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Haru
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TRAVEL

Getting from here to there in this Galaxy is quite easy. Because of the invention of HyperDrives, and their advancement over time, one can simply hop into any Capital Ship equipped with a HyperDrive, and depart. Following that departure with a designated destination, in 10 hours that force will arrive at their destination. Capital Ships are usually able to drop their forces to the ground from orbit, but should the need to come to the ground arrive, a ship can come to the planet itself, given 12 hours. This included landing time.

COMBAT

Ship to ship combat is the most effective way to stop an enemy from taking over a planet. For this reason, it will most likely be encountered quite frequently throughout this RP. When two forces encounter each other, and choose to do battle, they may begin battle. Remember to read up on your enemy's forces, and think during battle.

SHIP WEAPONS OVERVIEW

Each weapon aboard a capital ship does an estimated amount of damage to the recieving end's hull. Variables in this damaging process can include where the attack hits, how it hits, and numerous other interferences. These weapon descriptions will give you a general idea about each of the weapons found upon your Capital Ships, as well as how much damage different levels of hulls can take. Keep in mind that sometimes, agility is better than armor.

Laser Cannons: Powerful versions of the blaster, these weapons do minimal damage to a full-fludged capital ship, unless aimed at the right spots. Usually used to take down enemy fighters or inbound missiles. 1 Damage Point.

Turbolaser: The primary weapons of most capital ships, these heavily-damaging weapons aren't fit to damage fighters, but target the brunt of the enemy's hull upon a capital ship. Usually mounted on large turrets. 4 Damage Points.

Ion Cannons: These weapons, as large and unwieldy as heavy turbolasers, were used mostly to take down shields, or shut down enemy electronics. By targetting the enemy's weapons with an Ion Cannon, you can systematically take apart their ability to fight back. As useful as they are, they can't do much damage to a hull. One blast from an Ion Cannon can take down any fighter, simply rendering it immobile and shut down for the next turn. By targetting specific parts of an enemy capital ship, you can also knock down certain weapon turrets for the next turn. 8 Damage Points against shielding.

Proton Torpedo: Effective against Capital Ships, proton torpedoes are similiar to the Concussion missile, and only differ in weight and means of propulsion. The Proton Torpedo is smaller, and much more agile than the Concussion Missile. This enables them to actually seek out targets, and effectively turn up to 90 Degrees, and still catch an evasive foe. After launching a Proton Torpedo, the torpedo launching tube must be reloaded, which takes the user's next turn. Proton Torpedoes cannot be evaded by capital ships by normal means. 4 Damage Points [2 Damage Points when fired from anything less than a Capital Ship.]

Concussion Missile: The Proton Torpedo's bigger brother, concussion missiles operate in the same fashion as their Proton brethren, yet they are not as agile, and deliver much more firepower. They follow targets to some extent, but not as expertly as Torpedoes do. 6 Damage points. [3 Damage Points when fired from anything less than a Capital Ship.]

Heavy Turbolaser: Much like Turbolasers, these of the Heavy Variety differ in a few ways. First, they're much more powerful. Also, they are larger, and bulkier. Finally, the Heavy Turbolasers require two seconds to charge their payload before firing. 8 Damage Points

SHIP ARMOR OVERVIEW

Every ship is given an Armor Classification. This is used when taking damage in a fight. Each weapon deals an estimated amount of damage to a hull or shield. This number of damage can be subtracted from the ship's active hull or shield, resulting in a rough estimate of the resulting effect. Once shield points have run out, the shields are down. After that, hull is taken down, resulting in the destruction of the ship. Of course, if the player were to be smarter, and target the weak sections of a ship's hull, they could bring down their enemy much faster. Keep this in mind during ship combat.

SHIP SPEED OVERVIEW

Each ship has been given a speed rating. This rating decribes the ship's agility, evasiveness, and overall ability to move. They have all been rated on a scale of 1-5, and you should RP as the value dictates.

1: Very Slow. Larger ships tend to be in this range. They have trouble moving, and are best suited to sit back and unload with their weapons. These ships cannot dodge whatsoever, and it takes them a while to do any kind of manuevering.

2. Slow. Cruisers and picket-ships are usually in this range. Quick enough to react to a vast range of situations, but they cannot dodge anything. They can, however, outmanuever their enemies, should they be even slower. This can prove to be advantageous.

3. Decent. These ships are often patrol capital ships, and transports. They are somewhat mobile, but still lack the overall ability to dodge missiles or incoming fire.

4. Fast. Large and heavy starfighters are often found in this area, and can often dodge missiles, though other weaponry moves too fast.

5. Very Fast. Light Starfighters are usually in this range, and use speed as their main defense, and weapon. Missiles can hardly hit a ship like this, and turbolasers move much too slow. Only lasers and other small weaponry can even think to take a ship with this speed down.

STORAGE

Every vehicle has a unit of storage, used to quantify the room its occupies. This is used when it is being stored within a Capital Ship. Ensure that the vehicles within your Capital Ship all add up to less or equal to the Capital Ship's storage room.
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