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Space Weapons Stats/HP Levels and Combat Rules

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Space Weapons Stats/HP Levels and Combat Rules Empty Space Weapons Stats/HP Levels and Combat Rules

Post  Guest Tue Jul 14, 2009 12:54 am

Heavy Turbolasers:
Targets:
  • Capital Ships
    Frigates

Strength (per turn): 5

Turbolasers
Targets:
  • Capital Ships
    Frigates
    Escorts/Transports

Strength: 2

Ion Cannon
Targets:
  • Capital Ships
    (Any ship if Starfighter mounted)

Strength: 500 to shields only. Does not affect hull.

Proton Torpedoes
Targets:
  • Capital Ships
    Frigates
    Escorts/Transports
    Starfighters

Strength: 2

Tractor Beam
Targets:
  • Capital Ships
    Frigates
    Escorts/Transports

Strength: Disables Single Ship From Escaping

Heavy Lasers
Targets:
  • Capital Ships
    Frigates

Strength: 3

Anti-Starfighter
Targets:
  • Starfighters

Strength: Destroys One Starfighter Per Turn

Gravity Well
Targets:
  • Everything


Strength: Disables any opposing ship from escaping

Heavy Double Turbolaser
Targets:
  • Capital Ships
    Frigates

Strength: 10

Jedi Shadow Bombs
Targets:
  • Everything

Strength: 15
Usable only if force mastery 6 or higher

Bunker Buster Bombs
Targets:
  • Cities

Strength: 50

Double Turbolaser
Targets:
  • Capital Ships
    Frigates
    Escorts

Strength: 4

Concussion Missiles
Targets:
  • Capital Ships
    Frigates
    Escorts/Transports
    Starfighters

Strength: 5 to 3 ships per turn


Last edited by Al Strider on Sat Aug 01, 2009 2:25 am; edited 3 times in total

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Space Weapons Stats/HP Levels and Combat Rules Empty Re: Space Weapons Stats/HP Levels and Combat Rules

Post  Guest Wed Jul 15, 2009 2:58 am

This next part might get a little confusing, so please PM me if you have any issues or confusions with this next bit, it will deal with some fundamental math skills (thus the calculator widget!)

Ship HP levels:

Ships have two types of health, their hull and their shields.

Shields are the same principal as hull. If a ship has shields and is in combat, the shield HP levels would drain before the hull. Always keep your hull and shield numbers separate from each other, never add them together. Just because shields have reached 0 does not mean that the ship is destroyed, it essentially means that they have been deactivate/destroyed/depleted etc.

Some weapons can disable shields in single shots (ex Ion cannons) so keep track of which weapons you are firing and which weapons are being fired at you. The Ion Cannon fro example will not damage the hull at all.


Last edited by Al Strider on Wed Jul 15, 2009 3:12 am; edited 1 time in total

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Space Weapons Stats/HP Levels and Combat Rules Empty Re: Space Weapons Stats/HP Levels and Combat Rules

Post  Guest Wed Jul 15, 2009 3:27 am

Deciding how a combat Ends:

Combat can end in several ways. It can end with the destruction of somebody's fleet in the battle, it can end through the surrender of a side.

Death is possible in this RPG. Anything that gets destroyed (meaning both hull and shields have reached 0) is completely lost and should be removed from the player's item list.

If the player was involved on a first hand level in the combat, and the ship they were in gets destroyed, then the player is quite dead. An admin will remove anything in the items list that might be left to the player. An admin will also remove you from the factions group that you were enlisted in. You are allowed to create a new character. Simply change your username and join a faction and start over again.

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Post  Guest Wed Jul 15, 2009 3:43 am

General Space Combat Rules:

Combat can involve more than two players. Chances are combat will originate from warring factions, and will have multiple players from each faction involved in the combat. NPCs are player controlled and it is a turn based combat system, with one post equaling a turn. Anyone caught double posting will be removed from the combat and sent to some lonely planet with only a pistol with a single shot in it.

If a player is involved in a combat, they must physically be there. They cannot have a combat of solely NPCs. This may change in the future when more players join, so check back periodically.

Entering and Retreating Combat:
Players can enter and retreat from a combat at any time with certain exceptions depending on weapons being used (ex: Gravity Well Generators, tractor beams). If a gravity well is activated, players can no longer retreat from the combat until completely destroyed or the ship with the gravity well is destroyed. Tractor beams follow the same rules, except that they do not affect the whole combat, but a single ship (follow weapon stats for both the tractor beam and gravity well). Retreat time is 1 turn.

Players can call in reinforcements, but remember it is real time and your ships will take time to get to the planet that the combat is occurring (follow hyperspace rules).

You can leave simply by going to hyperspace to another planet and your fleet must come with you. You can regroup and re-enter the combat at a later date.

Should two players be left in combat and one wishes to retreat, they must surrender to end the combat. Another fleet can however enter and re-initiate the combat should they so choose. The player that surrenders must negotiate with the other player what the terms of surrender are. You cannot simply surrender and walk away. You can negotiate in either the thread the combat is occurring, or through the PM system. Once a settlement has been reached, both parties must PM an admin each stating what the terms of surrender are. Should a player break the terms of surrender an Admin will look into the situation and deal with it accordingly.

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Post  Guest Wed Jul 15, 2009 3:56 am

Attacking/Defending:

As stated earlier, this is a turn based system with each post equaling a turn.

To Attack:

A player can use each weapon on their ship once in an attack (follow weapons stats for exceptions). They can only attack with three ships at a time per turn. The other two NPC ships are allowed to use five weapons each per turn and can target any ship in the combat.

An attacking post must include the ships attacking, the target ships and the weapons being used and the damages that the weapons deliver. An attacking post should look similar to:

Player Ship Name(class)
Target Ship Name(class)
Weapon 1 - Damage
Weapon 2 - Damage
Weapon 3 - Damage
etc
Total Damage: Total Damage Value

NPC Ship 1 Name(class)
Target Ship Name(class)
Weapon 1 - Damage
Weapon 2 - Damage
Weapon 3 - Damage
Weapon 4 - Damage
Weapon 5 - Damage
Total Damage: Total Damage Value

NPC Ship 2 Name(class)
Target Ship Name(class)
Weapon 1 - Damage
Weapon 2 - Damage
Weapon 3 - Damage
Weapon 4 - Damage
Weapon 5 - Damage
Total Damage: Total Damage Value


Defense:
Defense can include certain counter attacks, including destroying missiles or whatever may be necessary. Defense can also include a retreat or surrender. If it is retreat or surrender, the previous attack done to the fleet is canceled out and negotiations ensue.

You are allowed to both attack and defend in a turn with the defense being the first thing, then the attack.
If retreating or surrendering, you can no longer attack, not even in the defense post.

A Defense post might look similar to:

Player Name
Fleet Status: Retreating (Name of Planet combat is ensuing - Name of planet retreating too (follow rules of hyperspace))

A player can self-destruct any of their ships at any time during combat, however, this voids one single turn for a player to attack or defend. Once self destruct has been enabled, the ship is destroyed in that turn and anything on that ship is destroyed, including player or passengers. Self Destruct once used, cannot be used again for five turns. Self destruct does 300 damage to three enemy ships only if speicified in the post the self destruct is made.


Last edited by Al Strider on Wed Aug 19, 2009 2:11 am; edited 1 time in total

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Post  Guest Wed Jul 15, 2009 4:48 am

Each new combat that is started gets a new thread in the Space Combat Section. The title of the thread should be the name of the planet that the combat is occurring.

The initial post must say who you are attacking, or what city you are attacking etc. Other players will then enter to defend or if they do not within 24 hours of the initial post, then the attacker can land on the planet and attack on the surface (in the planet combat section) until all cities and building have been destroyed. Once destroyed, claim the planet in your name or the name of your faction. The status of the planet will be modified by an admin in the planets section.

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Post  Guest Sat Aug 01, 2009 3:50 am

A test of the combat system was conducted today and so some changes are being made to the engine. The old rules still apply, but if a new rule is written in this post that contradicts an old one, you are to use the rule in the post and not the old one.

All ships are only allowed to use five weapons per turn. This includes the player's ship.
If you have for example 15 turbolasers on your ship, you will only be allowed to use 5 per turn.


Shields now have a recharge rate, check stats of the ships in production and update your stats lists accordingly.

Hotspots are now implemented on larger vessels. There will be a single system for hotspots and it goes as such:

All weapons have an HP level of 25. So for example, if you have a ship with 15 turbolasers, each turbolaser has an independent HP level of 25. One turbolaser can be destroyed and you will have 14 left. Once all of a weapon has been destroyed, it is completely destroyed and cannot be used again until the ship has been repaired.

Hyperdrive Engines each have an HP level of 75. Once hyperdrive is disabled, he shi can no longer go to hyperspace until the ship is repaired.

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Post  Guest Wed Aug 26, 2009 6:09 am

VERY IMPORTANT

Players have 24 hours to respond to a combat before the opponent is allowed to use multiple turns to ttack. If response is made within 24 hours, then you get 12 more hors between turns, after that, there is a 1 hour rule btween turns. if player does not respond in one hour, opponent can attack again. Opponent can only attack two turns at a time after this before wiating another hour.

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Post  Guest Thu Sep 17, 2009 1:21 pm

NEW REGARDING WEAPONS FIRE

Weapons allowed to fire are now 10 per ship per turn, as well as each ship granted they have enough weapons, can fire on as many ships in one turn as they can. You cannot re-use weapons per turn, so if you had 5 blaster cannons, and there were six ships, you could fire 5 cannons at one ships, or 1 cannon to five ships etc.

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Post  Guest Mon Sep 21, 2009 11:42 pm

Lightsaber Damages

LeveL 4:
Lightsaber Attack: Does 30 Damage
Defense: Can block 5 Damage from any weapon unless specified otherwise

Level 5:
Lightsaber Attack: Does 40 Damage
Defense: Can block 15 Damage from any weapon unless specified otherwise

Level 6:
Lightsaber Attack: Does 55 Damage
Defense: Can block 30 Damage from any weapon unless specified otherwise

Level 7:
Lightsaber Attack: Does 70 Damage
Defense: Can block 45 Damage from any weapon unless specified otherwise

Level 8:
Lightsaber does 85 Damage
Defense: Can block 65 Damage from any weapon unless specified otherwise

Level 9:
Lightsaber Attack: Does 90 Damage
Defense: Can block 80 Damage from any weapon unless specified otherwise

Level 10:
Lightsaber Attack: Does 100 Damage
Defense: Can block 90 damage from any weapon unless specified otherwise

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Post  Ta'u Mon Oct 12, 2009 12:34 pm

Ion cannons updated (Sorry Strider but ive supported this from the start and we don't have to follow the true star wars completely. In th last 300 years things may have changed.
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