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	<title>Talk:Solar Destiny - Revision history</title>
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		<title>Shrike: Created page with &quot;=Ship Design= ==Base Hulls== &#039;&#039;&#039;Escorts&#039;&#039;&#039; are the smallest type of warship.  They have the virtues of being small, fast and cheap. :The base cost of Escorts is 5 IP and 1 Exo...&quot;</title>
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		<updated>2014-08-27T21:30:53Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;=Ship Design= ==Base Hulls== &amp;#039;&amp;#039;&amp;#039;Escorts&amp;#039;&amp;#039;&amp;#039; are the smallest type of warship.  They have the virtues of being small, fast and cheap. :The base cost of Escorts is 5 IP and 1 Exo...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=Ship Design=&lt;br /&gt;
==Base Hulls==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Escorts&amp;#039;&amp;#039;&amp;#039; are the smallest type of warship.  They have the virtues of being small, fast and cheap.&lt;br /&gt;
:The base cost of Escorts is 5 IP and 1 Exotic.&lt;br /&gt;
:All Escorts have 3 Equipment space to start.&lt;br /&gt;
:Up to 3 additional Equipment spaces may be purchased at a cost of 2 IP each.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cruisers&amp;#039;&amp;#039;&amp;#039; are midscale warships, striking a balance between combat power, mobility and price.&lt;br /&gt;
:The base cost of Cruisers is 20 IP and 4 Exotics.&lt;br /&gt;
:All Cruisers have 5 Equipment space to start.&lt;br /&gt;
:Up to 3 additional Equipment spaces may be purchased at a cost of 5 IP each.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Capital Ships&amp;#039;&amp;#039;&amp;#039; are the prides of fleets and bring firepower and protection to any battle.&lt;br /&gt;
:The base cost of Capital Ships is 75 IP and 12 Exotics.&lt;br /&gt;
:All Capital Ships have 8 Equipment space to start.&lt;br /&gt;
:Up to 4 additional Equipment spaces may be purchased at a cost of 15 IP each.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Supercapital Ships&amp;#039;&amp;#039;&amp;#039; are staggeringly expensive and powerful and can singlehandedly change the course of both a battle and a budget.&lt;br /&gt;
:The base cost of Supercapital Ships is 200 IP and 30 Exotics; furthermore, all Equipment costs double.&lt;br /&gt;
:All Supercapital Ships have 12 Equipment space to start.&lt;br /&gt;
:Up to 12 additional Equipment spaces may be purchased at a cost of 30 IP each.&lt;br /&gt;
:All hangar, rider sling, etc style upgrades carry twice as much.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Utility Ships&amp;#039;&amp;#039;&amp;#039; are about the same scale as cruisers, but get rid of much of the combat equipment to reduce costs.  PROTECT THESE.&lt;br /&gt;
:The base cost of Utility Ships is 12 IP and 3 Exotics.&lt;br /&gt;
:All Utility Ships have 6 Equipment space to start.&lt;br /&gt;
:Up to 4 additional Equipment spaces may be purchased at a cost of 3 IP each.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Equipment is various items that improve your ship&amp;#039;s performance - guns, electronics, protection, engines, etc.  Note that in general, all Equipment has the same effect no matter the size of the ship (save when dealing with Supercapital Ships).  Thus an escort carrying a siege cannon is just as powerful as a capital ship carrying one - the difference is, the capital ship can do other things as well.&lt;br /&gt;
&lt;br /&gt;
====Combat Equipment====&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Small Cannon Turrets&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Small-caliber turrets for engaging light warships and fightercraft.&lt;br /&gt;
:Equipment:  1&lt;br /&gt;
:Cost:  2 IP&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Medium Cannon Turrets&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Medium sized guns; somewhat more powerful than small cannons but with noticeably better effective range.  Not nearly as good at shooting down fightercraft though.&lt;br /&gt;
:Equipment:  2&lt;br /&gt;
:Cost:  5 IP&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy Cannon Turrets&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Standard battleship-grade guns.  Range and firepower, but as effective as firing a sniper rifle into a cloud of bees when trying to hit fighters.&lt;br /&gt;
:Equipment:  4&lt;br /&gt;
:Cost:  12 IP&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Superheavy Cannon Turrets&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The proverbial 18&amp;quot; gun.  A bigger, louder version of heavy turrets.&lt;br /&gt;
:Equipment:  5&lt;br /&gt;
:Cost:  15 IP&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Siege Cannon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:A single ridiculously huge gun.  Comes with its own stock footage warmup sequence.  Good luck hitting a maneuvering target.&lt;br /&gt;
:Equipment:  3&lt;br /&gt;
:Cost:  10 IP, 1 Exotic&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Flak Guns&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:All purpose anti-fighter defense; short-range missiles, beam sweepers and yes, flak guns.&lt;br /&gt;
:Equipment:  1&lt;br /&gt;
:Cost:  2 IP&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Torpedo Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Graviton torpedoes.  Very unpleasant when they hit, particularly since shields offer no protection and they have a habit of destabilizing drive kernels and slowing ships down.  The overloading microkernal in them does mean they&amp;#039;re not hugely faster than actual ships though.&lt;br /&gt;
:Equipment:  1&lt;br /&gt;
:Cost:  2 IP&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Armor Plating&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Big slabs of space-age alloys and composites to keep a ship from falling apart.  Very useful.&lt;br /&gt;
:Equipment:  2&lt;br /&gt;
:Cost:  4 IP&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shield Generator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Defensive forcefields that can effectively deflect most weapon fire.&lt;br /&gt;
:Equipment:  2&lt;br /&gt;
:Cost:  1 Exotic&lt;br /&gt;
&lt;br /&gt;
====Support Equipment====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;High-Ouput Drive Kernel&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The ship&amp;#039;s pseudosingularity kernel is tweaked for maximum performance, improving speed and handling.  Less effective the bigger the ship.&lt;br /&gt;
:Equipment:  2&lt;br /&gt;
:Cost:  1 Exotic&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recon Detachment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:A small bay housing a group of recon drones and/or scout fighters.  Has little to no combat strength, but can greatly expand the mothership&amp;#039;s sensor bubble.&lt;br /&gt;
:Equipment:  1&lt;br /&gt;
:Cost:  1 IP&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Interface Recon Craft&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Hangars or external slings for large, often transatmospheric recon craft with multiple day&amp;#039;s endurance and self-defense armament.  These can also carry marines, torpedoes or other useful widgets - though don&amp;#039;t expect them to dive into an enemy battlegroup and return.  Carries one Non-Combat Squadron (sold seperately)&lt;br /&gt;
:Equipment:  3&lt;br /&gt;
:Cost:  4 IP&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Flight Deck&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:A large hangar for combat fightercraft.  Each can carry one Combat Squadron (sold seperately)&lt;br /&gt;
:Equipment:  3&lt;br /&gt;
:Cost:  5 IP&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Battlerider Sling&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The hardware required to drag one or more battleriders over long distances.  Each sling increases the amount of rider space by 4.&lt;br /&gt;
:Equipment:  2&lt;br /&gt;
:Cost:  2 IP&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Luxurious Fittings&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Bling.  Lots of bling.  Great for impressing people, conducting summits and deflecting incidental lasers.&lt;br /&gt;
:Equipment:  1&lt;br /&gt;
:Cost:  5 IP&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Salvage Equipment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Various recovery and sensing equipment for stealing the wreckage after a battle or opening up the Tomb of Horrors.&lt;br /&gt;
:Equipment:  3&lt;br /&gt;
:Cost:  5 IP&lt;br /&gt;
&lt;br /&gt;
====Modifications====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Battlerider Modification&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Battleriders as a subtype of warship that eschews the long-range abilities of typical warships with a more &amp;#039;aircraft&amp;#039; style design.  This means they have endurance measured in hours or days instead of weeks and months - in practice, all battleriders brought to combat must have a mothership with battlerider slings (see above), and if their mothership is lost, they can be assumed to be lost as well as their crew bails.&lt;br /&gt;
:Equipment:  N/A&lt;br /&gt;
:Cost:  N/A&lt;br /&gt;
:Reduce the Exotic cost/upkeep of the &amp;#039;Rider by half, rounded down.&lt;br /&gt;
:A battlerider has a &amp;#039;size&amp;#039; equal to its Exotic cost (minimum 1) plus the space of equipment mounted on it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Standard Type Capital Ship&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Some fleets use what has been dubbed the &amp;#039;standard type&amp;#039;, a term that is incomprehensibly obscure and ancient.  In sum, these use deliberately understrength drive systems; these both reduce speed and reduce exotic-matter running costs.&lt;br /&gt;
:This modification is only available for capital ships and greatly reduces their speed.&lt;br /&gt;
:Equipment:  N/A&lt;br /&gt;
:Cost:  N/A&lt;br /&gt;
:Reduce the Exotic cost/upkeep of the capital ship by 6.&lt;br /&gt;
&lt;br /&gt;
=To-do list=&lt;br /&gt;
If anyone has any ideas they&amp;#039;d like to throw out, feel free - I can start with them, work them in or adjust them as necessary.&lt;br /&gt;
&lt;br /&gt;
==Fighters==&lt;br /&gt;
This will be somewhat simpler than the above, but reminiscent&lt;br /&gt;
&lt;br /&gt;
==Space Forts==&lt;br /&gt;
Gotta have something to bombard with those siege cannons, right?&lt;br /&gt;
&lt;br /&gt;
==Ground Troops==&lt;br /&gt;
&lt;br /&gt;
==Nation Generation (economics)==&lt;br /&gt;
The economies of Polis are made up of three elements; &amp;#039;&amp;#039;&amp;#039;Industry&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Exotics&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Wealth&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Industry&amp;#039;&amp;#039;&amp;#039; (or IP) represents the heavy industry of a Polis, as well as their access to mundane resources and ores.  Industry is used to build things.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Exotics&amp;#039;&amp;#039;&amp;#039; are various unusual and high-energy oddities such as quantum singularities, monopoles, strangelets, delta dust and dilithium.  Exotics are normally consumed as fuel.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Wealth&amp;#039;&amp;#039;&amp;#039; is a holistic measure of a Polis&amp;#039; ability to mobilize governmental and social resources via taxation, job placement, intellectual properties, etc.&lt;br /&gt;
&lt;br /&gt;
All Polis start with 100 in each of Industry, Exotics and Wealth and may purchase more with creation points.&lt;br /&gt;
:Inner Worlds (Mercury, Venus) multiply their Exotic output at nation generation (including creation points) by x1.2&lt;br /&gt;
:Mars Polis multiplies their Wealth output at nation generation by x1.2&lt;br /&gt;
:Outsystem worlds (Jupiter and outwards) multiply their Resource output at nation generation by x1.2&lt;br /&gt;
:The Earth and the Asteroid Belt multiplies their initial military budget at nation generation by x1.2&lt;br /&gt;
&lt;br /&gt;
All nations also start with 1250 points&lt;br /&gt;
&lt;br /&gt;
==National Growth==&lt;br /&gt;
Every Quarter, a Polis may purchase additional infrastructure, up to 2% (round down) of its total in each field at the cost of 5 Wealth per point.  It comes into effect for the subsequent Quarter.  This may be increased to 4% if the amount paid is doubled or increased to 6% if the amount paid is quadrupled.&lt;br /&gt;
&lt;br /&gt;
Additionally, IP and/or Exotics may be used to purchase infrastructure as well, though 2 points of IP or Exotics are needed to replace 1 Wealth for this purpose; bootstrapping is not the most efficient way of going about things.&lt;br /&gt;
&lt;br /&gt;
Salvage operations are often a good way to improve a Polis&amp;#039; economy; damaged fabricators, hawking knots or ancient caches of bitcoins can be found and returned to provide one-tim boosts to a nation&amp;#039;s quarterly growth amount (normally a fixed value)&lt;br /&gt;
&lt;br /&gt;
==Megaprojects?==&lt;/div&gt;</summary>
		<author><name>Shrike</name></author>
	</entry>
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