Author Topic: Space Combat System  (Read 3526 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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No capitalization......

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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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Offline GroxGlitch

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Re: Space Combat System
« Reply #15 on: January 03, 2010, 10:36:06 am »
Well, unless you feel like redrawing an accurate capital ship everytime you move, stick with the squares. It's so you can move them quickly, but unfilling the grids they're in, then refilling the squares with the ship color in it's new position. I still need to figure a way for ship identification for more than one ship class of the same size in a battle. P.S. What class of capital ship is the Cacophony?

Offline Cyst

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Re: Space Combat System
« Reply #16 on: January 03, 2010, 12:43:53 pm »
Or we could just cut the image of the ship and paste it at the new position.
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Offline Crazen

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Re: Space Combat System
« Reply #17 on: January 03, 2010, 12:46:20 pm »
yea, I'm having problems with that. it screws up the grid when you move something, for some reason. I guess ships should be simplified a bit. i'll just have stright little wings. plus, it's not like you would use the capital ship that often.
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Offline Josasa

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Re: Space Combat System
« Reply #18 on: January 03, 2010, 01:21:51 pm »
That was a problem I came across. Eventually I just split everything into BB (Battleship), CV (Carrier), CA (Cruiser), DD (Destroyer), and FG (Frigate). It was much easier to fit these abbreviations into boxes. Different colors represented different races/teams/ whatever and a little number could be added in the top right corner to signify a specific ship. Then all the information could be included in the post such as health, firepower, defenses, etc.

Offline bad Karma

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Re: Space Combat System
« Reply #19 on: January 04, 2010, 05:18:30 pm »
Read the first post, and Grimiced my Grimace off.

Sorry to inturde, but can I help?

Here is my idea:

Fighter : 10 points
Cruiser : 20 points
Battleship : 50 points
Destroyer : 75 points
(God knows what?) : 150 points (Only if at a really high level)

Now, on to the ship!

Ship hull HP : 1 point for 10 HP


And weapons can be done by a smart person.
Can also apply to ground battles as well, if you have them.

The basis is this: It allows a free competitive enviroment, while allowing newer members to enjoy such events, and can also prevent a 900000000 HP Fighter from coming in.

If you had a Middle man system (both combatants PM their moves towards him, and he does the math and posts it.) it would be even fairer.
For extra points, add a Rock-Paper-scissors weapon system or similer.

(Bullets do the most damage, but cost the most ammo, lasors cost the most energy, but are hardest ti miss with, and a third weapon does average on both sides?)

My 2 cents...


Offline bad Karma

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Re: Space Combat System
« Reply #21 on: January 04, 2010, 05:49:47 pm »
Too complex, but I tl;dr-ed it.

I do, hovever, like the basis of it.

Offline Josasa

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Re: Space Combat System
« Reply #22 on: January 04, 2010, 05:56:50 pm »
If you didn't read it, how was it too complex? Basically it just introduces three different types of weapons and the rest if figuring out the movement and firing phases of the game. You'll find that the further you go into creating this, the harder it is to keep it simple. Or at least as simple as you would like.

Offline bad Karma

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Re: Space Combat System
« Reply #23 on: January 04, 2010, 05:59:52 pm »
Well, I scrolled to the tables, but when I saw the diplomacy in the titles I stopped reading right there.

Offline Josasa

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Re: Space Combat System
« Reply #24 on: January 04, 2010, 06:05:28 pm »
That's why I directly linked to the Combat Information, because that page contains all the information on a game I was trying to run. Diplomacy, Trade, and everything else (even the tech tables) wouldn't be included since that is something completely different. I'm only talking about the combat system.

Offline bad Karma

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Re: Space Combat System
« Reply #25 on: January 04, 2010, 06:12:35 pm »
Of, The combat system is perfectly fine then, if you'd like to do some tweaking.