Post by Carlos on Nov 19, 2012 1:11:27 GMT -6
I changed the power and space requirements. Especially in how they scale in size.
The crew morale stuff is really just for fluff. I haven't worked anything out that would make sense for morale and how it would affect a battle in the RP.
I did most of this one sit down and probably missed somethings.
Ship Design System
There's three basic requirements to consider when designing your ship. How much Space you have aboard. How much Power you need. And how many Crew it will take to operate.
There are other considerations. Such as Mass and Acceleration. Those will be explained further below
Ship Internal Space
Fighters/Drones - 35, Heavy Ver 25
Patrol - 160, Heavy Ver 60
Corvette - 365, Heavy Ver 75
Frigate - 520, Heavy Ver 90
Destroyer - 745, Heavy Ver 120
Cruiser - 900, heavy Ver 160
Dreadnaught - 1060, heavy Ver 210
Battleship - 1500, Titan Ver 345
Energy Components
Generator
Small - Requires 20 Space, Generates 55 Power, 3 Crew
Medium - Requires 35 Space, Generates 80 Power, 6 Crew
Large - Requires 65 Space, Generates 120 Power, 9 Crew
Heavy - Requires 105 space, Generates 180 Power, 12 Crew
Stealth Version
Add 10 to 30 space and 1 to 4 crew, ranging from small to Heavy.
(Reduces the energy signature of generator without impeding power output.)
For Every 4 Generators add 10 to space requirement
Energy Cells
Micro - Requires 8 Space, Stores 30 Power
Small - Requires 12 Space, Stores 70 Power, 1 Crew
Medium - Requires 18 Space, Stores 105 Power, 1 Crew
Large - Requires 27 Space, Stores 155 Power, 1 Crew
heavy - Requires 40 space, 225 power, 1 crew
For Every 6 Energy Cells add 10 to space requirement
FTL
Jump Drive
Requires 110 Space, 210 Power to open jump point, requires 90 power per turn to maintain open. 9 Crew
Sensor Arrays
Basic Nav and Space Communication Array
Requires 10 Space, 5 power, 2 crew
Military sensor array
Requires 15 space, 10 power, 4 crew
Full Spectrum Sensor Array
Requires 25 Space, 15 Power, 8 Crew
Long Range Sensor array
Requires 30 space, 20 power, 10 crew
Electronic Countermeasures
Basic
Requires 25 space, 20 power, 3 crew
Intermediate
Requires 35 Space, 35 power, 6 crew
Advanced
Requires 50 space, 50 power, 9 crew
Crew Compartments
Spartan Quarters - Requires 5 Space, accommodates 40 crew, Lower Crew morale
Regular Quarters - Requires 10 space, accommodates 28 Crew
Individual Quarters- Requires 15 space, accommodates 18 Crew, Higher morale
Food Stores dispenser
Requires 5 Space - Provides food for 40 crew
Mess Hall
Requires 15 Space, 9 crew - Provides food for 80
Exercise Center
Requires 10 space - serves 60 crew, boosts morale and prevents muscle decay
Centrifugal Wheel
Requires 5 space, serves 60 crew, prevents bone and muscle decay.
Weapons
Unguided Rockets
Small Launcher
Requires 1 Space per tube, 1 Crew for every 4 tubes - Ammo requires 1 space single salvo of two rockets
Medium Launcher
Requires 2 Space per tube, 1 Crew for every 4 tubes - Ammo requires 2 space single salvo of two rockets
Large
Requires 3.5 space per tube, 1 Crew for every 4 tubes - Ammo requires 3.5 space, single salvo of two rockets
Heavy Launcher
Requires 5 space per tube, 1 Crew for every 4 tubes - Ammo requires 5 space, single salvo of two rockets
Guided Missile system
Small Launcher
Requires 2 Space per tube, 2 Crew for every 4 tubes - Ammo requires 1 space single salvo of two missiles
Medium Launcher
Requires 3 Space per tube, 2 Crew for every 4 tubes - Ammo requires 2 space single salvo of two missiles
Large
Requires 6 space per tube, 2 Crew for every 4 tubes - Ammo requires 5 space, single salvo of two missiles
Heavy Launcher
Requires 8 space per tube, 2 Crew for every 4 tubes - Ammo requires 7 space, single salvo of two missiles
Particle Beam Weapon
Small
Requires 12 space, 24 power, 2 Crew
Medium
Requires 20 Space, 36 Power, 3 Crew
Large
Requires 34 space, 54 power, 4 Crew
Heavy
Requires 58 space, 82 power, 6 Crew
Plasma launchers
small
Requires 5 space, 10 power, 2 Crew
Medium
Requires 9 space, 15 power, 3 Crew
Large
Requires 14 space, 23 power, 4 Crew
Heavy
Requires 24 space, 38 power, 6 Crew
Plasma Capsule Railgun
Small
Requires 10 space, 18 power, 2 Crew - Ammo Requires .25 space for two turns of ammo
Medium
Requires 16 space, 27 power, 3 Crew - Ammo Requires .50 space for two turns of ammo
Large
Requires 26 space, 40 power, 4 Crew - ammo requires 1 space for two turns of ammo
Heavy
Requires 42 space, 65 power, 6 Crew - 2 space for two turns of ammo
Basic Bolt
Medium
Requires 20 space, 30 power, 4 Crew
Large
Requires 32 space, 45 Power, 5 Crew
Heavy
Requires 50 space, 68 Power, 9 Crew
Near Light Accel Bolt
Large
Requires 84 Space, 78 power, 9 Crew
Microwave Pulsar
Medium
Requires 13 space, 18 power, 3 crew
Large
Requires 20 space, 27 Power, 4 crew
Maser Beam
Small
Requires 10 space, 10 power, 1 crew
Medium
Requires 15 space, 16 power, 2 crew
Large
Requires 22 space, 24 power, 3 crew
Large
Requires
Laser Beam
Small
Require 5 space, 10 power, 1 Crew
Medium
Requires 8 space, 16 power, 2 Crew
Large
Requires 12 space, 24 power, 3 Crew
Heavy
Requires 20 Space, 38 power, 5 Crew
Pulsed Laser
Small
Requires 10 space, 12 power, crew 1
Medium
Requires 16 space, 20 power, crew 2
large
requires 26 space, 32 power, crew 3
Heavy
Requires 39 space, 52 power, Crew 6
Railguns
Small
Requires 6 space, 8 power, crew 1 -ammo requires 3 space for 3 turns of fire.
Medium
Requires 10 space, 12 power, crew 2 - Ammo requires 6 space for 3 turns of fire
Large
Requires 18 space, 18 power, crew 3 - Ammo requires 12 space for 3 turns of fire
Heavy Railgun
Requires: 30 Space, 30 power, crew 4 - Ammo requires 24 space for 3 turns of firing
Miscellaneous Equipment
Ship Bridge
Requires 5 space, 5 power, 7 crew (Captain, XO, Weapons officer, Communications officer, and 3 general operations officers)
Projection Screen
Requires 28 Space, 35 power, 6 Crew
Covers 1 side of a ship, reducing incoming attack effectiveness by 5%, can be concentrated over small area for 15% reduction
Hangers
Hangers will take up as much internal space as you designate them to. Plus whatever it requires below. This is meant to allow you to accomadate various craft.
Example
You have a fighter that is 35 space. You choose a basic hold to act as hanger. It then requires 40 space total for that craft.
Each of the following hangers is for a single craft
Basic Hold
Requires 5 space, 1 crew
Hanger with quick rearmament and refuel
Requires 10 space, 2 power, 6 Crew
Hanger with Maintenance, light repair, and quick rearm
Requires 15 space, 5 power, 9 Crew
Dock Arms
Requires 75 space, 25 power, 6 Crew
Munitions Fabrication Shop
Requires 65 Space, 20 power, 30 Crew
Complex weapons fabrication shop
Requires 80 space, 20 power , 45 Crew
Repair Equipment (For shuttles or drones)
Requires 25 space, 5 power
Damage Control System
Requires 15 space, 10 power
Each DCS is assigned to a system aboard the ship. In the event that system is damaged. The DCS will work to repair it.
Munition Management system
Requires 20 space, 5 power
Instead of housing munitions near the weapons, which are often mounted on the hull exposed, the munitions are kept closer to the center of the ship in protected holds and brought up with an automated system
Engine block
Requires 35 Space, 20 power, 15 Crew, to produce 75,000 Units of thrust.
Ship Mass
Each point of empty space on a ship is equal to 75 Mass. Each point of space used is equal to 225 mass. Mass and the thrust output of the ship helps to determine acceleration.
Armor
Armor does not take up internal space. Each ship class takes into account the internal bulkheads and construct of the ship.
Your armor adds mass. Simply multiply your space by the type of armor you intend to use.
Light Armor
40 multiplied by your total Space
Medium Armor
60 multiplied by your total space
Large Armor
90 Multiplied by your total space
Heavy Armor
135 Multiplied by your total Space
Stealth Material layering
Add 15 to your multiplier.
Anti-beam ablative coating
Add 5 to your multiplier
Acceleration
Divide your ship's Mass by it's Thrust, then divide the answer by 1000.
Acceleration determined the rate at which you gain momentum per turn.
Additional Crew
A bridge should have a Captain and an Executive Officer. It needs a minimum of weapons officer, communications, and three general systems operators. It is however wise to have more then one officer of each type in the event of death. Captains and XOs can be promoted from those officers as well.
You can assign as many soldiers to your ship as you're willing to spend space on.
Final requirements for Crew
You need supplies for your crew. This takes into account food, equipment, uniforms, other necessities.
As of this time there's no intent to have some kind of supply shortage penalty. So it's simply a fixed thing.
For every 30 Crew you need 3 space for supplies.
Rough Ship Descriptions
Patrol: Ships usually three times the mass of a fighter. Designed for patrolling local systems. Armed to fight civilian ships or pirates.
Corvette: Smallest ships in navies. Designed to for light escort of other vessels.
Frigate: Roles include escort and hunter killer squadrons.
Destroyer: Armed and armored enough to fight direct engagments with capital ships.
Cruiser: Lighter armored and defended then battleships. Typically faster then most ships in her size class.
Dreadnaought: Heavily Armed capital ships that either forgoe speed or armor to achieve that goal.
Battleship: Heavily armed and Armored with the best defenses
The crew morale stuff is really just for fluff. I haven't worked anything out that would make sense for morale and how it would affect a battle in the RP.
I did most of this one sit down and probably missed somethings.
Ship Design System
There's three basic requirements to consider when designing your ship. How much Space you have aboard. How much Power you need. And how many Crew it will take to operate.
There are other considerations. Such as Mass and Acceleration. Those will be explained further below
Ship Internal Space
Fighters/Drones - 35, Heavy Ver 25
Patrol - 160, Heavy Ver 60
Corvette - 365, Heavy Ver 75
Frigate - 520, Heavy Ver 90
Destroyer - 745, Heavy Ver 120
Cruiser - 900, heavy Ver 160
Dreadnaught - 1060, heavy Ver 210
Battleship - 1500, Titan Ver 345
Energy Components
Generator
Small - Requires 20 Space, Generates 55 Power, 3 Crew
Medium - Requires 35 Space, Generates 80 Power, 6 Crew
Large - Requires 65 Space, Generates 120 Power, 9 Crew
Heavy - Requires 105 space, Generates 180 Power, 12 Crew
Stealth Version
Add 10 to 30 space and 1 to 4 crew, ranging from small to Heavy.
(Reduces the energy signature of generator without impeding power output.)
For Every 4 Generators add 10 to space requirement
Energy Cells
Micro - Requires 8 Space, Stores 30 Power
Small - Requires 12 Space, Stores 70 Power, 1 Crew
Medium - Requires 18 Space, Stores 105 Power, 1 Crew
Large - Requires 27 Space, Stores 155 Power, 1 Crew
heavy - Requires 40 space, 225 power, 1 crew
For Every 6 Energy Cells add 10 to space requirement
FTL
Jump Drive
Requires 110 Space, 210 Power to open jump point, requires 90 power per turn to maintain open. 9 Crew
Sensor Arrays
Basic Nav and Space Communication Array
Requires 10 Space, 5 power, 2 crew
Military sensor array
Requires 15 space, 10 power, 4 crew
Full Spectrum Sensor Array
Requires 25 Space, 15 Power, 8 Crew
Long Range Sensor array
Requires 30 space, 20 power, 10 crew
Electronic Countermeasures
Basic
Requires 25 space, 20 power, 3 crew
Intermediate
Requires 35 Space, 35 power, 6 crew
Advanced
Requires 50 space, 50 power, 9 crew
Crew Compartments
Spartan Quarters - Requires 5 Space, accommodates 40 crew, Lower Crew morale
Regular Quarters - Requires 10 space, accommodates 28 Crew
Individual Quarters- Requires 15 space, accommodates 18 Crew, Higher morale
Food Stores dispenser
Requires 5 Space - Provides food for 40 crew
Mess Hall
Requires 15 Space, 9 crew - Provides food for 80
Exercise Center
Requires 10 space - serves 60 crew, boosts morale and prevents muscle decay
Centrifugal Wheel
Requires 5 space, serves 60 crew, prevents bone and muscle decay.
Weapons
Unguided Rockets
Small Launcher
Requires 1 Space per tube, 1 Crew for every 4 tubes - Ammo requires 1 space single salvo of two rockets
Medium Launcher
Requires 2 Space per tube, 1 Crew for every 4 tubes - Ammo requires 2 space single salvo of two rockets
Large
Requires 3.5 space per tube, 1 Crew for every 4 tubes - Ammo requires 3.5 space, single salvo of two rockets
Heavy Launcher
Requires 5 space per tube, 1 Crew for every 4 tubes - Ammo requires 5 space, single salvo of two rockets
Guided Missile system
Small Launcher
Requires 2 Space per tube, 2 Crew for every 4 tubes - Ammo requires 1 space single salvo of two missiles
Medium Launcher
Requires 3 Space per tube, 2 Crew for every 4 tubes - Ammo requires 2 space single salvo of two missiles
Large
Requires 6 space per tube, 2 Crew for every 4 tubes - Ammo requires 5 space, single salvo of two missiles
Heavy Launcher
Requires 8 space per tube, 2 Crew for every 4 tubes - Ammo requires 7 space, single salvo of two missiles
Particle Beam Weapon
Small
Requires 12 space, 24 power, 2 Crew
Medium
Requires 20 Space, 36 Power, 3 Crew
Large
Requires 34 space, 54 power, 4 Crew
Heavy
Requires 58 space, 82 power, 6 Crew
Plasma launchers
small
Requires 5 space, 10 power, 2 Crew
Medium
Requires 9 space, 15 power, 3 Crew
Large
Requires 14 space, 23 power, 4 Crew
Heavy
Requires 24 space, 38 power, 6 Crew
Plasma Capsule Railgun
Small
Requires 10 space, 18 power, 2 Crew - Ammo Requires .25 space for two turns of ammo
Medium
Requires 16 space, 27 power, 3 Crew - Ammo Requires .50 space for two turns of ammo
Large
Requires 26 space, 40 power, 4 Crew - ammo requires 1 space for two turns of ammo
Heavy
Requires 42 space, 65 power, 6 Crew - 2 space for two turns of ammo
Basic Bolt
Medium
Requires 20 space, 30 power, 4 Crew
Large
Requires 32 space, 45 Power, 5 Crew
Heavy
Requires 50 space, 68 Power, 9 Crew
Near Light Accel Bolt
Large
Requires 84 Space, 78 power, 9 Crew
Microwave Pulsar
Medium
Requires 13 space, 18 power, 3 crew
Large
Requires 20 space, 27 Power, 4 crew
Maser Beam
Small
Requires 10 space, 10 power, 1 crew
Medium
Requires 15 space, 16 power, 2 crew
Large
Requires 22 space, 24 power, 3 crew
Large
Requires
Laser Beam
Small
Require 5 space, 10 power, 1 Crew
Medium
Requires 8 space, 16 power, 2 Crew
Large
Requires 12 space, 24 power, 3 Crew
Heavy
Requires 20 Space, 38 power, 5 Crew
Pulsed Laser
Small
Requires 10 space, 12 power, crew 1
Medium
Requires 16 space, 20 power, crew 2
large
requires 26 space, 32 power, crew 3
Heavy
Requires 39 space, 52 power, Crew 6
Railguns
Small
Requires 6 space, 8 power, crew 1 -ammo requires 3 space for 3 turns of fire.
Medium
Requires 10 space, 12 power, crew 2 - Ammo requires 6 space for 3 turns of fire
Large
Requires 18 space, 18 power, crew 3 - Ammo requires 12 space for 3 turns of fire
Heavy Railgun
Requires: 30 Space, 30 power, crew 4 - Ammo requires 24 space for 3 turns of firing
Miscellaneous Equipment
Ship Bridge
Requires 5 space, 5 power, 7 crew (Captain, XO, Weapons officer, Communications officer, and 3 general operations officers)
Projection Screen
Requires 28 Space, 35 power, 6 Crew
Covers 1 side of a ship, reducing incoming attack effectiveness by 5%, can be concentrated over small area for 15% reduction
Hangers
Hangers will take up as much internal space as you designate them to. Plus whatever it requires below. This is meant to allow you to accomadate various craft.
Example
You have a fighter that is 35 space. You choose a basic hold to act as hanger. It then requires 40 space total for that craft.
Each of the following hangers is for a single craft
Basic Hold
Requires 5 space, 1 crew
Hanger with quick rearmament and refuel
Requires 10 space, 2 power, 6 Crew
Hanger with Maintenance, light repair, and quick rearm
Requires 15 space, 5 power, 9 Crew
Dock Arms
Requires 75 space, 25 power, 6 Crew
Munitions Fabrication Shop
Requires 65 Space, 20 power, 30 Crew
Complex weapons fabrication shop
Requires 80 space, 20 power , 45 Crew
Repair Equipment (For shuttles or drones)
Requires 25 space, 5 power
Damage Control System
Requires 15 space, 10 power
Each DCS is assigned to a system aboard the ship. In the event that system is damaged. The DCS will work to repair it.
Munition Management system
Requires 20 space, 5 power
Instead of housing munitions near the weapons, which are often mounted on the hull exposed, the munitions are kept closer to the center of the ship in protected holds and brought up with an automated system
Engine block
Requires 35 Space, 20 power, 15 Crew, to produce 75,000 Units of thrust.
Ship Mass
Each point of empty space on a ship is equal to 75 Mass. Each point of space used is equal to 225 mass. Mass and the thrust output of the ship helps to determine acceleration.
Armor
Armor does not take up internal space. Each ship class takes into account the internal bulkheads and construct of the ship.
Your armor adds mass. Simply multiply your space by the type of armor you intend to use.
Light Armor
40 multiplied by your total Space
Medium Armor
60 multiplied by your total space
Large Armor
90 Multiplied by your total space
Heavy Armor
135 Multiplied by your total Space
Stealth Material layering
Add 15 to your multiplier.
Anti-beam ablative coating
Add 5 to your multiplier
Acceleration
Divide your ship's Mass by it's Thrust, then divide the answer by 1000.
Acceleration determined the rate at which you gain momentum per turn.
Additional Crew
A bridge should have a Captain and an Executive Officer. It needs a minimum of weapons officer, communications, and three general systems operators. It is however wise to have more then one officer of each type in the event of death. Captains and XOs can be promoted from those officers as well.
You can assign as many soldiers to your ship as you're willing to spend space on.
Final requirements for Crew
You need supplies for your crew. This takes into account food, equipment, uniforms, other necessities.
As of this time there's no intent to have some kind of supply shortage penalty. So it's simply a fixed thing.
For every 30 Crew you need 3 space for supplies.
Rough Ship Descriptions
Patrol: Ships usually three times the mass of a fighter. Designed for patrolling local systems. Armed to fight civilian ships or pirates.
Corvette: Smallest ships in navies. Designed to for light escort of other vessels.
Frigate: Roles include escort and hunter killer squadrons.
Destroyer: Armed and armored enough to fight direct engagments with capital ships.
Cruiser: Lighter armored and defended then battleships. Typically faster then most ships in her size class.
Dreadnaought: Heavily Armed capital ships that either forgoe speed or armor to achieve that goal.
Battleship: Heavily armed and Armored with the best defenses