Hidden 9 yrs ago Post by TheUnknowable
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I think I'm done with a second faction, but I like them more than my original. Can I switch or use both groups at less than full strength?
Hidden 9 yrs ago Post by Willy Vereb
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I think I'm done with a second faction, but I like them more than my original. Can I switch or use both groups at less than full strength?
I don't think having a faction at both sides of the war is a good idea.
But you are free to choose your Dominion or FPA aligned faction until the game starts.
Speaking of which I think we have fair numbers now.
Anybody else besides me wishes to add units?
If not then I'll start evaluating the ships and announce the first battle in a few days.
Hopefully my computer returns from the repairs by then.

Hidden 9 yrs ago Post by Durandal
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All my vessels are in.
Hidden 9 yrs ago Post by TheUnknowable
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<Snipped quote by TheUnknowable>I don't think having a faction at both sides of the war is a good idea.
But you are free to choose your Dominion or FPA aligned faction until the game starts.
Speaking of which I think we have fair numbers now.
Anybody else besides me wishes to add units?
If not then I'll start evaluating the ships and announce the first battle in a few days.
Hopefully my computer returns from the repairs by then.


I'll play as my FPA faction, then. The Daughters are only really good at bum-rushing people, which would get old quickly. They could be fighter support, but that's also kind of boring.
Hidden 9 yrs ago Post by Keyguyperson
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Hopefully my computer returns from the repairs by then.


Welcome to the club.

Hidden 9 yrs ago Post by WilsonTurner
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I've still got to add fighters, bombers, carrier, heavy battleship, strike cruiser, and my cargoships.

Cargoships are a good indicator to the size of my fleets.
Hidden 9 yrs ago Post by TheUnknowable
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I've still got to add fighters, bombers, carrier, heavy battleship, strike cruiser, and my cargoships.

Cargoships are a good indicator to the size of my fleets.


I plan on adding such things later after "R&D".
Hidden 9 yrs ago Post by Willy Vereb
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I plan to add a bunch, too.
Like special ships that resupply warships in the middle of battle and alternatively used as fighter carriers.
I also need a few escort types, a battleship a dreadnought and multiple types of fighters.
So don't worry you still have time and besides I won't prevent people adding new ship types even during the game. You can use those for forming the next fleet for the following battle.

Anyways, as for the first battle it features the Dominion attempting to break through the neutral zone, filled with mines and FTL jammers.
Also sporting number of starbases on the FPA side albeit as you'll later see that may not give them such a serious advantage.
Dominion succeeding means they penetrate to to FPA territory before they muster a proper defense. Failure means the FPA can react in time and maybe even push the Dominion back in the next battle, taking the offensive role.
Hidden 9 yrs ago Post by Willy Vereb
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Anyways, timefor aroll call!
Post here if you're readyand don't forget to mention which civ you use and which faction they belong to.
It makes my job much easier and helps me to check the activity.
Hidden 9 yrs ago Post by TheUnknowable
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Here! Anarchic Trade Alliance, FPA
Hidden 9 yrs ago Post by Durandal
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Callax Hive- FPA
Hidden 9 yrs ago Post by WilsonTurner
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Hocklyn Slave Empire- the Dominion!
Hidden 9 yrs ago Post by TheUnknowable
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Do you have a formula for ship cost, or are you just going to estimate the values in your head?
Hidden 9 yrs ago 9 yrs ago Post by La Inquisidora
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@WilsonTurner: You might've been good for my sci-fi project.

EDIT: I'd like to join. FPA-aligned, though this faction I have in mind is a neutral collective in my sci-fi/fantasy project. I'll have to come up with some good reasoning for them aligning with a group.
Hidden 9 yrs ago Post by Willy Vereb
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Do you have a formula for ship cost, or are you just going to estimate the values in your head?
I do and also don't.
A strict formula lacks polish and overall unnecessary for a free play-by-post RPG.
Unlike with tactical simulators, tabletop games and such there's no set value for ships because it's subjective of your writing.
I do have a rough formula to compare the power of ships, though.
Generally I evaluate ships based on how well they perform against others. "How many average ships it can beat alone?"
That's the first viewpoint.
Then I consider other factors like what kind of roles it fills and how well it performs in them.
Lastly I look over the entire ship list and see if this ship has a notable synergy with other types.
Like having a bunch of unarmored ships and a "shield ship" which gives them proper protection.
It'd mean I'd make the shield ships more expensive.

I do have experience with this so it won't be too hard on me.
Still, I could make errors. You're free to argue if your ship is evaluated too expensive, although it'd most likely end with a compromise where you nerf your ship for it to cost less.
Also if a ship type turns out to be much more effective than I originally thought then I could revise its cost for the next battle.
Don't worry, it'll only happen in the most extreme situations.

Hidden 9 yrs ago Post by WilsonTurner
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Someone start a battle or something. Without something to keep my interest up, I'll never finish my fleet.
Hidden 9 yrs ago Post by TheUnknowable
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Here, Zoidberg. This should wake you up.
Hidden 9 yrs ago Post by WilsonTurner
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Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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The Orrors Templares




Spacecraft Overview

A fairly fast and ridiculously maneuverable ship with otherwise average stats.
Depending on how much your can use tactical FTL your ship's point cost can differ. Ignoring that I rate this around 400 points each. You need a ton of these to really threaten the big ships. Still, they would finish off average ships with ease and can make fighters irrelevant in battle thus the relatively high cost.
Crusader-class Patrol Frigate - 300 points
The Hocklyn Slaver Empire

Stellar Dominion



Spacecraft Overview
Ugh this is going to take forever





this is taking forever and I'm suffering from a severe case of not-giving-a-shit-about-anything, so I think I'm going to put this here until I summon the interest.
Lemme see:
Cirrus-class as we discussed before is deceivingly versatile. Its stealth and mobility can often compensate for its awful protection.
And if neccessary it can even boost its protection considerably for survival. As a writer this is quite an important tool.
On the other hand it seems you never changed the ship's weapon to what I suggested.
So one shot per every third hour is cripplingly low an you need to use them with care.
Let's say 1000 points per ship, so long you don't go overboard with their numbers and begin to spam these.
Cirrus-class Lightship - 1000 battle points

Monarch-class Dreadnought is basically a giant tank of yours. It has excellent armor, great number of point defenses and averagely powerful weapons and practically the capacity to decimate an entire fleet of average ships. Thus it both has the defense rating and "aggro potential" to draw fire away from your more fragile vessels. Hopefully it works because your ship is going to be surprisingly cheap.
2000 battle points sounds like a good guess for now.
Monarch-class Dreadnought - 2000 battle points

Striker Light Cruisers are basically cheap mobile point defenses to you. They are weaker than average ships in general but their missile firepower can momentarily transform them into a threat. Its features versus its drawbacks balance each other out so 100 points sounds about right.
Striker-class Light Cruiser - 100 battle points

United Federation of Terragen Species

Free Planets Alliance

Spacecraft Overview
this is where you post your Spaceship profiles. Fighters and other small craft also need their own profiles but you can cut a few corners on those.

Alright, you have only one ship listed here. Hopefully you can get your comp back and work on other types.
Yup, this is a Superdupahdreadnought. It has insane efenses and firepower but lumbering speed which means it won't really evade enemy attacks at all.
Its superweapon is also seem to be better equipped against really slow or even "stationary" targets. Still, this is a mayor breakthrough units and with 10 secondary cannons in the Dreadnoughtish class would rip through many vessels in its way.
Still it's a big magnet of enemy firepower and just a few sufficiently strong ships working together can break it.
I say 12,000 points sound like a deal here.
You probably can't use this ship for the smallest battles and spamming this class would be practically pointless so it sounds okay.
Pride of Terra Mothership - 12,000 battle points
Yup, it's over 9000

Anarchic Trade Alliance

FPA





Spacecraft Overview






Well, your asteroid miner is anything but standard. Unless you mean it's almost comparable to standard warships.
I suppose I can ignore power output stat if your "mining beam" is 10 points above that. Still, your ship is below what a warship can do so they worth around 40 points. Nice for swarm tactics.
Asteroid Miner - 40 battle points

Core Miners are circa like standard battleships in power, though a bit inferior. 80 points should suffice.
Core Miner - 80 battle points

Korushte are fun additions. They are basically light to medium ship killers with many neat abilities. Don't expect their energy drain ability to stand much chance against heavier vessels, though. Even in swarms it's going to take quite a while...if they even get through the shields. Either way these things are deadly, especially if you consider their fighter-like size and mobility combined with durability to shrug off point defenses. 200 points should suffice, though.
Korushte - 200 battle points

SSS Defense Carrier is basically your dreadnought/flagship, indeed. They are kinda similar to the Korushte except you also gave them heavy-hitting weaponry. Their special missiles can get you some tricky advantage but like with the Korushte they won't do much against dreadnoughts unless you spam them a lot. Regular missile may be more efficient to do their job here but oh well. Still you have a ship with 80/80 defense, 40/40 speed, relatively small size and a 70-power main cannon. You'd massacre anything below you albeit you'd be hard pressed to fend off an offensive-focused dreadnought. 1600 points each.
SSS Defense Carrier - 1600 battle points
BTW, since your drone fighters are so weak I give them you for free, as much as your ships can hold.

SSS Escort Frigates are basically your basic ships it seems. The ion cannon may be an advantage in 1-on-1 but it won't be too big. Maneuverability and smallish size is an issue but for now I think 100 points is a fine trade.
SSS Escort Frigate - 100 points

The Callax Hive

Free Planets' Alliance




Spacecraft Overview
Callax ships, lightly built and designed with specific tasks in mind, are able to compete with most other warships their size or larger. Specially-built armor of refractive lattices supported with non-Newtonian fluids provides armor that is durable yet uncumbersome. Emphasized is the ability of striking quickly and devestatingly with the first blow, rendering Callax ships nimble and heavily armed at the expense of armor and some sensor equipment.











Well, as I warned you your ships won't be too cheap.
It also depends on how often and how quickly you can activate your tactical FTL method.

But let's see, starting with the Akuhal. It's basically a standard ship in durability/power but with ridiculously good point defenses in comparison and of course its fighter-like speed and maneuverability. Well, becaue it has rapid tactical FTL jumps in addition and other features it's even more costly than SgtEasy's frigate. 600 points apiece sounds okay. As for its suciide crash, I mostly ignored this because any ship can do that. It's their fault if they can't defend against it and the power of such crash is more subjective than just giving it 95 power.
Akuhal Capital Hunter - 400 points

Gethori class is somewhat heavier but also similarly slower. What really changes is that it has a dreadnought-class energy projector to one-shot man kinds of ships. Combined with its range and speed it's almost guaranteed to take down the equivalent of its cost. It does lack tactical FTL or stealth so the situation isn't as with Wilson. It's still a decent fire support unit. It does elude me why you aded 15 fighter escorts when your 25 gravity-based point defenses are already much better.
Gethori Strike Cruiser - 1200 points.

Tunin seems to be your mobile defense ship. Having it to be equipped with a jammer is a good move while making it overall weak. It's still ridiculously fast, though. But with the jammer I suppose it can't o any tactical jumps to escape. I also wonder on its mechanism. Can it jam something which was accelerated to superluminal velocities in real space with no source providing further propulsion? Yep, this question was strangely specific for a good reason
Tunin Light Frigate - 300 points

Tulai seems to be an interesting vessel. It has ridiculous amount of weapons and I have a feeling its 38-power Assault Cannons would have far more use against fighters and light vessels than anything above a standard warship.It appears to lack tactical FTL, though.
So it's just a really fast ship with extreme amount of weapons with great balance.
Tulai Heavy Frigate - 200 points

Prasjek Destroyer seems to be the middle ground between the Akuhal and Gethori. It has great firepower but getting too close might be too risky. Tactical FTL can help a lot, though. So its more decent firepower. Still, the change isn't that serious. You'll lose several of these before being able to down a dreadnought. Use them in swarms and expect loses for victory.
Prasjek Destroyer - 600 points

That's it for now.
Remember that my decision is far from final. This is only the first round.
You're free to argue about your ships and if you give me a good reason I listen and will adjust the point costs.
Also remember that this is only the first battle.
It's going to be more or less a stress test.
If something seems to go wrong I'll tweak the ship costs again and again. Until it works the best.
Also remember that while I used a certain scale to evaluate the power of the ships, in the end these are all just subjective.
What matters more is your writing skill to utilize these while respecting the other.

Hidden 9 yrs ago Post by Durandal
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@Willy Vereb

Good question about the Gethori. Don't really know why. Added defenses since they'll be semi-isolated I guess.

As to the Tunin, it slows all superluminal objects to lightspeed which still means insta-death for anything being touched by the projectile. And the Tulai's cannons are 25-power, 38-count, not the other way around. Which is probably worse, but yes, the cannons are just there to spam shooty stuff at small stuff. And because one can never have enuff dakka.

Other than that, I don'y really see any problem with the points.
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