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A BSF Based Role Play

Posted: Sun Dec 23, 2007 9:59 am
by Zancloufer
I've had this idea for a while, just never got around to posting it.

Basically, it will be turn based, and there will be a small group of people. I haven't hammered out all the details yet, but so far:
  • It will be a group of people Versus Aliens, or at least the first one
  • There will be a ship making outline. There will be 6-7 Classes of ships, the weakest being like stock Patrol Craft, and the strongest much beyond stock power.
  • Each Player will start with their own system, they start with some buildings in a system near the edge of a map.
  • The map will be a series of Systems connect to other systems Via Wormholes, to make mapping simple.
  • There will be a daily Income that you can build Staions/defenses/ships with.
EDIT: Offical stuff:
Some ideas for Classes. The rules can be bended in some cases. Note that Thrusters do not count towards the Module limit. Nano Matrixs are banned on anything except Dreadnaughts/Space Stations/Carriers. No Flux Projectors, due to AI reasons. No modded weapons.

Fighter:
Max 4 Sections
2 Weapons
0 Modules
150 HP
8 Speed,

0.95 Acceleration, 3.05 Turn Rate

Cruiser:
Max 8 Sections
4 Weapons
1 Module
250 HP
5 Speed, 0.65 Acceleration, 2.45 Turn Rate

Destroyer:
Max 15 Sections
12 Weapons
2 Modules
450 HP
4 Speed, 0.55 Acceleration, 2.05 Turn Rate

Battleship:
Max 25 Sections
18 Weapons
4 Modules
600 HP
3 Speed, 0.45 Acceleration, 1.75 Turn Rate

Battlecruiser:
Max 22 Sections
22 Weapons
4 Modules
500 HP
3.5 Speed, 0.50 Acceleration, 1.95 Turn Rate

Carrier (Basically a long range support ship. Has engineering and carrier roles. Might be a Demnter Whore, or could support fighter class ships)
Max 38 Sections
20 Weapons
8 Modules
700 HP
2 Speed, 0.25 Acceleration, 1.15 Turn Rate

Dreadnaught (Very powerful, probably a limit to how many you have):
Max 42 Sections
30 Weapons
8 Modules
850 HP
2 Speed, 0.25 Acceleration, 1.15 Turn Rate

Basic Defensive Platform:
Max 8 Sections
6 Weapons
1Modules
300 HP
0.01 Speed, 0.00 Acceleration, 0.45 Turn Rate

Basic Battle Station:
Max 16 Sections
Max 500 HP
Max 8 Weapons
Max 4 Modules
Max 0.01 Speed, 0.00 Acceleration, 0.25 Turn Rate.

You can upgrade it as much has half it's price each day. IE: If it's worth 5000, you can spend up to 2500 on upgrades.


Any other classes you can think of? Also, any ideas about Battlestaion limits?

This would be turn based by day. Every day you can move ships, spend Res/Cash you gained, build ships. On the next day, your ships will be finished, you fleet will have moved, etc. There can be random encounters, and you have to choose an action. There will be shipyards too most probably.

Posted: Sun Dec 23, 2007 10:10 am
by Raithah
Even though this is an RP that is directly related to Battleships Forever, it doesn't fall under General Discussion - this section is for game related stuff, not fannon :).

The ETC forum would probably be a better place for this. You can PM Arcalane to move your topic if you feel the same way.

Posted: Sun Dec 23, 2007 11:40 am
by doc525
I'm in. I will need to have the rules, and then I'll start working on the fleet. Also, are we going to be able to make our own home battlestations?

Posted: Sun Dec 23, 2007 12:03 pm
by Zancloufer
Yeah, I think custom Battlestaions work, but there would be limitations at the start, and it would cost credits to upgrade them.

A few Ideas for ships, not set in stone, and you probably can't have max in all fields. Price would probably be based of Sections + Modules + Weapons (some worth more than others) Times Speed, Health ,Acceleration, Turn Rate.

Some ideas for Classes. The rules can be bended in some cases. Note that Thrusters do not count towards the Module limit. Nano Matrixs are banned on anything except Dreadnaughts/Space Stations/Carriers. No Flux Projectors, due to AI reasons. No modded weapons.

Fighter:
Max 4 Sections
2 Weapons
0 Modules
150 HP
8 Speed,

0.95 Acceleration, 3.05 Turn Rate

Cruiser:
Max 8 Sections
4 Weapons
1 Module
250 HP
5 Speed, 0.65 Acceleration, 2.45 Turn Rate

Destroyer:
Max 15 Sections
12 Weapons
2 Modules
450 HP
4 Speed, 0.55 Acceleration, 2.05 Turn Rate

Battleship:
Max 25 Sections
18 Weapons
4 Modules
600 HP
3 Speed, 0.45 Acceleration, 1.75 Turn Rate

Battlecruiser:
Max 22 Sections
22 Weapons
4 Modules
500 HP
3.5 Speed, 0.50 Acceleration, 1.95 Turn Rate

Carrier (Basically a long range support ship. Has engineering and carrier roles. Might be a Demnter Whore, or could support fighter class ships)
Max 38 Sections
20 Weapons
8 Modules
700 HP
2 Speed, 0.25 Acceleration, 1.15 Turn Rate

Dreadnaught (Very powerful, probably a limit to how many you have):
Max 42 Sections
30 Weapons
8 Modules
850 HP
2 Speed, 0.25 Acceleration, 1.15 Turn Rate

Basic Defensive Platform:
Max 8 Sections
6 Weapons
1Modules
300 HP
0.01 Speed, 0.00 Acceleration, 0.45 Turn Rate

Any other classes you can think of? Also, any ideas about Battlestaion limits?

This would be turn based by day. Every day you can move ships, spend Res/Cash you gained, build ships. On the next day, your ships will be finished, you fleet will have moved, etc. There can be random encounters, and you have to choose an action. There will be shipyards too most probably.

Any idea on how cash/res is obtained?

EDIT: BattleCruiser Stats.

Posted: Sun Dec 23, 2007 12:26 pm
by Arcalane
I would suggest a monthly "pay" system (dependant on number of systems secured?), with additional bounties earned/given out by Fleet HQ for successful mission completion and kills. That is to say, if you manage to off an Alien Dreadnaught, you get paid phat cash, etc.

Posted: Sun Dec 23, 2007 2:11 pm
by goduranus
I'd say, maybe Battleships should be better than Battlecruiser? and Battlecruisers should definitely be faster. Maybe Dreadnaught should be slightly faster too.

However, I'd rather have point based system for maneuverability, like they have in the tournaments. And you spend points to increase speed, turn rate, acceleration, etc.

Posted: Sun Dec 23, 2007 9:42 pm
by Zancloufer
So you think Battlecruisers should be faster, but weaker? That works, makes sense to. Cash for completing missions, interesting idea. I think spending credits to upgrade ships would be fine, but the base values would be there. Ship would cost based off:

Weapons + Sections + Modules * Health * Speed * Acceleration * Turn Rate * Class Modifier. Like a Fighter would ave a 0.5 Modifier, which would mean it would actually cost half as much.

Any ideas for Class Modiferiers or Pricing?

For Stations:

Basic Battle Station:
Max 16 Sections
Max 500 HP
Max 8 Weapons
Max 4 Modules
Max 0.01 Speed, 0.00 Acceleration, 0.25 Turn Rate.

You can upgrade it as much has half it's price each day. IE: If it's worth 5000, you can spend up to 2500 on upgrades.

Also Dreadnaughts will be slow. They are lumbering Battlestaions more than actual ships.

Posted: Sun Dec 23, 2007 10:09 pm
by doc525
Ok, I better get to work, and no modded weapons? Dangit! There goes my idea for a chaff gun.

Posted: Sun Dec 23, 2007 10:34 pm
by Zancloufer
As awesome as Custom weapons are, it would be too hard to make pricing for them. However, does anyone have any ideas for some custom weapons we can use? Nothing to fancy though.

Posted: Sun Dec 23, 2007 11:27 pm
by doc525
Rapid-Rapid Fire Tachyon Repeater:
Firerate= 0
clip= 15
Everything else is normal.

Meant to keep point defense busy and cause a little damage

Chaff Gun (Pulsar)
Firerate= 0
Clip= 15
Damage= 0


Keeps enemy PD busy. Lower tech than Tachyon repeater because it is easier to be intercepted, and it is easy to miss if you shoot, because the stars pause.

"^@*#^@! Bees launcher"
Firerate=0
Clip=5
Reload= 210

Shoots rapid bursts of Demeter Drones.

----

Is there going to be tech levels?

Posted: Sun Dec 23, 2007 11:59 pm
by Zancloufer
Chaff Gun, and Rapid Fire Dementer looks okay. Though I think the Fire rate should be 9, and this should probably be on Carriers only. I don't see much of a diff between your Tachyon repeater and the normal one. Mind you, custom weapons will cost more than normal ones, and you'll have to research them.

I'm thinking of how tech levels will work. Any ideas on Weapon costs?

Posted: Mon Dec 24, 2007 1:38 am
by Normandy
I'd suggest you first consolidate everything that's 'officially' in the game into the first post.

That way it's much more organized.

Posted: Mon Dec 24, 2007 2:31 am
by Zancloufer
Done, but at this rate the 1st post will be MASSIVE. Anyone else interested so far>?

Posted: Mon Dec 24, 2007 8:43 am
by DarkenShroud
Cruiser:
Max 8 Sections
4 Weapons
1 Module
250 HP
5 Speed, 0.65 Acceleration, 2.45 Turn Rate

Destroyer:
Max 15 Sections
12 Weapons
2 Modules
450 HP
4 Speed, 0.55 Acceleration, 2.05 Turn Rate

Aren't cruisers bigger then destroyers? I may have them mixed up lol and this is just a stoner moment.

Posted: Mon Dec 24, 2007 10:23 am
by Zancloufer
I always thought they where bigger tbh. . .