Jump to content

He's back


Bushrod

Recommended Posts

I would enjoy seeing him do more collaborations. BTW dose anyone know if he has a forum account?

Don't think so. At least not with his YT name because that would make his mailbox flooded with questions and submissions.

Link to comment
Share on other sites

(Failed) test of a Macey Dean- inspired escort craft from a while ago, I built this in .20 and tried to update it to .90, but it will take a while:

R92tk12.png

NeQdYxj.png

htXdHaC.png

gWEuD1r.png

2IK8Uje.png

With reagards to violence among kerbals, I feel that whenever a species has limited resources, they will fight over them. No point in trying to hide it.

Link to comment
Share on other sites

Yeah... If I get reason I'll setup a side forum which will have a storyline and a working roleplay system to base it on.

Until then it's just a common persistance file shared a did you attack someone then you make first move- then them- then you- etc etc. the only roleplay would be your own.

But if you want a legit roleplay let me know and I'll make a hardcore one.

Link to comment
Share on other sites

Yeah... If I get reason I'll setup a side forum which will have a storyline and a working roleplay system to base it on.

Until then it's just a common persistance file shared a did you attack someone then you make first move- then them- then you- etc etc. the only roleplay would be your own.

But if you want a legit roleplay let me know and I'll make a hardcore one.

So is it just random battles basically?

Link to comment
Share on other sites

So is it just random battles basically?

I've got a system- everyone gets 100 credits xto spend on ships. They spend it and that's their fleet. They use it to defend, assault and conquer. The player with the most planets wins (to account for moons- we use a point system (1 point for planet, 1/2 point for moons)

that it's going to be that everyone gets a capitol ship to run all fleets (knock it out and the player takes a penalty that he loses a round to retailiate in combat and must always attack last (the capitol acts as the head and the coordinator of all attacks basically and you should therefore take a penalty on its loss)-

Then you get large ships- what would be classed as destroyers or assault class battleships (large crafts built for attacking other large ships (using large weapons like SRBs cannons and so forth to breach heavy armor)

Then you get support ships- these ships can provide fuel- ammo or other such for aid of the other ships. These lack direct firepower as they tend to linger away from battle to survive.

Then you get mother ships- that can carry up to a maximum of 5 assault class fighters inside of one craft. These lack firepower or have no power at all since they rely on the ships they deploy and or other crafts nearby for aid.

You also get Frigates- or smaller vessels that can assault larger ships, yet are small in size and carry little firepower. They rely on smaller ships to help defending it from fighter firepower.

Then you have Juggernauts ships- these are small, heavily armored crafts that usually carry larger ship bombs or loads of fighter firepower.

Then there's bombers- which carry specifically large craft bombs and lack firepower against fighters.

Then there's fighters, which come in several classes: Assault class- this is the largest class in that it carries heavy firepower built for both capitol ship attacks and also juggernaut or frigate class assaults.

-Standard class- carrying firepower for both assaults on larger crafts and smaller crafts, this is the most balanced craft set.

-interceptor class- carrying firepower specifically for fighter to fighter combat. Typically more lightweight and faster than any other classes.

Then theres the Scout/Guerrilla Warefare class- this is for crafts that are very lightweight and are very quick. If they are minimally armed they would likely be classed scout- it they are VERY fast and armed they would be classed as Guerrilla Warefare class.

Here is the class rundown in simplicity in order in which they would move (with credit purchase per unit listed):

Guerrilla Warefare Class (12 credits)

Scout class (6 credits)

Fighters:

-interceptor (8 credits)

-standard (5 credits)

-assault (8 credits)

Juggernaut (9 credits)

Frigate (10 credits)

Mother ship (25 credits)

Support (20 credits)

Battleship (35 credits)

Mother ship (1 free at start- 50 credits)

Then there's probe class objects- these can be anything from repair units to "hacking" probes- each are special and unique.

Repair drone- small lightweight, incapable of fighting directly but can repair, move other ships.

Refueling probe- a moderate weight craft used for adding fuel to crafts, not capable of fighting directly.

X drone- this is a drone of an otherwise manned craft- this can be anything from the first list, but with extra cost.

Hacking probe- this is a craft that can dock to an enemy craft and can for 2 rounds "hack" that craft allowing to take control and manipulate their crafts. However after the second round you MUST undock.

Also this is REQUIRED for use of ANY unmanned crafts-

You must have a ComSat cruiser to control your probes- should this craft fall all unmanned spacecraft become "dead"- they can be saved by docking with them after the battle- but until you do so- they become inactive and unable to do anything at all.

List with costs and order-

Repair drone (2 credits)

Refueling drone (3 credits)

X drone ( 2 * the cost of the manned craft)

Hacking probe (30 credits)

ComSat cruiser (30 credits)

I'll have more on this systems later.

Link to comment
Share on other sites

*Sees Macey is back*

WOOOOOOOOOOOOT!!!!!

Let the Hypening begin:cool:

I am going to need to build a whole new generation of Hype-craft to celebrate.

He's gonna have a lot of ships to go through:)

Link to comment
Share on other sites

Feel free to comment on the system- it is in no way complete or perfect. So feel free to give CONSTRUCTIVE criticism.

If you only have one fleet how do you defend planets you already own? also whats going to be the rules on colonies and ground to space combat?

Link to comment
Share on other sites

If you only have one fleet how do you defend planets you already own? also whats going to be the rules on colonies and ground to space combat?

Split em up. It's a challenge- hence why you must choose your fleet carefully. Plan their movements so they can be most easily routed to the planet needing defense.

I'm thinking it'll be like normal KSP- launch your rockets move them one at 1mm per turn. After that movement you must turn in your save. A day later you may make another move the following day (gives time for other players to move- if they use it is another question)

However you cannot launch your vessels from the planets surface unless they landed their (I.e if you land a fighter you may launch it into orbit. A list of moves that take turns will be made when I sit down next)

Link to comment
Share on other sites

Split em up. It's a challenge- hence why you must choose your fleet carefully. Plan their movements so they can be most easily routed to the planet needing defense.

I'm thinking it'll be like normal KSP- launch your rockets move them one at 1mm per turn. After that movement you must turn in your save. A day later you may make another move the following day (gives time for other players to move- if they use it is another question)

However you cannot launch your vessels from the planets surface unless they landed their (I.e if you land a fighter you may launch it into orbit. A list of moves that take turns will be made when I sit down next)

I see, do planets give any bonuses for having them under your control?

Link to comment
Share on other sites

Also you can drop a "claim pod" which claims the planet for yourself. It is to be a probe- it is unarmed and cannot move- defend, or anything else. You may drop land forces which I'll also add to defend it. I suggest making them mobile so they can leave the planet of need be.

I've got several other mechanics I'll also soon add.

- - - Updated - - -

I see, do planets give any bonuses for having them under your control?

No as the only bonus would be launching crafts from there and that's not in the spirit :P .

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...