Post by Curbita on May 29, 2019 7:37:36 GMT
Spaceship Combat
Spaceships are good for far more than travel alone, almost every model and brand is outfitted with a selection of high quality weapons that are designed for the defense of those who choose to travel the stars, or for the offense of those who want to harass those that take these galactic by-ways. All three tiers of ships, with the exception of Saiyan style pods, can maintain a number of weapons, modules, and upgrades many of which can assist them in a combat scenario.
The health of a spaceship is initially determined by the grade of hull that the ship has equipped to it and is increased with modular upgrades or any default shields systems. The health of a ship is a key component in determining just how much damage your ship can do before it or the opponent find themselves nothing but space dust.
Note: The shields generated to offer 'additional health', do not affect damage and that is solely reliant on the hull's health stat.
Without ship upgrades, a ship will initially restore 5% of its own health every turn so long as no damage is taken to the hull itself, even if a barrier or shield is being battered.
Ships can be outfitted with all manner of weapons designed by various companies, each with their own specialty and capabilities. They may be found in ranged energy fueled forms like plasma casters and lasers, impact weapons such as rams and anchors, or high yield explosives such as micro bombs.
Each weapon registers as a conventional technique would in up to three initial tiers, with some peaking into super tiers, this is so that all damage can be calculated directly from the ship's hull. Examples of weapons can be seen under ships in their respective market and custom ones may be designed as any other item would.
Movement in space is not as simple as it is on a planet or inside of the ship itself, so when it comes to combat between vessels, there are only three ranges taken into account. Ships get 3 Movement Points per turn and only one of these may be used for switching ranges, the others must be used on attacking or dodging.
Short Range - In practice this is the 'Melee'range, it is where the more close-quarter weapons can be used unless they otherwise state so. weapons that utilize range are also more effective at this range, taking 15% more to dodge. (impact weapons that can hit at Long Range also gain this dodge bonus.)
Long Range - This is the outer combat range and where only ranged weapons can be utilized. There is no penalty to use of ranged weapons at this point.
Fringe Range - This is the escape range, if a ship enters this range and successfully avoids any attacks sent their way they escape the combat scenario and the thread as a whole. Ships escaping must clear 10% additional on dodging any attacks intercepting them in this range, regardless of the other ship's location. (Usual weapon ranges still apply.)
Modules, these are ship attachments that are not counted in the same way that other upgrades are for ships. Modules can do all manner of things for a ship and can be designed for any task truly. Common examples of these are those that boost shields, surge nanites through a ship's hull, or reinforce said hull from specific damage types, these can vary wildly.
In the case your ship is destroyed, one of two thing will happen depending on the circumstances. If the thread was not a DE, you are free to leave the thread with your ship in tact and it will not be penalized for the matter. However, if the thread was a DE and you did not manage to escape the destruction of your ship you die and your ship is destroyed. In the case of DEs, your ship is by default built with a single escape pod that may be used as a free escape from the thread, however your ship will be lost and no insurance bonuses will apply to it, but you do not risk dying.
NOTE: If the pilot is within 2 days of one of the target planets they may take the ship's total Health and calculate that against their own. If they can survive that blast, then they may escape into the atmosphere of the planet they are closest to.
In the case your ship is destroyed, whether you go with it or not, you will have to pay back half of the ship's initial fee as well as added fees for each module and upgrade applied to it in order to regain your ship. There is an option to skip this step though and get straight to collecting your ship once more, you may buy insurance. Insurance on a ship will always be equal to half of the total cost of your ship and will repair the entire thing should you happen to lose it in combat (unless you abandon it).
Insurance will always cover the ship, even if new upgrades and modules were added after the purchase of the coverage.
Spaceships are good for far more than travel alone, almost every model and brand is outfitted with a selection of high quality weapons that are designed for the defense of those who choose to travel the stars, or for the offense of those who want to harass those that take these galactic by-ways. All three tiers of ships, with the exception of Saiyan style pods, can maintain a number of weapons, modules, and upgrades many of which can assist them in a combat scenario.
The health of a spaceship is initially determined by the grade of hull that the ship has equipped to it and is increased with modular upgrades or any default shields systems. The health of a ship is a key component in determining just how much damage your ship can do before it or the opponent find themselves nothing but space dust.
Note: The shields generated to offer 'additional health', do not affect damage and that is solely reliant on the hull's health stat.
Without ship upgrades, a ship will initially restore 5% of its own health every turn so long as no damage is taken to the hull itself, even if a barrier or shield is being battered.
Ships can be outfitted with all manner of weapons designed by various companies, each with their own specialty and capabilities. They may be found in ranged energy fueled forms like plasma casters and lasers, impact weapons such as rams and anchors, or high yield explosives such as micro bombs.
Each weapon registers as a conventional technique would in up to three initial tiers, with some peaking into super tiers, this is so that all damage can be calculated directly from the ship's hull. Examples of weapons can be seen under ships in their respective market and custom ones may be designed as any other item would.
Movement in space is not as simple as it is on a planet or inside of the ship itself, so when it comes to combat between vessels, there are only three ranges taken into account. Ships get 3 Movement Points per turn and only one of these may be used for switching ranges, the others must be used on attacking or dodging.
Short Range - In practice this is the 'Melee'range, it is where the more close-quarter weapons can be used unless they otherwise state so. weapons that utilize range are also more effective at this range, taking 15% more to dodge. (impact weapons that can hit at Long Range also gain this dodge bonus.)
Long Range - This is the outer combat range and where only ranged weapons can be utilized. There is no penalty to use of ranged weapons at this point.
Fringe Range - This is the escape range, if a ship enters this range and successfully avoids any attacks sent their way they escape the combat scenario and the thread as a whole. Ships escaping must clear 10% additional on dodging any attacks intercepting them in this range, regardless of the other ship's location. (Usual weapon ranges still apply.)
Modules, these are ship attachments that are not counted in the same way that other upgrades are for ships. Modules can do all manner of things for a ship and can be designed for any task truly. Common examples of these are those that boost shields, surge nanites through a ship's hull, or reinforce said hull from specific damage types, these can vary wildly.
In the case your ship is destroyed, one of two thing will happen depending on the circumstances. If the thread was not a DE, you are free to leave the thread with your ship in tact and it will not be penalized for the matter. However, if the thread was a DE and you did not manage to escape the destruction of your ship you die and your ship is destroyed. In the case of DEs, your ship is by default built with a single escape pod that may be used as a free escape from the thread, however your ship will be lost and no insurance bonuses will apply to it, but you do not risk dying.
NOTE: If the pilot is within 2 days of one of the target planets they may take the ship's total Health and calculate that against their own. If they can survive that blast, then they may escape into the atmosphere of the planet they are closest to.
In the case your ship is destroyed, whether you go with it or not, you will have to pay back half of the ship's initial fee as well as added fees for each module and upgrade applied to it in order to regain your ship. There is an option to skip this step though and get straight to collecting your ship once more, you may buy insurance. Insurance on a ship will always be equal to half of the total cost of your ship and will repair the entire thing should you happen to lose it in combat (unless you abandon it).
Insurance will always cover the ship, even if new upgrades and modules were added after the purchase of the coverage.