Space Weapons/ Space Combat Rules

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Space Weapons/ Space Combat Rules

Post by Dark Lord Willice on Sun Nov 01, 2009 2:34 am

Heavy Turbolasers:
Targets:
* Capital Ships
Frigates
Class: Capital Ships. Frigates, Transports
Strength (per turn): 5
Days to Build: 1
Cost: 30 Credits

Turbolasers
Targets:
* Capital Ships
Frigates
Escorts/Transports
Class: Capital Ships, Frigates, Transports
Days to Build: 1
Cost: 20 Credits
Strength: 2


Ion Cannon
Targets:
* Capital Ships
(Any ship if Starfighter mounted)
Strength: Eliminates Shields (500 DMG to shields only)
Class: Capital Ships, Frigates
Days to Build: 2
Cost: 125 Credits

Proton Torpedoes
Targets:
* Capital Ships
Frigates
Escorts/Transports
Starfighters
Strength: 2
Class: Capital Ship, Frigates, Transports, Starfighters
Days to Build: 1
Cost: 20 Credits


Tractor Beam
Targets:
* Capital Ships
Frigates
Escorts/Transports
Strength: Disables Single Ship From Escaping
Class: Capital Ship
Days to Build: 3
Cost: 150 Credits

Heavy Lasers
Targets:
* Capital Ships
Frigates
Strength: 3
Class: Capital Ship, Firgates
Days to Build: 1
Cost: 75 Credits

Anti-Starfighter
Targets:
* Starfighters
Strength: Destroys One Starfighter Per Turn
Class: Capital Ship
Days to Build: 2
Cost: 100

Gravity Well
Targets:
* Everything
Strength: Disables any opposing ship from escaping
Class: Capital Ship
Days to Build: 3
Cost: 200 Credits

Heavy Double Turbolaser
Targets:
* Capital Ships
Frigates
Strength: 10
Class: Capital Ship
Days to Build: 2
Cost: 150 Credits

Jedi Shadow Bombs
Targets:
* Everything
Strength: 15
Usable only if force mastery 6 or higher
Class: Starfighter, Capital Ship
Days to Build: 1
Cost: 225 Credits

Bunker Buster Bombs
Targets:
* Cities
Strength: 50
Class: Starfighters, Capital Ships
Days to Build: 1
Cost: 250 Credits

Double Turbolaser
Targets:
* Capital Ships
Frigates
Escorts
Class: Capital Ships, Frigates
Strength: 4
Days to Build: 1
Cost: 100 Credits

Concussion Missiles
Targets:
* Capital Ships
Frigates
Escorts/Transports
Starfighters
Strength: 5 to 3 ships per turn
Days to Build: 1
Cost: 250 Credits
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Re: Space Weapons/ Space Combat Rules

Post by Dark Lord Willice on Sun Nov 01, 2009 2:37 am

Can only use 10 weapons per ship per turn, please set attack posts up like this

Ships:ships you will use in this attack

Ship 1
Ship:Name if any
Class:Class of ship
Captain/Commander:Person in charge of that ship
Hull:Hull strength
Shields:shield strength

Taget:
Ship Name:
Ship Class:
Hull:
Shields:

Weapons Used in attack:
1
2
3
4
5
6
7
8
9
10

Ship 2
Ship:Name if any
Class:Class of ship
Captain/Commander:Person in charge of that ship
Hull:Hull strength
Shields:shield strength

Taget:
Ship Name:
Ship Class:
Hull:
Shields:

Weapons Used in attack:
1
2
3
4
5
6
7
8
9
10

ect.
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Re: Space Weapons/ Space Combat Rules

Post by Dark Lord Willice on Sun Nov 01, 2009 2:43 am

Deciding how a combat Ends:

Combat can end in several ways. It can end with the destruction of somebody's fleet in the battle, it can end through the surrender of a side.

Death is possible in this RPG. Anything that gets destroyed (meaning both hull and shields have reached 0) is completely lost and should be removed from the player's item list.

If the player was involved on a first hand level in the combat, and the ship they were in gets destroyed, then the player is quite dead. An admin will remove anything in the items list that might be left to the player. An admin will also remove you from the factions group that you were enlisted in. You are allowed to create a new character. Simply change your username and join a faction and start over again.

If a player surrenders they are to take an escape pod over to the ship leading the enemy's attack/defence(the ship the highest ranking member of that faction is in), they will dock and commmence Nagotiations in the battle post, then an admin will look it over and eather approve or disapprove the combat surrender
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Re: Space Weapons/ Space Combat Rules

Post by Dark Lord Willice on Sun Nov 01, 2009 2:46 am

Players can call in reinforcements, but remember it is real time and your ships will take time to get to the planet that the combat is occurring (follow hyperspace rules).

You can leave simply by going to hyperspace to another planet and your fleet must come with you. You can regroup and re-enter the combat at a later date.

Should two players be left in combat and one wishes to retreat, they must surrender to end the combat. Another fleet can however enter and re-initiate the combat should they so choose. The player that surrenders must negotiate with the other player what the terms of surrender are. You cannot simply surrender and walk away. You can negotiate in either the thread the combat is occurring, or through the PM system. Once a settlement has been reached, both parties must PM an admin each stating what the terms of surrender are. Should a player break the terms of surrender an Admin will look into the situation and deal with it accordingly.

General Space Combat Rules:

Combat can involve more than two players. Chances are combat will originate from warring factions, and will have multiple players from each faction involved in the combat. NPCs are player controlled and it is a turn based combat system, with one post equaling a turn. Anyone caught double posting will be removed from the combat and sent to some lonely planet with only a pistol with a single shot in it.
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Re: Space Weapons/ Space Combat Rules

Post by Dark Lord Willice on Sun Nov 01, 2009 2:47 am

once change from the old site is it can be of NPC's if i were at Kuat nad a battle were some of my ships were at was on hoth i can enter combat and give my ships orders over subspace communications
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Re: Space Weapons/ Space Combat Rules

Post by Dark Lord Willice on Sun Nov 01, 2009 2:55 am

VERY IMPORTANT

Players have 24 hours to respond to a combat before the opponent is allowed to use multiple turns to ttack. If response is made within 24 hours, then you get 12 more hors between turns, after that, there is a 1 hour rule btween turns. if player does not respond in one hour, opponent can attack again. Opponent can only attack two turns at a time after this before wiating another hour.
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Re: Space Weapons/ Space Combat Rules

Post by Dark Lord Willice on Mon Nov 02, 2009 3:51 am

New Weapons

Mega Cannon
DMG:50 to hull
DMG:25 to shields
(every time fired it does 50 dmg to hull reguardles of shields and 25 to shields because it passes through them, Can Not Be Bought from upgrades section)


Plasma Turrent
DMG:20 (dose no damage to shields, if shields are up it does not dmg hull)


Mass Driver
DMG:50 (passes right through shields and hits hull)


Blaster Turrent
DMG:10


Super laser
DMG: After 15 turns, can destroy 2 ships(like at once), after 20 turns, can destroy anything(but a planet) (if you use the 15 turns you cant use the 20 turns and must wait 20 more turns)
(sorry to change it alittle Darth Revan, but it was just a little uber to me)


Triple Linked Lasers
(10 DMG per shot, 3 shots per turn)


Last edited by Dark Lord Willice on Sun Nov 08, 2009 5:12 pm; edited 1 time in total
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Re: Space Weapons/ Space Combat Rules

Post by Dark Lord Willice on Tue Nov 03, 2009 7:41 am

Some stats above do not have stats, here they are
----------------------------------------
Heavy Turbolasers:
Targets:

Capital Ships
Frigates

Strength (per turn): 5
---------------------------------------
Turbolasers
Targets:

Capital Ships
Frigates
Escorts/Transports

Strength: 2
--------------------------------------
Ion Cannon
Targets:

Capital Ships
(Any ship if Starfighter mounted)

Strength: 500 to shields only. Does not affect hull.
--------------------------------------
Proton Torpedoes
Targets:

Capital Ships
Frigates
Escorts/Transports
Starfighters

Strength: 2
-------------------------------------
Tractor Beam
Targets:

Capital Ships
Frigates
Escorts/Transports

Strength: Disables Single Ship From Escaping
-------------------------------------
Heavy Lasers
Targets:

Capital Ships
Frigates

Strength: 3
--------------------------------------
Anti-Starfighter
Targets:

Starfighters

Strength: Destroys One Starfighter Per Turn

Gravity Well
Targets:

Everything


Strength: Disables any opposing ship from escaping
-----------------------------------------------------
Heavy Double Turbolaser
Targets:

Capital Ships
Frigates

Strength: 10

Jedi Shadow Bombs
Targets:

Everything

Strength: 15
Usable only if force mastery 6 or higher
----------------------------------------
Bunker Buster Bombs
Targets:

Cities

Strength: 50

Double Turbolaser
Targets:

Capital Ships
Frigates
Escorts

Strength: 4
---------------------
Concussion Missiles
Targets:

Capital Ships
Frigates
Escorts/Transports
Starfighters

Strength: 5 to 3 ships per turn
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Re: Space Weapons/ Space Combat Rules

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