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Ships
Topic Started: Oct 27 2014, 04:13 PM (21 Views)
Vegeta
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General Rules | Stats | Ships | Weapons | Armor/Shields | Engines
| Customizations | Fighter Upgrades


General Ship Rules and Information
Ships can no longer be stored within capsules. If you own a small or medium ship, you can enter the atmosphere and park your ship on your own. If you possess a large or huge ship, you will need to leave it parked in an orbit around the planet you are on. In this latter case, transportation to the planet's surface can be obtained by utilizing the small transports that are on either model ship.
Most of these ships would be too big for a single person to run and operate by themselves, it is perfectly acceptable to create a crew of NPCs. These NPCs, however, will be limited to activity within the ship and will possess a powerlevel no higher than an average human. That aside, there are no other restrictions to NPCs. Feel free to flesh out your ship-board characters however you want.
A person may own more than one ship.
Huge ships may only be purchased by those in an alliance and there may only be one per alliance
Though it is possible to teleport other people with Teleportation devices and techniques, you can not teleport your entire ship from one place to another.
You can still buy a one-way ship ticket from the Shop page.
Small ships, Medium ships and fighters can be bought on all planets. Large and Huge ships can only be bought at the Anopheles Shipyard that's in orbit of Mercy-Sei.

Ship Stats

The ship stats are as follows: Armament/Shields/Armor/Propulsion/Core


Armament is a guage a ships overall destructive power. Think of it as a ship's ki.

Shield is the defensive shielding on a ship. Shields will probably provide secondary effects as well as defensive bonuses. Shields primarily defend agaisnt blaster-type weapons.

Armor is, obviously, the armor of a ship. This determines how much damage it can sustain. Armor primarily defends against ballitsic weapons.

Propulsion judges a ship's overall speed. In addition to performance in battle, this will affect travel time from one planet to another.

Core is the amount of excess energy that a ship has for additional upgrades. A ship's core can reach 0 and still perform at optimum levels.


Ships


Cete'el Interstellar Cruiser
Small Ship
Cost: 10,000 zeni

0 Armaments
0 Shields
200 Propulsion (Quad-engine rockets w/ afterburner (No drain on Core))
125 “Core Points”
75 Armor

Length: 400 meters

The small ship has the greatest advantage in sheer speed and manoeuverability, barring the personal ship. Although it’s potential armament and hull plating is minimal, this vessel can cross space at fantastic speeds unparalleled by any other ship. A great vehicle for situations that require the ability to move swiftly and with as little detection as possible.


Shoji Advanced Frigate
Medium Ship
Cost: 20,000 zeni

0 Armaments
0 Shields
100 Propulsion (Six-engine rockets w/ afterburner (No drain on Core))
150 “Core Points”
100 Armor

Length: 900 meters
The ultimate all-around ship. Capable of a heavier combination of defense and offense than the small ship, the medium ship also sacrifices little in speed, although the manoeuverability is significantly reduced in comparison. Due to the ship core’s higher output, it’s capable of powering more engines in order to reduce the loss in performance.


Galaxial Carrier
Large Ship
Cost: 30,000 zeni
0 Armaments
0 Shields
75 Propulsion (Nine-engine rockets w/ twin afterburner (No drain on Core))
200 “Core Points”
150 Armor

Length: 1,600 meters
This is an immense capital ship. Even more potential speed and manoeuverability is sacrificed, but the capacity for offensive and defensive systems is outrageous. Even without support, such a ship would likely be considered a powerhouse, especially if properly outfitted. Additionally, ships of this size are capable of carrying either two small ships or a single medium ship.


Subjugator-Class Battlecruiser
Huge Ship
Cost: 50,000 zeni

0 Armaments
0 Shields
100 Propulsion (Thirteen-engine rockets w/ twin afterburner (No drain on Core))
400 “Core Points”
200 Armor

Length: 19,000 meters
This is the largest-class vessel in production. It’s devastating combative capacity is off-set by it’s enormous price tag. The vessel is nothing short of gigantic, and easily blots out that of a small ship. The stock core on this vehicle is immense, allowing for a larger complement of weapons and armor before having to be upgraded. In addition, due to the base ship's enormous length, it is capable of storing other vessels within itself. The hangar is capable of storing up to four small ships, three medium ships, or two large ships with ease. To run efficiently (almost at all) the Droid Crew upgrade is a must.


T-273 Phoenix
Single-Seater Star Fighter
Cost: 6,500 zeni

0 Armaments
0 Shields
400 Propulsion (Twin Directional Drives (No drain on Core))
95 “Core Points”
50 Armor

Length: 9.5 meters
The T-273 Phoenix fightercraft was an effort between competing Fuji and Rheem companies to create a craft with sheer speed and manoeuverability surpassing anything on the market. A brand-new vessel, the Phoenix has only been in production for three years. It's minute size makes it possible to dock within even a small ship with great ease. Due to it's radical departure from typical design schemes, only fighter-specific upgrades may be purchased for such a vessel. The Phoenix is not equipped with long-range drive systems; one must be purchased in order to make interplanetary trips on it's own.



Weapons

A weapon can be purchased as many times as you want, as long as your ship has enough Core to support the weapon.

RoF = Rate of Fire, in case you got stupid all of a sudden.
RoF speeds = Fast/Medium/Slow/Very Slow


Light Assault Cannon
Armament: +10
Core: -5

Cost: 1,000
RoF: High

The light assault cannon is the backbone of most ship armaments. It fires 50mm rounds at high speeds. Because it uses ballistic projectiles, the cost to the core is very minimal.


Heavy Assault Cannon
Armament: +25
Core: -10
Propulsion: -5

Cost: 1,500
RoF: Medium
Similar to the light assault cannon, the heavier version of this weapon offers significant fire-power for little cost to the core. The sheer weight of this weapon, however, slows a ships overall speed.


Light Blaster Turret
Armament: +10
Core: -10

Cost: 2,000
RoF: Medium
A recent invention in warfare technology, the blaster turrent is, more or less, a laser. It fires powerful beams, but has a significant draining effect on a ship's core. While, on the outside, it may seem that there is little benefit to purchasing one of these over an assault cannon, the blaster can bypass many defenses that the cannon can not.


Heavy Blaster Turret
Armament: +30
Core: -25
Propulsion: -20

Cost: 3,000
RoF: Slow
This massive weapon is the pinnicle of blaster technology. It fires slowly, buts it hits pack a devastating punch. The drain on a ship's core for using this weapon is considerable, to say the least, but it is often worth it. The size of this weapon, as with the assault cannon, slows a ships movement and manuerability.


EMP Cannon
Armament: +20
Core: -30
Propulsion: -10

Cost: 3,000
RoF: Medium
Although seemingly incomparably powerful for it's drain on the core, the EMP Cannon supplies an additional threat: Instead of firing a projectile, the EMP Cannon fires a focused electromagnetic pulse that - if able to bypass enemy shielding - could potentially scramble or completely destroy an opponent's electrical systems. An absolute must if one desires to merely incapacitate a vessel, rather than destroy it.


Cluster Munitions Launch Platform
Armament: +40
Core: -30
Propulsion: -30

Cost: 3,500
RoF: Slow (Not available on small ships)
The Cluster Munitions Launch Platform (Or CMLP) is capable of launching a large warhead from a weapons rack mounted to the ship. This warhead will home in on it's target, and, upon reaching a safe distance from the ship it was launched from, will burst open, hurling a dozen indepententally targetted cluster munitions toward the opponent. This is capable of immense devastation, but comes at a great cost to the owner's resources.


Railgun
Armament: +70
Core: -50
Propulsion: -50

5,000
RoF: Very Slow (Available only on Large and Huge ships)
The railgun is the absolute summit of the weapon design world. Instead of launching a projectile with a conventional propellant, the railgun uses two massive, magnetized rails in order to accelerate incredibly dense warheads. Due to the intense drain on the ship's internal systems, the railgun must recharge between shots, but it's capacity for destruction is unparalleled.


EMP Nailer
Armament: +10
Core: -15

Cost: 6,000
RoF: Medium
A very powerful tool, the Nailer fires a series of ballistic spikes. At the back of the spike is an EMP charge. After making contact with some (hopefully the enemy ship) the charges detonate. Since the projectiles are ballistic in nature, they can bypass many shields and hit a ship directly. A favorite for disabling ships. An EMP Nailer can be attatched to any size ship.


HE Nailer
Armament: +30
Core: -20

Cost: 7,000
RoF: Medium
A more destructive variant of the nailer weapon, instead of using EMP charges at the back end of the 'nails,' this weapon puts High-Explosive charges in their place. This weapon retains the benefit of being able to bypass most shields, but ballistic plating is still effective against it.


Short-Range Missles (aka SRMs)
Armament: +20
Core: -15

Cost: 2,500
RoF: Medium
While not as powerful as their counter-parts, short range missles track exceedingly well and pack a decent punch. They're perfect for pinning down those faster ships. A missle pod can be attached to any size ship.


Long-Range Missles (aka LRMs)
Armament: +25
Core: -20

Cost: 3,500
RoF: Slow
Slightly stronger than SRMs, these missles do not track nearly as well. The advantage, however, is having almost twice the cruising range as SRMs. Ideal for softening up an opponent before coming within range of your larger weapons. An LRM missle pod can be attatched to any size ship.


Burst Cannon (aka "The Shot Put")
Armament: +60
Core: -10
Propulsion: -50

Cost: 5,000
RoF: Very Slow
As the nickname might imply, this cannon fires off massive, spherical projectiles. There is nothing fancy about these bullets, they are simply solid spheres of metal that stand almost as tall as the average man. Because of the enourmous weight of the ammunition and the size of the actual cannon, it can slow a ship quite severly. This weapon cannot be equipped on any ship under 600 meters in length.



Armor/Shields

Each Armor/Shield upgrade may only be purchased once per ship.

Ablative Plating
Armor: +20
Cost: 2,500

A series of protective plates attatched to a ship. These plates, when hit, absorb the impact of a project and deteriorate. As a result the ship itself feels very little physical impact and takes no damage to its original armor. This provides exceptional protection against ballistic weapons, but is not nearly as effective agaisnt blaster-type weapons.


Ki Shielding
Shields: +5
Core: -5
Cost: 1,000
While this type of shield does not offer much in the way of protection against ship-based weapons, it nullifies attacks from warrior who wield ki as a weapon. Very handly when facing ships with warrior capable of higher-level transformations.


Energy Weave Barrier
Shields: +5
Core: -5
Cost: 1,000
As with the ki shielding, this barrier weaves core energy through the plating of a ship, making it immune to the effects of abilities such as Metal Binding.


Stasis Shielding
Shields: +10
Core: -5
Cost: 2,000
As it turns out, the technology used to create stasis fields can also be applied to deflect and dispurse the energy from various weapons. This upgrade makes use of such amplification to strength a ships shields. In addition, the stasis technology retains it original function. If you're tired of unwanted guests teleporting onto your ship, then this is the upgrade for you.


Deflective Shielding
Shields: +20
Core: -10
Cost: 2,500
Upon being hit by a blaster-type weapon, the deflective shield dispurses the energy of the attack and protects the ship from any damage. This system of defense, however, has very little effect against ballistic projectiles.


Reactive Plating
Armor: +25
Core: -10
Cost: 2,500
Upon being struck by an attack, the core of a ship will transfer energy to the point of impact, plus the surrounding area. This energy strengths the ships defense against subsequent attacks quite effectively. This method of defense is incredibly potent against Assault Cannons and any other weapon the relies on a high rate of fire to do damage. The transferred energy also works to absrob the impact of blaster projectiles, making this plating an ideal all-around defense.


Heavy Plating
Armor: +40
Propulsion: -20
Cost: 3,000
What stops bullets better than metal? More metal! This thickened, reinforced plating is perfect for defending your ship against all but the most powerful ballistic projectiles. The sheer weight of the plating, however, is too much of a strain for small and medium sized ships.


Expansive Radial Burst Shielding (aka "The Armadillo")
Shield: +30
Core: -20
Cost: 4,000
This shielding unit expands a massive field of energy around a ship. Because of the drain on the ship's core, however, it can only sustain the shield in small bursts. While that many sound disadventageous, the power of the shield is not to be underestimated. Even ballistic projectiles, such as a shot from a Burst Cannon or Heavy Assault Cannon can be deterred by this defensive device. Because the shield can not be sustained, however, it is all but useless against weapons with high rates of fire; it is best suited for defending agaisnt single, powerful projectiles or clustered shots (such as a cluster of SRMs). Because of the limited capacity of modern cores only a shield large enough to cover a small or medium sized ship can be created.



Engine Upgrades

A ship can only use one engine upgrade at a time. It is possible to downgrade a ship's engine to use the core for something else.

Engine upgrades are divided by the size of the ship, as each ship's propulsion needs are somewhat different, given their variance in mass.

SMALL:

Complete Engine Optimization

Cost: 1,500

By far the most cost-effective propulsion modification, this is the only one to actually keep the stock engines. Instead of replacing the existing engines, the technicians who install this upgrade replace essential parts. Seals and gaskets, along with a fuel stabilization unit. Heavier-duty parts are utilized in several areas, along with a complete propulsion control swap. In addition, the core draw is optimized for maximum thrust versus efficiency.


Core: -15
Propulsion: +50

Mavluk High-Thrust Drive Swap

Cost: 3,000
In order to further increase a vessel's speed, a complete set of engines swaps must be made. These new engines are made to be the same size as the ship's original engines, but are made of materials built to a far higher standard and produce much, much more thrust than the stock engines are capable of. In addition, these engines respond faster. To facilitate the integration of these engines into the ship's main computers, a new self-diagnosing computer complete with onboard telemetry is installed, along with a fuel stabilization unit.


Core: -30
Propulsion: +75

Mavluk Mark II High-Thrust Drive Swap

Cost: 6,000
Identical to the Mavluk Mark I engines, but designed with far superior parts. The result is a much more efficient set of engines capable of accelerating to far higher RPMs, complemented by a much larger amount of torque in order to create superior thrust.


Core: -40
Propulsion: +100

MEDIUM:

Complete Engine Optimization

Cost: 2,000
By far the most cost-effective propulsion modification, this is the only one to actually keep the stock engines. Instead of replacing the existing engines, the technicians who install this upgrade replace essential parts. Seals and gaskets, along with a fuel stabilization unit. Heavier-duty parts are utilized in several areas, along with a complete propulsion control swap. In addition, the core draw is optimized for maximum thrust versus efficiency.


Core: -20
Propulsion: +35

Rheem Aeromotive Systems Drive Swap

Cost: 3,000
In order to further increase a vessel's speed, a complete set of engines swaps must be made. These new engines are made to be the same size as the ship's original engines, but are made of materials built to a far higher standard and produce much, much more thrust than the stock engines are capable of. In addition, these engines respond faster. To facilitate the integration of these engines into the ship's main computers, a new self-diagnosing computer complete with onboard telemetry is installed, along with a fuel stabilization unit.


Core: -35
Propulsion: +50

Cete'el High-Thrust Drive Swap

Cost: 4,000
Deviating from normal procedure, Cete'el Industries has created a set of oversized engines for the medium ship. These engines come complete with all the necessary hardware and electronics for them to run at optimal performance. The result is outstanding speed for the heavy vessel.


Core: -40
Propulsion: +75

LARGE:

Complete Engine Optimization

Cost: 1,000
By far the most cost-effective propulsion modification, this is the only one to actually keep the stock engines. Instead of replacing the existing engines, the technicians who install this upgrade replace essential parts. Seals and gaskets, along with a fuel stabilization unit. Heavier-duty parts are utilized in several areas, along with a complete propulsion control swap. In addition, the core draw is optimized for maximum thrust versus efficiency.


Core: -20
Propulsion: +15

Intensive Overhaul

Cost: 2,000
Due to the fact that the large ship's stock engines are already far superior to most aftermarket propulsion systems, it is often a better idea to work with the existing engines. Virtually every single component is replaced or reinforced, in order to maximize output.


Core: -40
Propulsion: +50

Shoji Heavy Industries High-Thrust Drive Swap

Cost: 3,000
Deviating from normal procedure, Shoji Heavy Industries has created a set of oversized engines for the medium ship. These engines come complete with all the necessary hardware and electronics for them to run at optimal performance. The result is outstanding speed for the heavy vessel.


Core: -45
Propulsion: +75

HUGE:

Complete Engine Optimization

Cost: 2,000
By far the most cost-effective propulsion modification, this is the only one to actually keep the stock engines. Instead of replacing the existing engines, the technicians who install this upgrade replace essential parts. Seals and gaskets, along with a fuel stabilization unit. Heavier-duty parts are utilized in several areas, along with a complete propulsion control swap. In addition, the core draw is optimized for maximum thrust versus efficiency.


Core: -25
Propulsion: +25

Intensive Overhaul

Cost: 4,000
Due to the fact that the huge ship's stock engines are already far superior to most aftermarket propulsion systems, it is often a better idea to work with the existing engines. Virtually every single component is replaced or reinforced, in order to maximize output.


Core: -40
Propulsion: +50

Cete'el Super-Hi Thrust Drive Swap

Cost: 6,000
The pinnacle of drive systems; there is no other set of production engines that produce more power than these. This upgrade is essentially the same as the Cete'el High-Thrust Drive Swap, in that it employs oversized engines and all the hardware necessary to operate them, but employs a larger power draw and, due to the sheer mass of the huge ship, the Super-Hi Thrust Drives are proportionately enormous, enabling ridiculous power.


Core: -50
Propulsion: +100


- - - - - -


Scram Jets

Cost: 2,000
Available only on the small and medium ships, scram jets are a set of boosters that, when activated, launch the ship forward at incredible speed. The downside is that they overheat very quickly, and require a 'cool-down' period in between uses. These scram jets have an internalized power supply, and therefore drain nothing from the main core.


Propulsion (Temporary - About 15 seconds): +100 (For small ships), +50 (For medium ships)

Stock Engine Swap

Cost: 2,000
Tired of the core drain from your current engine? Swap it out back to your ship's original stock engine and use that core energy to power your brand new assault cannon.



Customization:

As each person is different, so is each ship. Upon ordering a ship, the buyer is free to customize the ship however they see fit, giving it their own unique twist. Maybe you like spheres; it would be no trouble at all to order a ship that is perfectly round. While that may not make much practical sense, style is often not a product of practicality. In addition to the outward appearance of a ship, the actual size can also be changed up to 200 meters. This won't have any direct effect on a ship's performance. A ship's desription would be put in the "Ship Vault" forum which has yet to be created.

Miscellanious Upgrades:

Miscellanious upgrades may only be purchased once per ship.


Cete'el Flux-Core Swap
Core: +50
Cost: 8,000

While this upgraded ship core costs almost as much as a ship itself, the benefits can be quite beneficial. The extra energy output by this upgrade can be cruical to equipping a ship with that extra shielding system, or that Railgun you've always had your eye on.


Grappler Extensions
Core: -10
Cost: 4,000
Grapplers are arms that extend outwards and allow a ship to take hold of an object within range. This could be anything from another ship to someone who accidentally walked through the wrong door. They can be equipped on any part of a ship. The end of the Grapplers can shift from either a 'hand' to a powerful magnet.


Grappler Cable
Core: -5
Cost: 2,000
A cheap, easy replacement for the Grappler Extension, the Grappler Cable is stored in a small pod that can be installed anywhere on a ship. The end of the cable is an extremely powerful magnet and the cable itself is capable of withstanding immense pressure. While not as versatile as the Grappler 'arms' the cable can serve many purposes.


Interceptor
Core: -10
Cost: 2,500
These cheaply-made, super low yield missiles can be fired from pods on the hull of the ship. True to their name, these projectiles are designed to intercept inbound missiles and other projectiles and crash into them, most often causing the offending projectile to explode or veer off-course. These are useless, however, as weapons.


Gravity Well
Core: -35
Cost: 7,000
Propulsion: -20
Unavailable on small ships
The Gravity Well upgrade is an immense unit which creates a powerful field, from which nothing can escape. This forces an opponent to stay and see the battle to the bitter end, eliminating their chance to flee. If the tables are turned against the user, however, the Gravity Well can be shut down in order to facilitate escape.
The Gravity Well control system is completely exposed, and defended only by the ship's shielding. Should the shields fail to deflect a projectile, the Gravity Well could effectively be knocked off-line.


Cloaking device:
Core:-25
Cost: 7,500
Small/Medium ships and fighters only
A must have for most ships if they wish to go undetected through uncharted space. While this device doesn’t actually make your ship invisible it affects light around it to not reflect off. Giving the feeling of being invisible. While this technology is not completely perfected it does give you the element of surprise if that is what you are looking for. The field that refracts the light however is vulnerable to fire as it sits on the outside of your ship. One hit from any blaster type weapon and your ship is once again in plain view. Due to the sheer size of larger ships, a cloaking field can not be maintained.


Droid Crew
Cost: 5,000
Huge ships only
With a ship the size of the Interstellar Mobile Fortress, no crew of people alone could keep it fully functional and operational at all times. To fix this problem both companies Shoji and Cete'el have developed their own line of cheap and efficient robots to handle the maintenence and management of the larger ships. This purchase is a must for anyone who plans on seeing their Fortress move from orbit.


Rheem Docking Bay
Cost: 2,000
Large ships only
Though crude in design, this upgrade has been proven to be amazingly useful. In essence, this 'docking bay' is a compartment roughly the length of the large ship that is attached to the hull of the vessel. Though, initially, it may not be the most visually appealing, this upgrade doubles the storage space of the large ship, allowing it to carry four small ships or two medium ships.


Shoji Core Reenforcement
Core: +50
Cost: 2,000
In an effort to match their competitors, Shoji Industries has created an apparatus that synchronizes with a ships power core and drastically boosts its power. The only fault with this system is that the sheer size of the device makes unuseable by small and medium ships, while the boost is not substantial enough to aid a huge ship. So, for those in possession of a large ship, you're in luck. This upgrade works with both stock power cores and the upgraded, Cete'el alternative.



Fighter-Specific Upgrades

Fighter-Specific Weapons (Maximum of Four)

High Intensity Blast Cannon
Armament: +15
Core: -15
Cost: 2,000

A very small, amplified tactical laser. This unit was designed specifically to save on weight while providing optimal offensive capability.


Light Machine Gun
Armament: +15
Core: -10
Cost: 1,500
A small, single-barrel, quick-firing machine gun, with power comparable to most high-velocity cannons found on earthling fightercraft.


High Intensity Mark-II Blast Cannon
Armament: +25
Core: -30
Propulsion: -10
Cost: 3,000
These are identical to the weaker blast cannons, but feature double amplifiers for a much more potent charge, at the cost of a much more severe drain on the ship's core.


Medium Machine Gun
Armament: +20
Core: -20
Propulsion: -10
Cost: 3,500
Based on traditional Vulcan cannon designs, this eight-barrel machine gun features far more stopping power than the light machine gun, but is extremely heavy and reduces the vessel's speed and handling capabilities somewhat.


Fighter-Specific Shielding

Fighters are capable of equipping any shields available to the small ship.

Fighter-Specific Propulsion Systems

Blitzkreig T2K
Propulsion: +100
Core: -25
Cost: 4,000
A more powerful variant of the stock propulsion systems, this was designed as a direct "drop-in" and requires minimal effort to make the conversion. The result is greater speed, but most pilots cite that the added power makes the fighter harder to control at the increased top speed.


Fuji-Rheem LongRange Drive
Core: -10
Cost: 4,500
Nothing more than a high-powered booster drive which is capable of sustaining itself at a steady throttle setting for extended durations. An absolute must for anyone wishing to make interplanetary travel possible without the assistance of a capital ship.


Scram Jets are also available on fighters. The increase in speed is comparable to that of a small ship, because the scram jets must be made smaller in order to fit with the fighter. The cost is the same. (Propulsion (Temporary - About 15 seconds): +100)

Additionally, a fighter may be outfitted with a cloaking device, suffering the same penalties as every other ship.
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