So, after a discussion found here:
I came up with what I thought might be an interesting experiment, if not a fun game, for us to play while waiting to *actually* blow each other to digital smithereens. Here's how it works:
* Each player starts by posting a design for a ship, following the Ship Design
* Each player then chooses an Action
, based on the Rules of Engagement
* Each player resolves the Actions
according to the Rules of Engagement
until their ship is destroyed.
* Each player may then build a new ship, if they so choose, and repeat the process.Rules of EngagementAll players must adhere strictly to these Rules of Engagement. Failure to do so will result in an unpleasant tossing out of the nearest airlock
ActionsAll players may take as many Actions as their Ship Design allows - firing weapons, running away, boarding; all covered here.
- Each player may only have 1 ship in operation at any one time
- Each player must make a post explaining their initial Ship Design and Actions
- According to the Actions taken by the player and against the player, each player must resolve the condition of his/her own ship
- Non-players may post between Action posts, saying some exclamation like "Hit!" or "Fire!" or "Go!." The purpose of these otherwise-pointless posts is to determine who did what to whom - It'll be explained more in the Actions section. Please do not double-post while doing this, and, if someone beats you to the punch, don't post or edit your post out.
- No player or non-player shall Double-Post!
Ship DesignAhh, the good stuff. This is how you design, and operate, your ship.
- Engage: In order to be able to preform any Action, you must first engage an opponent. Doing so will put them in your "Target:" area of your action comments. You do so by following the action example below - but it'll look something like: [your ship name] is Engaging [player name]'s [their ship name]. Once engaged, they may also take shots at you. You may be engaged with any number of ships at once.
- Attack: Really the whole point of this operation. Attacking fires your weapons at an engaged opponent. You may attack with as many or as few weapons as your Ship Design and current status allow. You may split your attack, as long as you are attacking in whole-units (if you've only got 1 gun, you can't fire half at me and half at Rainman, for example). Attacks are resolved using the 10's column on the seconds of the next person to post (why non-players can post gibberish like "Hit!" and "Fire!"). The exact way will be explained in the Ship Design section, but if the next post happens at 5:03:57, you just hit a "5". Quote them please. And remember, you are not allowed to double-post. Also remember; you can't attack and board at the same time. When you attack, damage is done first to active shields, and then applied as the target sees fit within the damaged section. If there is damage left over, it hits section X. If section X is destroyed, it hits other sections until there's nothing left.
- Accelerate: This gives YOU the advantage. You use your ship's engines (if it still has any that work) to raise your Delta V (DV). 1 engine activated = +1 DV. Ships with higher DV always go first (If I attack you, my damage happens first; and so if it happens that all your weapons are destroyed, your attack might just have failed). You use the last-current DV for determining this; you can't Accelerate during your turn and raise your DV above a player you're attacking. Your next turn (if you live that long), your DV will be raised (supposing you didn't loose those thrusters you were using) and you will go first. If there's a tie, the player with the ship on the board first goes first
- Boarding: EDIT: Can't board someone who has shields up. That wouldn't make sense anyway. /edit.Similar to attacking, but less effective. You can board a ship if you have greater Delta V (DV) - which is gained by accelerating as described above. Boarding is resolved by allowing the boardee to finish their round (if they are attacking you, they basically get a free shot - you can't shoot and board at the same time!), then killing off crew members. Crew are killed 1 for 1; you loose 1, they loose 1, until everyone is dead (or someone is alive; they're the "winner"). For example, Sally's Star Frigate boards Bob's Bristling Cruiser - sally has 50 crew left and bob has 37. Sally will win with 13 crew remaining. If you win a boarding action, you can take over the looser's ship or keep your own, but not both. Re-name the ship if you capture it.
- Disengage: (retreat) You may only disengage if you have the higher Delta V (DV). If you do, you may only disengage from up to 3 engagements at a time (really, what were you thinking?). You cannot preform any other actions while disengaging to the players from which you are disengaging, but they can't do anything to you either. Next turn they may re-engage you, however.
- Raming!: You fool! You may ram an opposing ship if you have a DV of 10 or more greater than theirs. Ramming will destroy the hit area as a normal attack would, but using your ship as the weapons fire. Shields are dropped 1 for 1, armor does 4 damage (2 for each hp of the armor); and if his shields are up before the ram, the ramer's reactors exploding do damage to both ships while the ram-ee's do damage to their ship only. For every additional DV over 10, the rammer may apply an additional damage point to the ramee.
Firstly, your ship is composed of modules. Each module represents an equal segment of ship; and unless otherwise stated, they all take one shot from a weapon to destroy. Before you start reading about the modules, you should know that your ship is composed of 7 sections - 0-5 and 'X'. Each section corresponds to a number on the clock we'd discussed earlier (05:15:3
7), except (obviously) 'X'. All the other sections only get damaged based on what time it is - 'X' gets damaged based on other reactions (a reactor going off - ooops), or when there's nothing left to hit in a section. If I've fired 20 weapons at you, and your ship has 3 modules in section 2, where I hit, then 17 damage is getting applied to section 'X'. This means 'X' is the strongest section - you can only hit it by eradicating other sections.
Modules have requirements - some require Crew, some Power, some both. Crew can be provided from Crew Quarters and Computers, and power from Reactors. Crew will die if they were assigned to activate something and it can be proven that that something got blown off (you activated 10 weapons, and had 15. 7 got blown off - you lost 2 crew members). Crew will also die if the Crew Quarter they were in is blown up (You activated your 10 weapons, 7 of 15 got blown up; but you also had 2-10 man crew pods that got blown up. You lost 12 crew; 10 that were unused in the crew pod and 2 from the weapons). Power is lost if it gets blown off too, but you've got to actually loose the reactor for that to happen. Computers work differently - they provide crew at the cost of power, and their crew can't be killed off (unless the computer itself is destroyed). However, computer crew is counted differently (CPU instead of Crew) and doesn't help in boarding actions.
I'm not sure I put this anywhere else (again, it was late and I was tired), but you can only have 100 modules total in any ship.
You should also know that you can put anything anywhere and expect it to work just fine. i.e.: Shields in section X can protect all the other sections; weapons don't need to be exposed, hull only protects when it's hit, etc.
Now for my ship design:
- Hull: The armor of your ship. Each module absorbs 2 damage instead of 1.
- Weapons: The things you use to break other people's armor. Each does 1 damage, but requires 1 crew to man it and 1 energy to be available to power it.
- Crew Quarters: Each one provides 10 crewmembers, ready to be
slaughtered guided to victory!
- Reactors: Each reactor provides 10 energy. If it goes up though, it'll do 5 damage to your own ship (even adjacent sections!). Reactors use -10 energy and 5 crewmen.
- Shields: Shields are what stand between you and the void. Each one can block 1 incoming damage (without being destroyed), and can recharge. Requires 1 energy to be up, and 3 to go back up (but only that turn; after it's back up it's 1 again). Shields go up and down across the entire ship, otherwise, you choose where to apply damage.
- Thrusters: Thrusters add to your all-important Delta V (DV). Activate them to add to your current DV. Uses 3 energy and 2 crew on activation.
- Computer: Computers are slowly replacing your men as expendable. Just don't let them find out... Each computer provides 15 crew, but costs 5 energy to operate. They can be shut down if you can stand loosing the crew (might get tricky if you're using the computer to operate the reactor though...)
Please copy this format EXACTLY (well, change the variables to describe YOUR ship) when designing your ships. It'll make it easier for all of us.
Ship Name: Imperious CrusherAnd for my first move:
Ship Description: [if desired, can be anything]
Section 0: Nothing! [forgot this one when I set it up - it was late, and I was tired]
Section 1:6 Hull, 4 Shields, 1 Reactor
Section 2:6 Hull, 6 Weapons, 1 CPU, 1 Reactor
Section 3:6 Hull, 3 Thrusters, 1 Crew, 1 Reactor
Section 4:6 Hull, 6 Weapons, 1 Crew
Section 5:6 Hull, 4 Shields, 1 Crew, 1 Reactor
Section X:10 Hull, 12 Shields, 8 Weapons, 4 Thrusters, 3 Reactors, 2 CPU,
Hull Total: 40
Crew Quarters Total:3
Ship Status [active/available]:
Again, copy this, but not as exactly as the above. You can change the actions if they suit you better. You can bring a ship into combat combat-ready; that is, with shields up; but remember to add up all your power costs. Other players can correct your calculations if they're wrong, and if they do, they get to do 1 damage based on THEIR post-time.
*ACTION*Edit: Take your actions in a reasonable amount of time, please. We'll try to wait until all active vessels have taken their next action, but if you take more than a few days, the game may move on without you (and leave you to die in a flaming burst of glory). If anyone notices that all active ships have taken their actions, feel free to try to resolve the battles that occur. Each player is responsible for his/her own ship's status unless it's been attacked; then the attacking player should at least let them know how much damage they took and how much got through the shields.So, the question is, WHO WANTS A PIECE OF THIS?
Ship Name: Imperious Crusher
Run 7 Reactors (35 crew req'd)
Run 3 Computers (15 power req'd)
Run 20 Shields (20 power req'd)
Engage 7 thrusters (14 crew req'd; 21 power req'd)
Power initially available to 70
45 CPU online
Shields to 20
DV to 7
So, you see an error in my post? Don't like/want the idea? Want to add to my list of ship-building options? PM me, don't make a mess of this thread. If anyone likes all this, we can make a discussion thread or something, but for now, don't post anything - unless it's a ship and it's about to blow mine up. If you're an admin and I'm breaking a rule, PM me and copy this whole beastie to me so I have it somewhere; thanks.