Author Topic: Space Combat System  (Read 3456 times)

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Offline GroxGlitch

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Space Combat System
« on: January 02, 2010, 02:25:44 pm »
This is a system I came up with that for combat between spacecraft. That's pretty obvious from the title. Allow me to explain, using the P.S. Pride as an example

Attribute system
Health of vehicle:400 HP
primary weapon system damage:160
primary weapon system range:6
secondary weapon system damage:~ (instant kill, can only be used once per game)
secondary weapon system range:14
speed:4
shields:800
EDIT:Size:2

Explanations
Health:This is the health. That's a duh!
primary weapon system damage:The amout of damage the ship's primary weapons do.
primary weapon system range:the number of grid spaces the shots are effective in.
secondary weapon system damage:the amout of damage the secondary weapon(s) do. For the Pride, this is it's Antimatter Cannon, as an example.
Secondary weapon system range:This is the number of grid spaces the shot is effective in
speed:The number of grid spaces the ship can move each turn.
shields:these have to be depleted before the hp starts to take damage. This takes damage in the same way as the HP.
EDIT:Size:The amount of space, in grid squares, that the craft takes up. Minimum is one.
« Last Edit: January 02, 2010, 02:29:14 pm by GroxGlitch »



Offline GroxGlitch

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Re: Space Combat System
« Reply #1 on: January 02, 2010, 02:28:27 pm »
Sorry, needed a second post.
The grid is comprised of a group of squares used for movement and firing weaponry. You can use effectivly any size grid, as long as it can hold your fleet. For example, I'm not going to field a Photos Task Force (25
Dreadnoughts) on an 8x8 grid. It isn't big enough.

Offline GroxGlitch

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Re: Space Combat System
« Reply #2 on: January 02, 2010, 03:10:01 pm »
Anyone? Is this good? Is it bad? Do I need to add more examples?

Offline GroxGlitch

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Re: Space Combat System
« Reply #3 on: January 02, 2010, 03:12:33 pm »
Yeah, essentially. It can be decorated with details like asteroids and such that take up grid space. I'll show some grid examples in a minute....just need to make them.My examples are supposed to be a Sensor readout.
« Last Edit: January 02, 2010, 03:16:30 pm by GroxGlitch »

Offline GroxGlitch

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Re: Space Combat System
« Reply #4 on: January 02, 2010, 03:24:08 pm »
Ok. Here is my example

Blue blips are Photos, Red are Shadow, grey is open space, and black is unpassible, supposed to be an asteroid. This is on a simple 9x8 grid. Essentially, you would set it up, take your turn, then your opponent would take it, edit it with his actions, then repost it, updated. Simple?

Offline UFO King

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Re: Space Combat System
« Reply #5 on: January 02, 2010, 03:52:23 pm »
Very much so. While not essentially realistic, it looks like a programmer such as Plank of Wood could create a computer game based on it. It also looks like great fun.
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Offline GroxGlitch

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Re: Space Combat System
« Reply #6 on: January 02, 2010, 04:44:53 pm »
I made this because I got thinking about how chaotic space battles can get in an RP,so I figured if I could make a decent system to help streamline the combat and help make sence of it, it might help solve some RP problems. And this could be made into a metagame in and of itself, setting up non-cannon battle between mighty space armadas. There could be variations, such as capture the flag, It could be expanded for ground combat, something I plan to do, with a few modifications. You could have both, with special ground units on a space station while their navy trades salvoes. It's simplicity makes it flexible. If anyone wants to make a profile for their race's ships, just follow the example in the first post, with the Health, size, yadda yadda yadda. Speaking of which, I'll post my ships now:
GENERATION I POSIDEON DREADNOUGHT 
Health of vehicle:400 HP                     
primary weapon system damage:160
primary weapon system range:6
secondary weapon system damage:N/A
secondary weapon system range:N/A
speed:4
shields:400
Size:2
GENERATION II POSIDEON DREADNOUGHT
Health of vehicle:1600 HP                 
primary weapon system damage:240
primary weapon system range:8
secondary weapon system damage:N/A
secondary weapon system range:N/A
speed:4
shields:800
Size:2

Offline Yuu

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Re: Space Combat System
« Reply #7 on: January 02, 2010, 08:49:01 pm »
Nice, simplistic system without much frills.

Easy on the mind, which is a HUGE plus. :)

The only problem would be deploying it in 3D, though. So, I guess it depends on the people sing it on how they'd deal with that.

With MSPaint and a simple grid, you're all set. :)

Offline Kitkat

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Re: Space Combat System
« Reply #8 on: January 02, 2010, 08:50:48 pm »
Using ships from my scale thread could make nice little avatars for the grid.
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Offline martyk

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Re: Space Combat System
« Reply #9 on: January 02, 2010, 08:54:05 pm »
It may be interesting to do little, boardgame like games with something like this, but when it comes to RPs, the old system is stil, and most likley will remain, the best.
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Offline Yuu

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Re: Space Combat System
« Reply #10 on: January 02, 2010, 08:56:29 pm »
*high-five*

Though, yes, this system is quite interesting. Especially for those that want that metagame feel in their battles.

Using ships from my scale thread could make nice little avatars for the grid.

Brilliant! :)

We could use the scales to designate the "size" of the vessels.

Offline Josasa

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Re: Space Combat System
« Reply #11 on: January 02, 2010, 09:36:45 pm »
I  knew I posted this in the wrong section. It was basically a game that I tried to run over in Storytelling and Roleplaying that didn't really take off. But I built this game around the combat system and that's the only thing I ever really got to test out. But depending on the system you guys want, I'd be willing to 'host' a few small battles between people (like each person gets a few generic cruisers and destroyers that they can allot points to).

If you want to read into the nitty gritty rules (believe me, I tried to make it as simple as possible, but after going through a few test runs you had to make new rules to cover loopholes and such) you can view them here.

My original intention was to use this system for the spore section, but after posting a few things it didn't look like anyway was interested. This thread is saying something else though...

Offline Crazen

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Re: Space Combat System
« Reply #12 on: January 02, 2010, 11:10:02 pm »


the cacophony (capital ship)
HP: 7400
shield 0
speed: 2
P. weapon: 150 dmg, 5 range
S. weapon: maximum fire-power; 900 dmg, 50 range, (must be directly in line with target)

graid frigate
HP: 2400
Shield: 0
Speed: 4
P. weapon: 100 dmg, 10 range
S. weapon: N/A
size: 8

graid mortar

HP: 900
Shield: 0
Speed: 5
P. weapon: n/a
S. weapon:  [i/mortar shot[/i]; 500 damage, 35 range (minimum 10 range)
size: 6

graid bombard

HP: 400
Shield: 0
Speed: 2
P. weapon: 50 dmg, 6 range
S. weapon: Orbital bombardment ;300 dmg (hits targets underneath)
size: 2
« Last Edit: January 02, 2010, 11:13:43 pm by Crazen »
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Offline Yuu

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Re: Space Combat System
« Reply #13 on: January 03, 2010, 01:05:24 am »
I'm not sure how the Cacophony's shapes would go... It seems kinda too big and complex in shape. :-\

It'll be pretty hard to update it.

Then again, I'm not exactly sure how size is implemented.

Offline Crazen

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Re: Space Combat System
« Reply #14 on: January 03, 2010, 10:32:14 am »
only boring square ships? hate it
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