Talk:Post-Nemesis

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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.
Equipment: 3
Cost: 4 IP

Flight Deck

A large hangar for combat fightercraft. Each can carry one squadron.
Equipment: 3
Cost: 6 IP

Battlerider Sling

The hardware required to drag one or more battleriders over long distances. Each sling can increases the amount of equipment space on the battleriders by 3 - thus a single sling could carry a 0-3 equipment space escort, two could carry any escort (or two 0-3 equipment space escorts) or a low-end cruiser, etc.
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

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.