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These rules are currently untested and not exceptionally well developed. Worked examples of ships made based on these rules need to be created and tested in order to gather data to direct future development. If you see any major mistakes please point them out.
Step 0 - Core Rules, Planning, Things To Take Into Account
A few key things to take in mind before making a ship;
1) These are ships in a semi-realistic setting we're dealing with. They should look and function like ships. Propulsion systems should be clearly defined - no burying your thrusters right on top of the ship's core.
Ships should be large enough to feasibly contain all the necessary systems for them to operate on a daily basis. Some leeway is allowed due to BSF's inability to represent "tall" or vertical style ships, but please don't abuse it.
2) Any obvious attempts to abuse or bend the rules will be dealt with appropriately. This includes but is not limited to; 2a) No section should have an HP of less than 20. 2b) Ships that use unconventional shipbuilding techniques such as (but again not limited to) turrets/weapons to "drive" the entire ship's facing. 2c) Some other blatantly rulebending/abusive shit I haven't ancitipated but will probably rear it's ugly head at some point because fuck knows I can't have nice things any more.
This does not exclude or prevent ships which incorporate a reasonable quantity of ablative armour in appropriate locations.
3) Whilst custom weapon sprites are permitted, weapons should have appropriate sprites for their purpose; no missile launchers that look like cannons, and no heavy artillery weapons that look like tiny machineguns. 3a) Keep in mind that gifs with large muzzle flare animations can have abnormally large hitboxes as a result, which could lead to weapons being destroyed very easily. Use such sprites at your own peril!
Long story short, use common and aesthetic sense, realism is in moderate to significant effect, don't be a min-maxing/powergaming asshat, and everything should be fine.
Step 1 - Decide Radius
The first step in designing a ship is to decide how large you want it to be, this will determine how much equipment a ship will be able to carry, its durability and will affect its speed and maneouverability.
In shipmaker a ship's radius is indicated by its "size". Once you have decided on your ship's size round the number to the nearest 5 and square the result, this is your ship's MASS ALLOWANCE.
MASS ALLOWANCE represents the total ammount of space available for use on a ship.
Step 2 - Pick core and modules
In order for a ship to have any capability beyond drifting through space aimlessly it must be fitted with modules. All modules take up a portion of your ship's MASS ALLOWANCE, the total of all of the MASS ALLOWANCE used by modules is refered to as USED MASS. A ship's USED MASS may never exceed its MASS ALLOWANCE. In addition to mass, modules also have power requirements expressed as power drain in their profile, the total AVAILABLE POWER that a ship has is determined by its Power core.
Power Cores
Arguably the most important module of a ship is its Power Core, power cores are the beating heart of a ship and determine not not only the ammount of power available for a ship, but also its ultimate durability. Each ship has only a single power core, so choosing the correct one for your ship is vital.
Power cores have two attributes; Core Integrity and Power Output. Core Integrity represents the number of Hit Points that your ship's "core" section will have and Power Output determines the ammount of AVAILABLE POWER that a ship has.
Power core list
Standard CiviTech Core Restriction #1: May not supply more than 100 power to weapons. Restriction #2: May not be employed on a ship designed for anything besides mining or colonizing. Restriction #3: May not provide power to non-CiviTech engines. Core Integrity: 100 Power Output: 400 Mass: 250
Heavy CiviTech Core Restriction #1: May not supply more than 100 power to weapons. Restriction #2: May not be employed on a ship designed for anything besides mining or colonizing. Restriction #3: May not provide power to non-CiviTech engines. Core Integrity: 150 Power Output: 800 Mass: 700
Ultra-light Core Integrity: 175 Power Output: 550 Mass: 600
Light Core Integrity: 250 Power output: 850 Mass: 1045
Standard Core Integrity: 400 Power output: 1200 Mass: 2200
Heavy Core Integrity: 650 Power Output: 1850 Mass: 3200
Ultra-heavy Core Integrity: 850 Power Output: 2400 Mass: 4500
Engines
In order for a ship to have any mobility it must have at least one engine module.Engine modules determine the speed, turn rate and acceleration of your ship. In addition to their mass engines have 3 other attributes; Speed Power, Acceleration Power and Turning Power. These attributes determine the ammount of speed, acceleration and turning capability that the engine module affords a ship.
Engine List:
Standard CiviTech Engine Restrictions: May not be used on a ship with more than 4000 Used Mass. Speed output: 1000 Acceleration output: 50 Turning output: 500 Hit Points: 75
Mass: 150 Power Drain: 175
Heavy CiviTech Engine Restrictions: May not be used on a ship with more than 4000 Used Mass. Speed output: 2000 Acceleration output: 100 Turning output: 1000 Hit Points: 175
Mass: 300 Power Drain: 350
Ultra-Light Speed output: 4300 Acceleration output: 90 Turning output: 1800 Hit Points: 70
Mass: 470 Energy Drain: 160
Light Speed output: 9000 Acceleration output: 265 Turning output: 3900 Hit Points: 100
Mass: 900 Energy Drain: 290
Standard Speed output: 14060 Acceleration output: 335 Turning output: 5215 Hit Points: 200
Mass: 1400 Energy Drain: 450
Heavy Speed output: 24500 Acceleration output: 540 Turning output: 7250 Hit Points: 300
Mass: 2000 Energy Drain: 800
Acceleration Assist Speed output: 100 Acceleration output: 60 Turning output: 100 Hit Points: 50
Mass: 200 Energy Drain: 70
Agility Assist Speed output: 100 Acceleration output: 10 Turning output: 1000 Hit Points: 50
Mass: 200 Energy Drain: 70
Speed Assist Speed output: 2350 Acceleration output: 10 Turning output: 100 Hit Points: 50
Mass: 200 Energy Drain: 70
Weapons
Weapons make people die, they take up both mass and power. Weapons given here require your help to balance.
Weapon List:
Autocannons Autocannons are rapid-fire medium calibre guns (typically around 100mm for standard autocannons and 200mm for heavy autocannons) designed to deliver non-explosive shells from fairly long ranges.
Autocannon (Autocannon) Turning: 2 Deviation: 1.5 Range: 700 Damage: 20 Bullet Speed: 18 Submunition Damage: 0 Arc Range: 60 Fire Rate: 20 Clip Size: 3 Reload: 100 Hit Points: 100
Mass: 150 Power: 20
Heavy Autocannon (Autocannon) Turning: 1 Deviation: 1 Range: 800 Damage: 40 Bullet Speed: 16 Submunition Damage: 0 Arc Range: 50 Fire Rate: 30 Clip Size: 6 Reload: 120 Hit Points: 130
Mass: 240 Power: 30
Vulcan cannons Vulcans are multi-barreled guns that fire small rounds extremely rapidly, what they lack in accuracy and hitting power they make up for with high traversal speeds and massive volume of fire.
Vulcan (vulcan) Turning: 6 Deviation: 5 Range: 650 Damage: 4 Arc Range: 90 Fire Rate: 4 Clip Size: 120 Reload: 250 Bullet Speed: 28 Hit Points: 80
Mass: 240 Power: 50
Heavy Vulcan (vulcan) Turning: 3 Deviation: 4 Range: 750 Damage: 8 Arc Range: 70 Fire Rate: 6 Clip Size: 80 Reload: 270 Bullet Speed:26 Hit Points: 90
Mass: 405 Power: 60
Artillery Very big guns that fire very large powerful filled with very large quantities of explosives from very long ranges. Beware the ship armed with artillery guns. The massive nature of artillery shells makes them vulnerable to point defence weapons.
Artillery (Repeating Artillery) Turning: 1 Deviation: 2 Range: 1000 Damage: 60 Arc Range: 45 Fire Rate: 0 Clip Size: 1 Reload: 240 Bullet Speed: 22 Hit Points: 110
min explosion:30 Explosion inc:0 Fuse variance:0
Mass: 420 Power: 40
Repeating Artillery (Repeating Artillery) Turning: 1 Deviation: 3 Range: 900 Damage: 40 Arc Range: 45 Fire Rate: 30 Clip Size: 3 Reload: 300 Bullet Speed: 22 Hit Points: 100
min explosion: 20 Explosion inc: 0 Fuse variance: 0
Mass: 720 Power: 90
Missile Launchers Tiny, unmanned ships carried by a parent vessel that when launched intentionally collide with enemy ships sometimes detonating a small, internally carried explosive device. Extremely powerful and hit very often but are vulnerable to point defence guns.
Missile Launcher (High-Velocity Rocket) Deviation: 10 Range: 1200 Damage: 35 Arc Range: 0.5 Fire Rate: 5 Clip Size: 2 Reload: 225 Bullet Speed: 6 Shot Accel: 6 Shot Maxspeed: 18 Interceptability: 0.1 Shot Tracking: 5 Launcher Arc: 90 Hit Points: 80
Mass: 650 Power: 50
Heavy Missile Array (High-Velocity Rocket) Deviation: 10 Range: 1200 Damage: 60 Arc Range: 0.5 Fire Rate: 6 Clip Size: 4 Reload: 300 Bullet Speed: 5 Shot Accel: 5 Shot Maxspeed: 15 Interceptability: 0.15 Shot Tracking: 4 Launcher Arc: 90 Hit Points: 120
Mass: 980 Power: 90
Point Defence Shooting down the things that the enemy is shooting at you is hard to do, but is a good way to avoid damage. Point defence modules can't target ships, but will attempt to shoot down hostile missiles and artillery shells within their range.
CIWS Gun (Particle Gun) Turning: 15 Deviation: 3 Range: 450 Damage: 6 Fire Rate: 2 Clipsize: 8 Reload: 40 Hit Points: 100
Mass: 125 Power: 50
Experimental Weapons Experimental weapons represent energing technologies, not yet tested on the battlefield, whilst these modules may not be appear to be attractive choices, fitting them may have its own unique advantage.
Drone bay (Demeter) Range: 700 Damage: 5 Fire rate: 5 Clipsize: 2 Reload: 240 Bulletspeed: 8 Demeter Reload: 14 Interceptability: 0.24 Demeter lifetime: def Hit Points: 160
Mass: 380 Power: 90
High Energy Laser (Mining Beam/Beamer) Turning: 2 Arc Range:50 Damage: 3 Range: 800 Fire Rate: 0 Clip Size: 1 Reload: 300 Deviation: 0.20 Initial Deviation: 2 Duration: 60 Hit Points: 70
Mass: 500 Power: 180
Sensor Modules Sensor Modules are used to detect things from a distance, all ships are able to detect objects that are in close proximity to them, but detection from a distance require sensor modules. Sensor modules have two attributes; Sensor Strength and Scan Speed. Sensor Strength indicates the ability of the module to detect targets, Scan Speed is the number of scans that the module can perform during a turn.
Sensor Array Sensor Strength: 50 Scan Speed: 2
Mass: 1050 Power: 250
Large Sensor Array Sensor Strength: 80 Scan Speed: 3
Mass: 1800 Power: 450
Electronic Countermeasures Being detected at a bad time can ruin evem the best laid plans, to avoid being detected you can throw massive quantities of electromagnetic noise at the thing trying to detect you in order to blind its sensors, the unfortunate side effect of this is that it makes the ship that is doing the blinding much more visible to enemy ships.
ECM module Jamming Strength: 40 Detection bonus: 20
Mass: 800 Power: 350
Heavy ECM module Jamming Strength: 70 Detection bonus: 35
Mass: 1500 Power: 500
Economic Modules Space isn't just about killing dudes, just mostly about killing dudes. The money that you buy spaceships with has to come from somewhere.
Colony module Capacity: 100,000 Mass: 1500 Power: 200
Mining Module Mass: 1000 Power: 180
Step 3 - Decide Section HP and calculate speed
All ships are comprised of a Core Section plus a number of additional sections, the Core Section gets its HP value from the Core Integrity value of the Power Core that you have chosen for your ship, but other sections draw their HP from a "pool" known as Section HP.
Section HP represents the combined total HP of all of the non-core sections of a ship. How this HP is distributed between sections is up to you (you may wish to have some sections with more HP than others), but the total of all of the sections must equal your Section HP.
Section HP takes up mass at a ratio of 1:1. One Section HP takes up one point of mass. Remember that your ship's USED MASS cannot ever exceed its MASS ALLOWANCE.
For example, a ship comprised of 8 sections with 300 HP each will have a Section HP of 2400 which in turn adds 2400 to the ship's USED MASS. A ship comprised of 4 200 HP sections and 4 300 HP sections would have a Section HP of 2000 which would add 2000 to the ship's USED MASS.
Once you have decided on the Section HP of your ship you can calculate its speed and agility statistics.
Speed = Total Speed Power / USED MASS Turning = Total Turning Power / USED MASS Acceleration = Total Acceleration Power / USED MASS
Step 4 - Shipmaker
Build the damn thing.
Engines and Thrusters Each engine that your ship has should be represented by a single thruster or thrusterEX module on the ship itself.
If you are using a section to visually represent your ship's engines then your thruster or thrusterEX module should be parented to that section and the section's HP should be set to that of the engine rather than being based on the ship's Section HP.
Basic thrusters at this stage should use an orange or otherwise flame-like exhaust sprite, as engines at this phase are fairly simple chemical rockets, or something. Other propulsion types will come with different appearances.
That's right, sections representing engines don't count towards your ship's Section HP.
Core Placement - Because Preacher is a fucking retard The Core must be placed in the 'center' of the ship, so that a ship's size is representative of it's actual size. That means the core may not be shifted back, forwards, or to either side of the dead center of the ship.
There are no exceptions to this rule.
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| Last edited by Arcalane on Mon Nov 29, 2010 4:01 am, edited 82 times in total. |
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