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 My Prototype Combat System (Highly Prototype, Katana, Encrypted, etc.)

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Rook

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PostSubject: My Prototype Combat System (Highly Prototype, Katana, Encrypted, etc.)   Mon Dec 22, 2014 6:18 pm

Below is a screencap of a spreadsheet I have taken to allow an extremely simple combat system.



Basically, the top shows how defences for certain ships work, and how exploiting ships weaknesses allow you to do more damage than usual, that's pretty simple.

Below that shows ship weights, which is basically like different tier units and how they fight, what their purpose in the fleet is, and how many hit points they have, this also includes a veteren mechanic which may or may not be included into the game.

Obviously though these ships and their hit-points are just husks that can choose a protective suite for free, however what comes later is what weapons they are equipped with, therefore how many targets they can engage and so on and so forth.

The grid below that shows how likely it is for ships to engage each other, this usually means that light ships can hit Titan class ships fairly easily, doing little damage, but big Titan ships can hit smaller ships, and if they do its highly likely they'll rip them apart.

Obviously guys this is totally up to you whether you like this or take one look at this and look at your nearest dust paper bin. Below I posted examples of how a ships inventory would work (S1 and S2 Are when 2 slots are taken up by one weapon.)
And obviously each ship firing a weapon off would be a 1D12 Roll, but I like to think that while in our "script" as such the weapon only counts as one weapon. One energy weapon in script could be like 15 batteries in character focused on one dude, its open ended for RP, but its aligned fairly well in the script, obviously this isn't finished, and I have no idea what to do if someone rolls a 6 (Half damage maybe?)

CCC Is appreciated but I think this is close enough to aliens system without any unnecessary faff and no need to use a rather complex set of dice when the dice set we'd be using would be familiar but in no way hampering gameplay!
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Blitz
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PostSubject: Re: My Prototype Combat System (Highly Prototype, Katana, Encrypted, etc.)   Mon Dec 22, 2014 7:33 pm

It's fairly reminiscent of alien's system but,

What do the numbers for the defense type represent? If I have a light kinetic weapon and I shoot a shield, do I do TWICE damage or do I subtract 2? What about if I attack armor? Is that half damage or do I do 9.5 damage?

Where is the drawback to not creating 3 motherships with varying weapon types? Theoretically I can just do this and not have to worry about being hit by other weapons, since I'll be able to put every single type of weapon on 3 different motherships quite easily and I can just tank damage.

Repair should not be available to every ship, only ships which use up a component space for a repair module, and if they use it that should take up their turn.

Wins req? What is this?

How do you determine the damage? If you roll over a 6, do you just automatically do the full damage, minus whatever the defense type is? If so, this needs to go.







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Rook

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PostSubject: Re: My Prototype Combat System (Highly Prototype, Katana, Encrypted, etc.)   Mon Dec 22, 2014 9:19 pm

Blitz wrote:
What do the numbers for the defence type represent? If I have a light kinetic weapon and I shoot a shield, do I do TWICE damage or do I subtract 2? What about if I attack armour? Is that half damage or do I do 9.5 damage?

Defence is a multiplier, therefore having 2 means that the enemy is exploiting your defensive weakness, you do twice the damage, and by using the advantage of a shield the incoming hits do HALF the damage.


Blitz wrote:
Where is the drawback to not creating 3 motherships with varying weapon types? Theoretically I can just do this and not have to worry about being hit by other weapons, since I'll be able to put every single type of weapon on 3 different motherships quite easily and I can just tank damage.

I thought since its a "MOTHERSHIP" there should only be one per team, plus the ramped up cost, having a mothership in your fleet could be a good thing, but even IC and script wise, you don't want a slow reaction time because you can't spread your ships out, sure you can have a mothership and loads of huge vessels but smaller vessels cover more ground.

Blitz wrote:
Repair should not be available to every ship, only ships which use up a component space for a repair module, and if they use it that should take up their turn.

I was thinking Repair would be a temporary kill of your ship after it takes damage, and its HP stats remain the same, for every "Turn" your ship is on these repair hubs, you can RP doing repairs and you will also realistically RP not having your fleet at full capacity, able to jump everywhere at every drop of the hat.

Blitz wrote:
Wins req? What is this?

Wins Req is Wins required to achieve your veterency bonus, I would amount it to kills of ship of similar or bigger class, there's another disadvantage to spamming big ships, you're less likely to reap the rewards of veterency!

Blitz wrote:
How do you determine the damage? If you roll over a 6, do you just automatically do the full damage, minus whatever the defence type is? If so, this needs to go.

You determine the damage by judging if the roll is successful, and if that roll IS successful, you would have a hit, you then multiply the hit by the defensive bonus (x2 or 0.5) However, if you Roll a 6, (Possibly a 7 or 8 too I'm thinking now that you've pointed out this flaw). Your damage would be halved before going through the defensive multiplier.

-Ending Edit-

In short, I have this idea of a grand scale turn motion, so like, for the end of every every year In RP you would consolidate the resource bonuses you have achieved on the planets in terms of having some sort of galactic credits system, these m0nies could then be used to upgrade, retrofit or buy new ships.

New factors can be added, such as planetary defences and so on and so forth. However if planetary defences were a factor they would need to be private, as I see that as being something easily meta'd.


Last edited by Rook on Tue Dec 23, 2014 1:56 am; edited 1 time in total
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Thimble

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PostSubject: Re: My Prototype Combat System (Highly Prototype, Katana, Encrypted, etc.)   Mon Dec 22, 2014 10:11 pm

I think it's a decent combat system but I'll probably largely be ignoring it, no offense but I find that as we are quite limited in member-base I feel it's easier for us to police ourselves with admin oversight when it comes to RPing actual battles, although I won't fault anyone for wanting to resolve a conflict using these means.
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EyesofMarch
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PostSubject: Re: My Prototype Combat System (Highly Prototype, Katana, Encrypted, etc.)   Wed Dec 24, 2014 2:16 am

How will we be determining fleet sizes with this system?
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Rook

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PostSubject: Re: My Prototype Combat System (Highly Prototype, Katana, Encrypted, etc.)   Wed Dec 24, 2014 7:24 am

Credit points from the start, the admins agree on a round number then players go and build their ships and spend their points!
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PostSubject: Re: My Prototype Combat System (Highly Prototype, Katana, Encrypted, etc.)   Fri Dec 26, 2014 10:45 pm

Combat Posting format, as delivered below

Code:

(Code tags start)
Ship Name:
Gun 1 Target: <The Ship to be fired upon>
Gun 1 Type: <The Weapon Type of Gun 1>
Gun 2 Target:
Gun 2 Type:
Gun 3 Target:
Gun 3 Type:
Gun 4 Target:
Gun 4 Type:
Gun 5 Target:
Gun 5 Type:
(Code tags end)
[hr]
[size=18]<Ship Name>[/size]



Obviously 2 slot and 3 slot guns will all be roped under gun 1 firing, as you may very well know.
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