Talk:Solar Destiny
Ship Design
Base Hulls
Escorts 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 Exotic.
- All Escorts have 3 Equipment space to start.
- Up to 3 additional Equipment spaces may be purchased at a cost of 2 IP each.
Cruisers are midscale warships, striking a balance between combat power, mobility and price.
- The base cost of Cruisers is 20 IP and 4 Exotics.
- All Cruisers have 5 Equipment space to start.
- Up to 3 additional Equipment spaces may be purchased at a cost of 5 IP each.
Capital Ships are the prides of fleets and bring firepower and protection to any battle.
- The base cost of Capital Ships is 75 IP and 12 Exotics.
- All Capital Ships have 8 Equipment space to start.
- Up to 4 additional Equipment spaces may be purchased at a cost of 15 IP each.
Supercapital Ships are staggeringly expensive and powerful and can singlehandedly change the course of both a battle and a budget.
- The base cost of Supercapital Ships is 200 IP and 30 Exotics; furthermore, all Equipment costs double.
- All Supercapital Ships have 12 Equipment space to start.
- Up to 12 additional Equipment spaces may be purchased at a cost of 30 IP each.
- All hangar, rider sling, etc style upgrades carry twice as much.
Utility Ships are about the same scale as cruisers, but get rid of much of the combat equipment to reduce costs. PROTECT THESE.
- The base cost of Utility Ships is 12 IP and 3 Exotics.
- All Utility Ships have 6 Equipment space to start.
- Up to 4 additional Equipment spaces may be purchased at a cost of 3 IP each.
Equipment
Equipment is various items that improve your ship'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.
Combat Equipment
Small Cannon Turrets
- Small-caliber turrets for engaging light warships and fightercraft.
- Equipment: 1
- Cost: 2 IP
Medium Cannon Turrets
- Medium sized guns; somewhat more powerful than small cannons but with noticeably better effective range. Not nearly as good at shooting down fightercraft though.
- Equipment: 2
- Cost: 5 IP
Heavy Cannon Turrets
- 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.
- Equipment: 4
- Cost: 12 IP
Superheavy Cannon Turrets
- The proverbial 18" gun. A bigger, louder version of heavy turrets.
- Equipment: 5
- Cost: 15 IP
Siege Cannon
- A single ridiculously huge gun. Comes with its own stock footage warmup sequence. Good luck hitting a maneuvering target.
- Equipment: 3
- Cost: 10 IP, 1 Exotic
Flak Guns
- All purpose anti-fighter defense; short-range missiles, beam sweepers and yes, flak guns.
- Equipment: 1
- Cost: 2 IP
Torpedo Launcher
- 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're not hugely faster than actual ships though.
- Equipment: 1
- Cost: 2 IP
Armor Plating
- Big slabs of space-age alloys and composites to keep a ship from falling apart. Very useful.
- Equipment: 2
- Cost: 4 IP
Shield Generator
- Defensive forcefields that can effectively deflect most weapon fire.
- Equipment: 2
- Cost: 1 Exotic
Support Equipment
High-Ouput Drive Kernel
- The ship's pseudosingularity kernel is tweaked for maximum performance, improving speed and handling. Less effective the bigger the ship.
- Equipment: 2
- Cost: 1 Exotic
Recon Detachment
- 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's sensor bubble.
- Equipment: 1
- Cost: 1 IP
Interface Recon Craft
- Hangars or external slings for large, often transatmospheric recon craft with multiple day's endurance and self-defense armament. These can also carry marines, torpedoes or other useful widgets - though don't expect them to dive into an enemy battlegroup and return. Carries one Non-Combat Squadron (sold seperately)
- Equipment: 3
- Cost: 4 IP
Flight Deck
- A large hangar for combat fightercraft. Each can carry one Combat Squadron (sold seperately)
- Equipment: 3
- Cost: 5 IP
Battlerider Sling
- The hardware required to drag one or more battleriders over long distances. Each sling increases the amount of rider space by 4.
- Equipment: 2
- Cost: 2 IP
Luxurious Fittings
- Bling. Lots of bling. Great for impressing people, conducting summits and deflecting incidental lasers.
- Equipment: 1
- Cost: 5 IP
Salvage Equipment
- Various recovery and sensing equipment for stealing the wreckage after a battle or opening up the Tomb of Horrors.
- Equipment: 3
- Cost: 5 IP
Modifications
Battlerider Modification
- Battleriders as a subtype of warship that eschews the long-range abilities of typical warships with a more 'aircraft' 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.
- Equipment: N/A
- Cost: N/A
- Reduce the Exotic cost/upkeep of the 'Rider by half, rounded down.
- A battlerider has a 'size' equal to its Exotic cost (minimum 1) plus the space of equipment mounted on it.
Standard Type Capital Ship
- Some fleets use what has been dubbed the 'standard type', 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.
- This modification is only available for capital ships and greatly reduces their speed.
- Equipment: N/A
- Cost: N/A
- Reduce the Exotic cost/upkeep of the capital ship by 6.
To-do list
If anyone has any ideas they'd like to throw out, feel free - I can start with them, work them in or adjust them as necessary.
Fighters
This will be somewhat simpler than the above, but reminiscent
Space Forts
Gotta have something to bombard with those siege cannons, right?
Ground Troops
Nation Generation (economics)
The economies of Polis are made up of three elements; Industry, Exotics and Wealth.
- Industry (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.
- Exotics are various unusual and high-energy oddities such as quantum singularities, monopoles, strangelets, delta dust and dilithium. Exotics are normally consumed as fuel.
- Wealth is a holistic measure of a Polis' ability to mobilize governmental and social resources via taxation, job placement, intellectual properties, etc.
All Polis start with 100 in each of Industry, Exotics and Wealth and may purchase more with creation points.
- Inner Worlds (Mercury, Venus) multiply their Exotic output at nation generation (including creation points) by x1.2
- Mars Polis multiplies their Wealth output at nation generation by x1.2
- Outsystem worlds (Jupiter and outwards) multiply their Resource output at nation generation by x1.2
- The Earth and the Asteroid Belt multiplies their initial military budget at nation generation by x1.2
All nations also start with 1250 points
National Growth
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.
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.
Salvage operations are often a good way to improve a Polis' economy; damaged fabricators, hawking knots or ancient caches of bitcoins can be found and returned to provide one-tim boosts to a nation's quarterly growth amount (normally a fixed value)