Author Topic: Gauging Interest--Fleet Command RPG  (Read 3823 times)

Holy Thunder

  • Founder
  • *
  • Posts: 655
Gauging Interest--Fleet Command RPG
« on: May 03, 2014, 09:10:46 am »
Hey all!

I know we've tried several games here, to varying degrees of success, and I thought I'd try my hand at it. I'm currently building the spreadsheet for a Fleet Command RPG. Basically players would pilot a ship with pre-specified HP, Shields, etc. in moderated missions and sorties represented on a game map. You could fight in the Royal navy and command larger ships and fleets as you rank up, you could fight for the bad guys, you could serve yourself as a pirate or privateer, or you could pursue personal wealth as a merchant.

Whatever role you choose, you'll grow in influence and power (unless you squander it), and the guided storyline will often place you in positions of conflicting interest with other players. Name your ships, upgrade them, and buy new equipment for them from 16 different items--EMP's, torpedoes, and drones, just to name a few.

The current highlight of the game is the combat system, which is automated enough that I'll be able to quickly (instantly) resolve battles, but complex and concrete enough that I can provide shot-by-shot details upon request. Regardless of the scale players would like to start with or where we end up, the game will support fleet battles with up to 50 ships and 300 drones participating on each side.

The game will include a map, more blockish than GW but enough to show who's where and what's there.

Gameplay would be very similar to our GW format--I'll give you status updates and describe the situation, and you respond or take whatever action you want. Instead of action points, you'll have money--obtained from fleet salary, looting ships, completing missions, or buying/selling goods and pirated ships.  What do you guys think, and who all would be interested?
--Trespassers will be promptly riddled with bullets and other unpleasant projectiles.

--Survivors will treated with apologies, steak dinner, and a VIP tour of our facilities.

Concore

  • Founder
  • *
  • Posts: 26
Re: Gauging Interest--Fleet Command RPG
« Reply #1 on: May 03, 2014, 11:53:05 am »
Hmmm... An intriguing idea.  Though personally I'm not much into GW, I still like what your going for.  I like the idea of large battles with 50 or so objects on the battlefield that you can customize, though it might be hard to keep up with all of them.   It'd be inserting to see where this will go if you can pull it off, so I'm going to give this my support. 

Commander Jackson

  • Founder
  • Lazy dev E.M.T.
  • *
  • Posts: 771
  • Ex astris, scientia
Re: Gauging Interest--Fleet Command RPG
« Reply #2 on: May 03, 2014, 01:37:11 pm »
I'm interested
Gabe has a wraith? That explains so much.

Holy Thunder

  • Founder
  • *
  • Posts: 655
Re: Gauging Interest--Fleet Command RPG
« Reply #3 on: May 03, 2014, 02:26:58 pm »
Sweet!  It's still going to take a bit, I'm still working on the combat and havent even started the map yet. Just wanted to see how much juice I should put on it. @Concore, keeping track of several ships, HP, and equipment loadouts will potentially be a challenge, that's what I've got to find a solution to.

The combat system works on random targeting--a frigate, for instance, can hit 3 targets per round. If there are 3 or more enemy ships, the frigate's attack roll (20, plus or minus 5) is divided evenly among three targets chosen at random. If there is only one target, it gets the full roll. Larger ships tend to have larger attack, distributed across more targets. A Battleship has 200 attack, divided among up to 20 targets.

The system is designed that way for two reasons: 1) to give escorts a hefty value even after you've got the money for a couple of supercapital ships, and 2) to simulate distributed battle damage a la The Lost Fleet.  You may have five battleships and 3 battlecruisers, but all of that attack has to be distributed randomly among my two dozen escort ships--so the odds are, no individual ship will be hit too hard. On the other hand, some of my escorts may destroyed outright while others are unscathed, if the random numbers fall that way.
--Trespassers will be promptly riddled with bullets and other unpleasant projectiles.

--Survivors will treated with apologies, steak dinner, and a VIP tour of our facilities.

Concore

  • Founder
  • *
  • Posts: 26
Re: Gauging Interest--Fleet Command RPG
« Reply #4 on: May 03, 2014, 06:14:54 pm »

The combat system works on random targeting--a frigate, for instance, can hit 3 targets per round. If there are 3 or more enemy ships, the frigate's attack roll (20, plus or minus 5) is divided evenly among three targets chosen at random. If there is only one target, it gets the full roll. Larger ships tend to have larger attack, distributed across more targets. A Battleship has 200 attack, divided among up to 20 targets.


So the more ships you have, the less damage your important capital and battle ships take.  If this is true, then it would make frigates and escorts in small battles and destroyers and cruisers in large battles much more important for absorbing damage.  I can finally rest assured knowing that my fleet of destroyers wont get instantly annihilated  by pirate battleships.  :D

For the ship organizing thing I think the best method I can come up with is to just put the ships into fleets, which can then be organized into fleet sections,  and then ship class.  If anyone has a better idea, then please make your word heard.

« Last Edit: May 03, 2014, 06:25:30 pm by Concore »

Iago

  • Founder
  • *
  • Posts: 148
  • Keep calm and charge the FTL drive
Re: Gauging Interest--Fleet Command RPG
« Reply #5 on: May 04, 2014, 11:22:19 am »
Sign me up
Superbia mentis potens in armis.

Me2005

  • Founder
  • Contributor
  • *
  • Posts: 2104
Re: Gauging Interest--Fleet Command RPG
« Reply #6 on: May 05, 2014, 11:41:16 am »
I'm down. Now, which race of anthropomorphic or unknown terrors from the GW to bring to the table: Pirate Kittens, Cows in SPACE!!! (both of which have a penchant for annihilating CJ), the noble (if engaged in frequent civil war) dogs of the Andromeda Council, the *REDACTED*, or the fearsome LIGHTBRINGER.

>:D
But you were dead a thousand times. Hopeless encounters successfully won. A man long dead, grafted to machines your builders did not understand. You follow the path, fitting into an infinite pattern. Yours to manipulate, to create and rebuild.

I know who you are.

You are destiny.

Holy Thunder

  • Founder
  • *
  • Posts: 655
Re: Gauging Interest--Fleet Command RPG
« Reply #7 on: May 06, 2014, 09:10:22 am »
Glad there's interest! I'll try to pour on the speed then. It's still under construction, but I should have the combat portion finished this week or early next week. Also, I'm open to suggestions, especially while I'm still building it, to make it the best experience for everybody. Just please be patient with me. :)

I've already described the targeting system. The ships are currently dvided into 13 classes, with 4 basic categories: Escort, Heavy, Capital, and Supercapital. Larger classes will generally have more equipment slots, but lower acceleration scores. Equipment slots will be a HUGE factor in determinine battle outcomes. More on that later.

A quick breakdown of the ships and their roles. Armor and attack values are the centerpoints; actual values will be randomly rolled in a range plus or minus that value.


4 Escorts --drones, plus 3 levels of escorts. I'll try to balance them in terms of cost-effectiveness, so that the heavier ones cost enough that you don't want to lose them.

Drone:
Exists primarily as a component of another ship.
HP 20 / Shields 10 / Armor 0 / Attack 10 / Max Targets 1

Fast Attack Craft (FAC):
Smallest standalone escort, cheap and disposable.
HP 60 / Shields 30 / Armor 0 / Attack 15 / Max Targets 3 / Equipment 2

Frigate:
Thought about using this as a "starting" ship. Affordable, efficient.
HP 100 / Shields 50 / Armor 5 / Attack 20 / Max Targets 3 / Equipment 4

Destroyer:
Strongest escort.
HP 160 / Shields 80 / Armor 8 / Attack 35 / Max Targets 4 / Equipment 5

3 Heavies
Cruiser:
'Significantly stronger than a Destroyer, adept at killing escorts.
HP 300 / Shields 150 / Armor 10 / Attack 50 / Max Targets 5 / Equipment 7

Interceptor:
Weak, but plenty of equipment slots. An ideal and flexible "specialty" ship.
HP 300 / Shields 150 / Armor 10 / Attack 50 / Max Targets 5 / Equipment 12

Heavy Cruiser:
The heaviest non-capital ship, ideal as a flagship for players without capital-building funds.
HP 500 / Shields 250 / Armor 15 / Attack 75 / Max Targets 6 / Equipment 10

4 Capitals--The capitals don't have so much a progressive good/better/best structure, as different capitals for different roles. I tried hard to make them equally viable in their own roles.

Carrier:
A "weaker" capital ship on its own, but carries 20 drones without using equipment slots (this number may shift to 25 or 30).
HP 600 / Shields 600 / Armor 20 / Attack 50 / Max Targets 20 / Equipment 15

Battle Cruiser:
It's no match for a Battleship, but has the same acceleration score as a cruiser. An ideal flagship for a fast-attack or pursuit fleet.
HP 750 / Shields 350 / Armor 15/ Attack 250 / Max Targets 20 / Equipment 15

Battleship:
Very difficult to kill, and a low acceleration score.
HP 1000 / Shields 600 / Armor 30 / Attack 200 / Max Targets 20 / Equipment 15

Annihilator
The "Glass Cannon" of Capital ships. It only hits one target, and can instantly kill anything smaller than a Heavy Cruiser. But most of that attack is wasted if the random target happens to be a drone...
HP 300 / Shields 300 / Armor 20 / Attack 400 / Max Targets 1 / Equipment 15

2 Supercapitals--because we all need something to reach for. These are the monsters.
Dreadnaught:
Same acceleration as a Battleship. Enough armor to completely shrug off attacks from escorts, unless vastly outnumbered. Very expensive.
HP 1500 / Shields 750 / Armor 50 / Attack 300 / Max Targets 30 / Equipment 20

Titan:
Anything smaller than a Heavy Cruiser can't even scratch it. Extremely expensive, and the lowest acceleration score--meaning that any fleet with one of these can't force battle against anyone who doesn't want to fight. Best used in defending objectives or jump points, or in assaults against critical targets where the enemy can't flee.
HP 2000 / Shields 1000 / Armor 60 / Attack 400/ Max Targets 30 / Equipment 20

A note about shields and armor
Shields have zero damage reduction. Armor, on the other hand, multiplies to accomodate multiple attackers, who should each have to punch through. Each ship rolls a random armor score based on its type, and that score is multiplied by the number of ships who are attacking it. Drones only count as 1/10 of a ship, for armor purposes.  But the armor multiplier maxes out at 10 ships and/or 10 drones--so if 15 ships and 20 drones are all targeting the same ship, they'll need a combined attack of 11x that ship's armor before they start inflicting HP damage.

A note about ship classes
These are just opening ideas, not sure how everything will pan out. Custom ship classes (different HP / Armor / Shields / Equipment slots) will be available at shipyards, based on the upgrades required to reach those specs from the nearest class equivalent. From there I'll extrapolate a reasonable price, plus a 20% premium for the first prototype.
------------------------

Now for the equipment
Some equipment will scale with the ship type, like HP/Shield/Armor additions. Weapons will remain static. There will be other equipment as well, such as stealth / engine boosters / sensors / cargo, but I'm not there yet, and they'll have a limited effect on the battle itself. For instance, the primary effect of stealth will be that your enemy will find himself fighting ships he didn't previously account for. 

Note: When adding equipment or upgrading the specs of a ship, I have to account for that ship individually. You only have two options from there: 1) You have to name that ship, which you may prefer to do anyway (but will become a pain for you with larger numbers), or 2) You have to upgrade every existing and future ship of that class at the same time. This will make them appropriately more expensive in the future, of course. Then you just have to remember that all of Me2005's FAC's have two Rocket Pods and 75 HP instead of 60. (I won't have to remember that, because it'll be written down in the spreadsheet.  8) )

All equipment stacks.  For chance-based equipment, stacked equipment will allow more rolls. You're at the mercy of Excel's random number algorithm, so overkill isn't a bad thing to ensure hits.

Damage-dealing equipment will not trigger armor multiplying effects. If the number of hits exceeds the number of available targets, some targets will be hit more than once.

Numbers: escort / heavy / capital / supercapital.
Hull Extension: Add 50 / 75 / 100 / 150 HP to your ship at the outset of the battle. Not the same as an HP upgrade, which happens without using a slot.

Repair Crew: Add X (number or percentage) HP to your ship at the beginning of each round. Will need to balance this to make it worthwhile, but not overpowered. Right now I'm leaning toward 10% Max HP per RC per turn.

Shield Battery: Add 75 / 150 / 225 / 300 Shields at the outset of the battle. Larger numbers than HP, but no damage reduction.

Shield Generator:  Add X Shield to your ship at the beginning of each round. Also needs balancing, but leaning toward 15% or 20% per generator per round.

Drones: Adds 5 / 10 / 15 / 20 drones at the outset of the battle. May need adjusted for balancing.

Heavy Armor: Adds 5 to the Armor roll each round. I thought about scaling this, but keeping it constant seems like a boon to smaller ships.

Torpedo: A 20% chance per Torpedo per round to deal 200 damage to a random enemy capital ship. Useless against non-capital ships. Stacks up to 5 hits per turn per ship.

EMP: A 20% chance per EMP per round to reduce the target's attack to 1 and cut their armor roll in half. Stacks up to 5 hits per turn per ship. Does not target drones.

Boarding Party: A 25% chance per BP at the end of each round to send a boarding party to a randomly targeted ship. If the targeted ship has no shields and between 0 and 50% HP, the targeted ship will be captured. Up to 5 hits per turn per ship. Does not target drones.


Missile: 20% chance per Missile per round to inflict 25 damage on 2 to 5 targets. Stacks up to 20 hits per ship per round.

Rail Gun: A 20% chance per RG per round to inflict 100 damage on a single target. Stacks up to 5 hits per ship per round. 

Flak Battery: A 50% chance per Battery per round to inflict 10 damage on 5 to 10 targets. Stacks up to 30 hits per ship. Ideal counter to drones, although larger ships will barely notice.

Rocket Pods: A 50% chance per Pod to inflict 20 damage on 5 to 10 targets. Stacks up to 30 hits per ship.  Only fires on the first round.  Ideal for hit-and-run missions.


Countermeasures: Probably the single most powerful piece of equipment. If the ship using CM is targeted for EMP, you get a 50% roll per CM to counter it. Hits are also counted in. So a ship with 2CM's is very likely to resist 1 EMP, but very unlikely to succeed if the same ship is hit 4 or 5 times (which, if you're outnumbered, is a very real possibility. I checked.  ;) ).

CM also provides the following damage reductions per CM, not per hit.
Torpedo: 100
Rail Gun: 50
Missile: 15

That means that if I get hit with one Torpedo but I'm carrying 3 CM's, I get 300 damage reduction--enough to counter your torpedo and 100 other incoming attack. Any "credit balance" will result in a shield addition to the ship carrying CM's.  By the same token, if I'm carrying 1 CM and get hit with 3 torpedoes, I'm still eating 500 damage.

CM does not currently counter the Boarding Party. But if early tests show capturing to be too effective, it'll play by the same counter-rules as EMP.

-----

I know that's a lot of reading. Any questions? Suggestions? Additions / Subtractions?
« Last Edit: May 06, 2014, 12:43:18 pm by Holy Thunder »
--Trespassers will be promptly riddled with bullets and other unpleasant projectiles.

--Survivors will treated with apologies, steak dinner, and a VIP tour of our facilities.

Niwantaw

  • Founder
  • Eternal Skipper O.Q
  • *
  • Posts: 1448
  • Grille'd
Re: Gauging Interest--Fleet Command RPG
« Reply #8 on: May 06, 2014, 12:57:56 pm »
I'd suggest going for the "you don't want to lose /any/ escorts" approach and instead balance the tiers so that there's a "fast offence, slow defensive & support" ship in each tier.

So for example the escorts would be:

Corvette: fastest ship, High base attack and low defence. 4 equipment slots. Can focus 1/2 attacks on a single target.


Frigate: balanced support ship. Low base attack, moderate defence, moderate speed, 6 equipment slots (gets a bonus equipment slot)


Destroyer: heaviest armour for tier, Moderate base attack, lowest speed, 3 equipment slots. (It's a brick with guns. It ain't get any special)


The balance being the Destroyer will outfight either of the other two as off base. But the corvette is faster and the frigate can be much more flexible in it's loadout.




Then perhaps if cannon fodder is needed adding a Drone/fighter/bomber tier in. Drones being dirt cheap, fighters/bombers being anti strikecraft/escort respectively but a little more costly.
"God damnit why does everything have to be in sweedish? I don't understand shit"-Davee

<Strait_Raider> "The Big 4 could be equipped with a Bren gun or a 3 inch mortar..."
<Strait_Raider>That's like... my two favorite things.
     Put together.
     That's like... Kate Upton in a Tiger

Holy Thunder

  • Founder
  • *
  • Posts: 655
Re: Gauging Interest--Fleet Command RPG
« Reply #9 on: May 06, 2014, 01:17:59 pm »
The thought process is that as players grow in income and influence, and start wielding several capital ships in a single fleet, escorts will exist (much as they do now, with carriers) primarily to divert incoming fire. In the scale of capital-level ship fights, escorts then become useful, but expendable in the interest of preserving the big investments. 

Not sure if you've read The Lost Fleet series, but that's the inspiration for the mechanics--escorts tended to not handle incoming fire very well and disintigrate if they were hit. A firing pass where you lose no capitals and a half dozen escorts is, in the balance of things, considered a pretty good run. I want players to be able to feel tangible losses with every fight, but to take those losses with a chance at keeping their big-ticket items.

That said, I think the equipment slots can add some balance there. Take a slot from the destroyer and give it to the Frigate, and you have a good reason for both classes to exist.  The FACs (corvette might be a better term for that) will probably remain the cheap go-to for cannon fodder, but switching up the equipment loadout will definitely add balance to the escort classes.

For speed, I haven't finished the system yet, but it will be on a 0-10 scale where the FAC is 10, the Titan is 1, and stations/planets/minefields are 0.  For battle, each player can choose how many rounds they want to fight, from 0 to 10. Failure to specify will default to 5 rounds. The fleet whose slowest ship is faster will get their way. But say you  want to fight 6 rounds and I don't want to fight at all. Your slowest ship is a Heavy Cruiser, while I've got a Carrier and a double-handful of Destroyers and faster. I have to fight because your fleet is faster--my average may be higher, but that doesn't make my Carrier any faster. So on round 3, your torpedoes kill my carrier. We're past when I wanted to fight, and now my slowest ship is faster than yours, and so the battle ends and my surviving ships escape.
« Last Edit: May 06, 2014, 01:32:32 pm by Holy Thunder »
--Trespassers will be promptly riddled with bullets and other unpleasant projectiles.

--Survivors will treated with apologies, steak dinner, and a VIP tour of our facilities.

Commander Jackson

  • Founder
  • Lazy dev E.M.T.
  • *
  • Posts: 771
  • Ex astris, scientia
Re: Gauging Interest--Fleet Command RPG
« Reply #10 on: May 06, 2014, 01:49:33 pm »
Interceptor almost identical to Crusier.  The only difference is that the Interceptor has more equipment.  Was this intentional?
Gabe has a wraith? That explains so much.

Holy Thunder

  • Founder
  • *
  • Posts: 655
Re: Gauging Interest--Fleet Command RPG
« Reply #11 on: May 06, 2014, 01:53:23 pm »
Yep. The Interceptor actually has less attack than a cruiser, but it has 12 equipment slots--more than the cruiser or Heavy Cruiser. Will probably actually adjust the Heavy Cruiser's slots down to 8, to emphasize this advantage.

If you look through the equipment items, a lot of that equipment does potent damage. A single missile launcher can do up to 125 distributed damage in a single turn, and a Flak Battery can do up to 300 distributed damage per round. If you loaded down an Interceptor with Rocket Pods and Engine Boosters (not yet on the list, but getting there), you have a fast-moving hit-and-run machine that can deal 600 distributed damage and then get away quickly.

In light of that, actually, the CM should probably add a reduction to Rocket Pods as well...
--Trespassers will be promptly riddled with bullets and other unpleasant projectiles.

--Survivors will treated with apologies, steak dinner, and a VIP tour of our facilities.

Me2005

  • Founder
  • Contributor
  • *
  • Posts: 2104
Re: Gauging Interest--Fleet Command RPG
« Reply #12 on: May 06, 2014, 03:13:47 pm »
Personally, I'm still concerned with the variety being overwhelming. I'd need to see it played out, and other opinions of course. How many ships do you expect us to maintain in a normal round?

Also, a colored horizontal-bar graph depicting each ship type, organized the way you have them from worst on top ->best on bottom, with their stats as the bars (armor, slots, targets, shields, cost, etc.) would be helpful to visualize what is going on.

How do you envision other features working? Map, exploration, income, etc.? Is this a 4x like GW, or a more combat-focused experience? Tossing out some preliminary options and letting us experience a 'beta' run of the combat portion might help you balance it, fix some issues in the engine, and help us understand it.



"Interceptor" is a type of fighter. I'd change that to "Interdictor" to indicate that it is something else.

@Niw's comments - I think it's a good idea to have each ship in a tier fufill a purpose, but I'd position them differently. You'd have a ship good against higher class ships, but less effective against same class and a sitting duck for lower class, a ship good against same class but not very effective against higher class, and a ship good against lower class but worthless against higher class and not effective against same-class. This is something like the way I understand traditional warships to work; frigates get beaten by destroyers because a destroyer's purpose is to kill frigates, while a frigate's purpose is to be more generic against a variety of threats. Maybe Niw's saying the exact same thing and I'm just not reading it that way though.
But you were dead a thousand times. Hopeless encounters successfully won. A man long dead, grafted to machines your builders did not understand. You follow the path, fitting into an infinite pattern. Yours to manipulate, to create and rebuild.

I know who you are.

You are destiny.

Niwantaw

  • Founder
  • Eternal Skipper O.Q
  • *
  • Posts: 1448
  • Grille'd
Re: Gauging Interest--Fleet Command RPG
« Reply #13 on: May 06, 2014, 03:23:51 pm »
I'd think that you could balance the pricing to make it so you'd much rather lose a bunch
of escorts than a capital or super capital.

I'm just thinking that having all of the tier viable would make it a bit more interesting. So it's not everyone having BBs escorted by FACs/corvettes but a mixture of escorts following the larger capitals


~stuff


Kinda. the destroyer in my example would beat smaller things and the others of the same tier due to having the HP/shields/armour to tank the damage much better. While the corvette would be able to focus better on larger targets (en mass leading to great focused firepower) while the frigate would be a poor choice for direct combat but could be loaded up with goodies to be a missile boat or something.
"God damnit why does everything have to be in sweedish? I don't understand shit"-Davee

<Strait_Raider> "The Big 4 could be equipped with a Bren gun or a 3 inch mortar..."
<Strait_Raider>That's like... my two favorite things.
     Put together.
     That's like... Kate Upton in a Tiger

Holy Thunder

  • Founder
  • *
  • Posts: 655
Re: Gauging Interest--Fleet Command RPG
« Reply #14 on: May 06, 2014, 03:54:32 pm »
@Visualization: Challenging, but I'll look into it.

@other factors: I'm looking at a 4x (?) game like GW, roleplaying with a map, economy, income, and so on. Combat will be a major focus, but you can also look at cargo transport or merchant. Storyline will be guided, lightly when players have much material, more heavily when they don't. NPC's and storylines will be geared toward pushing players into a conflict with at least one other player periodically.  That is, your CO gives you an assignment to hunt down X notorious pirate, who just happens to be Concore. Your executive officer points out the benefit of using your fleet to extort some of Me2005's station profit, or destroy it. A player on one side is given an objective and assets to defend a certain aspect or doom their career, while a player on the other side is given a directive to destroy said objective within X turns.  Sides A and B meet in Sector Y for combat, where a merchant and/or pirate (who just happen into that area) have to choose whether to take sides.  Things like that, maybe.

 Much of the calculation for that has yet to be done, and I'm open to input on that end. This was a "gauging interest" thread for a reason, it'll be a few weeks at the earliest before I can get a full-on game going.

@variety, for both Me2005 and Niw: The key here is equipment, which will allow tremendous customization and specialized roles. Torpedoes do 200 damge targeted directly to Capital ships. If Niw is spamming battleships, Me2005 can build a fleet of frigates for a lot less and equip them with torpedoes and EMP's. Damage is negated, the battleships can't outrun the lighter classes, and in the balance of losses, Me2005 can come out ahead financially even if he loses. 

With different equipment loadouts, ships of even the same class can have dramatically different effects. If it would help, I could maybe specifically target some of the other equipment to target specific categories.

@"Beta" testing: Once the combat side is finished (should make a lot more headway on it today), you can post hypothetical matchups between varioius fleets with different equipment loadouts, and I can run them without any trouble while working on the maps. Heck, I can send you the spreadsheet itself if you want to play with it--although it's not terribly not-me friendly.

@ Scale: That I leave to the players for preference. If you'd prefer to start small and adventure your way up, so that your first Cap ship is a really big deal, we can do that. If you want to start with enough funds to build a small flotilla and scale up quickly to dozens of ships slugging it out when they meet, we can do that.

Your goals will be based on your role, and the setting will be two very large powers on the brink of war (which will probably boil over). So fighting in the navy for either side, your goal will be ultimate victory for your side, and your personal career. If you're a merchant, you want to control everything possible, beat out the competition, and keep your stuff protected from looters and other players.  If you're a pirate or privateer, you're essentially building your own private empire just outside the borders of established powers.  So while it's not all combat, a lot of it is about the combat, and eventually there is likely to emerge a winner or set of winners.
« Last Edit: May 06, 2014, 04:01:19 pm by Holy Thunder »
--Trespassers will be promptly riddled with bullets and other unpleasant projectiles.

--Survivors will treated with apologies, steak dinner, and a VIP tour of our facilities.