5 slots:
Myself, flabort: Rickzard
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Enemy sets:
enemy set 1, the easiest enemies found
fleets are built ship by ship, starting points are 750.
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A ship will cost 5 points without anything added.
Core HP is 10, add 2 points per every 10 hp more. any core type is allowed.
Each section, with a base HP of 0, is 1 point. add 1 point for every 10 hp in this section. no limits on size increase for pieces, but no decreases.
1 point per .05 max speed total
1 point per .01 acceleration (in ship maker)
1 point per .05 turning total
Thrusters, teller torpedoes, agies deflectors and flux projectors are illegal due to ai reasons.
Normal deflectors cost 10 points.
Nano matrixes cost 9 points.
Unmodded weapons:
pulse gun cost 2 points
gattling pulse cost 3 points
rail guns cost 5 points
blasters cost 3 points
gattling blasters cost 5 points
quad blaster cost 6 points
repeater gun cost 3 points
tachyon cannon cost 5 points
tachyon repeater cost 8 points
tachyon driver cost 5 points
plasma charge cost 5 points
beamers cost 5 points
mining beam cost 3 points
scatter beam cost 4 points
shock beamer cost 4 points
mega beam cost 7 points
side winders cost 4 points
pulsars cost 5 points
point beams cost 2 point
flack guns cost 3 point
particle gun cost 3 points
Demeter launcher cost 7 points
Demeter pod launcher cost 11 points
weasel cost 6 points
gluon bolter cost 10 points
lancet cost 11 points
missile launcher cost 4 points
anything else will be added via edit
Modding weapons:
1. For every modified value (except rotation), a weapon counts as one more thing. This means you can only modify four values in a weapon, because each section can only support 5 things. in this case, it would be the weapon, and each of it's four modified values.
2. A modified value costs the equal of it's number. This causes modified values to cost a lot. So even if the default number (-1) calculates to be, say, 5, if you put that number there yourself, it would cost five more points then usual. If you put the same value at 9, it would cost 9 points.
3. exceptions to rule 2 are bullet speed, interceptability, HP, fire rate, reload, or deviation. fire rate and reload have their costs calculated by taking 180, and subtracting the number, then dividing by 10. HP is 1 point per every 10 HP. interceptability is 1 point per every .01. bullet speed is 1 point per five percent above 100, and -1 point per every 10 points bellow 100. deviation costs are calculated by 180 minus the number divided by 5.
This means if you took a blaster (3 points normally), set the HP to 90, the fire rate to 30, the speed to 115, and the deviation to 90, the cost of the blaster would be 48. it doesn't seem like much now, but it can amount to hundreds of points.
Feel free to use as many modified weapons as you want, as long as you follow these three rules. This means any ships with modded weapons will cost a lot.
There is a requirement of 3 sections per deflector, and 10 per nano matrix. Nothing is allowed to be parented to the core except the sections, and nothing can be parented to anything it doesn't overlap. Also, point beams and flack guns are not allowed unless there is no other similar modual on the section. This means that ships with good defenses must have lots of sections. Also, each section can only have 5 sections, weapons, or moduals attached. Any number of doodads is allowed.
Ai types have affect on cost:
Normal: +/- 0
Broadsiding:-2 points
Flanking: +2 points
Kamikazee:Illegal
Ships auto repair after battles, but any destroyed don't come back. Any ships in the fleets of the players are allied, anything in the rooms to fight are enemy.
This will have plot twists, so rooms may dissapear, you could find ships that will help you, etc. I will decide.
Also, remember that these ships are representations of your characters in the dungeons, so please post race/age/item information for your character. No psi powers are allowed in the characters!