does not need the larger systems used on starship-based systems) mounted somewhere on the craft that can be fired at a starship-sized target.

I've also added a Transporter Room in the special equipment section. I was always bugged by this, since it seemed as if I, being the Federation, was somehow "exploiting" the system by not having it in the chart. This should also help to definitively determine who has transporter technology, and who doesn't.

Lastly, I've added a variant to the Cloaking Device, called rather simply the Stealth System. This is a sensor-based system that masks a ship's energy signature (specifically by eliminating its heat signature, both from internal systems and from its engines, allowing it to blend in with the absolute-zero background of space). Visibly the ship will be completely detectable, but given the reliance of most ships upon sensor systems, visible detection is irrelevant.

So, nless you're using transporters as a part of your civilization's technology, you do not have to do anything to update your fleet. No values were changed in this little update. All I did was add some more stuff for us to play with.

And of course, if you have anything you'd like to add to the chart (or for that matter, like to see removed), just say so.

Oh, I also increased the number if Industrial Equipment slots from one to three. If you want to be able to have a ship with all the avialable industrial equipment, then you damn well ought to. I did the same for the Special Equipment section (adding in four more slots, for a total of 6) so that you can have all six types of special equipment.

Version 3.3 will be attached in the first post.
Edited by Nuke, Sep 29 2009, 04:48 AM.
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Antartis Oct 10 2009, 11:01 PM Post #56
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Any chance the sheet uses XLS format instead of XLSX, so I can give it a go?
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Nuke Oct 11 2009, 12:43 AM Post #57
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Try this one.
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Trostia Oct 30 2009, 11:14 PM Post #58
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This version adds some Enslaver things that no one but Enslavers can use.

But it's sorta cheating to look at them. Try not to look at them IC if you know what I mean, no "I hey, I suddenly just imagined the inner workings of their ships for no reason" solutions in RP and stuff. ;)
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The Dragon Nov 6 2009, 03:01 AM Post #59
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Oh, I find it quite fun to know far more than my characters/nations/species know, and working on how they may stumble upon (or over) something that may enligten (or enslave) them.
DT RP: Draki (old nationstates page) - Wiki - News (old news thread) - Image Gallery

Space: Nth'ch (old nationstates page) - Nth'ch images - Bug Ships - Note, Original space race was De Dragon but changed to the Nth'ch to create an insect race.
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Antartis Nov 26 2009, 12:13 AM Post #60
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Question: What is the difference between a Cloaking Device and a Stealth System?
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