Special thanks to ws-Impeached for testing the map ~150 times
during development as it absolutely requires 2 human players to play, and for doing alot of the
grunt work in the below forum post.
during development as it absolutely requires 2 human players to play, and for doing alot of the
grunt work in the below forum post.
Spaceship Combat
Spaceship Combat is a turn-based combat sim. It could be called a board game of sorts. At the start of the game, players will design/buy their fleets of ships, the amount of ships depending on the number of minerals the host picks. After all ships are customized and bought, the player will preplace his ships around the map, each player limited by the pylons in the image shown above in how close together they can place their ships.
Once this is done, the battle will start. The battle is divided into 3 phases: The movement phase, targeting phase, and damage phase.
The movement phase is the first phase. Each player will move his ships, the person first to do this being randomly picked at the beginning of each turn. The biggest ships will move first, with the smaller ships moving last.
The second phase is the targeting phase. Each ship may fire at any enemy ship within range of their weapons, using a corsair D-Web. The weapons fired depend on the design the player chose for his ships at the start of the game.
The third and last phase phase is the damage phase. Depending on the amount of attacks a ship received, damage will be dealt. The damage dealt by each attack roll is random, as well as the corresponding shield roll. An attack roll must be greater than the shield roll in order for damage to occur. Different weapons have different possible attack rolls and ranges.
When damage occurs, the map creates damage counters underneath the damaged ship. The damage counters reduce the ship's functionality, for example, if your ship had 2 lasers and 1 gets damaged, that ship will only fire 1 laser the next turn.
After this happens, the cycle starts over again until the game ends.
The game ends when one or both players' ships get destroyed, or when a one or both players' surviving ships have no weapons remaining.
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The following is a list of ships the player is able to buy:
Fighters are the fastest ship in the fleet, but also the weakest. The tactics you may use for a fighter greatly vary. Its speed can be used to snipe enemies while out of range, or to charge in with powerful short-range weapons against slower enemies that cannot run away. Many other strategies are available as well, due to the fighter's great speed. Fighters are very fragile though, with only two HP.
Destroyers are small but reasonably armed ships. While not as fast as fighters, they have double the HP/equipment space of the fighter and therefore are able to pack quite a punch.
Cruisers are the moderate ships in the game. With 7 equipment spaces/HP, a cruiser is able to roll the punches with even the larger capital ships, and with its medium amount of movement speed it can still easily outrun them. The cruiser is one of the most versatile ships in a fleet. Almost any weapon loadout can be usable with it.
Dreadnaughts, while not the largest ship, are still huge. Slow behemoths, these things are great at mowing down small ships in a matter of one to two volleys, and with so much space they can pack many shields in, making a dreadnaught difficult to destroy. A dreadnaught's speed and cost, however, make dreadnaughts hard to mass and easy to take down with 'swarm' tactics.
Planetsmashers are the biggest and slowest type of ship available. Their movement is almost negligible, their battle strength immense. This ship is a force to be reckoned with. A recent study has shown that villainous galactic conquerors have a tendency to buy these ships.
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The following is a list of all the equipment a player may put on his/her ship:
The laser is the longest ranged weapon in a ship's arsenal. On large ships, it is vital to pack a few of these so that smaller ships with more movement speed cannot simply snipe from out of your range. On smaller ships, these can be great for harassing other ships with less range. The laser is the 'safest' weapon, although the weakest.
The Rail Gun is the 'median' of weapons. It does good damage; with its higher cap it is more likely to get through high amounts of shields, and can sometimes even one hit kill a fighter. The rail gun is a very solid weapon, but a faster enemy ship can easily stay out of its range and attack with lasers (4 range vs 3 range).
The torpedo is the heavyweight of weapons. While only having 2 range, with up to 3 damage it can sometimes knock out 3 pieces of enemy equipment at a time, which leaves a dent in even a Planetsmasher. The torpedo is optimal for 'swarming' tactics when equipped on small ships. A large amount of fighters/destroyers equipped with loads of torpedoes can together charge in and collectively bomb a capital ship. Ironically, torpedoes are also the best counter for the above tactic.
The shield generator is a staple on almost any ship. With one shield generator (0-1 block), the ship has a 50% chance to block one damage from any attack. With 2 generators (0-2 block), a ship has a 33% chance to block two damage, etc. Without shield generators, a ship is naked to enemy fire.
The laser is the longest ranged weapon in a ship's arsenal. On large ships, it is vital to pack a few of these so that smaller ships with more movement speed cannot simply snipe from out of your range. On smaller ships, these can be great for harassing other ships with less range. The laser is the 'safest' weapon, although the weakest.
The Rail Gun is the 'median' of weapons. It does good damage; with its higher cap it is more likely to get through high amounts of shields, and can sometimes even one hit kill a fighter. The rail gun is a very solid weapon, but a faster enemy ship can easily stay out of its range and attack with lasers (4 range vs 3 range).
The torpedo is the heavyweight of weapons. While only having 2 range, with up to 3 damage it can sometimes knock out 3 pieces of enemy equipment at a time, which leaves a dent in even a Planetsmasher. The torpedo is optimal for 'swarming' tactics when equipped on small ships. A large amount of fighters/destroyers equipped with loads of torpedoes can together charge in and collectively bomb a capital ship. Ironically, torpedoes are also the best counter for the above tactic.
The shield generator is a staple on almost any ship. With one shield generator (0-1 block), the ship has a 50% chance to block one damage from any attack. With 2 generators (0-2 block), a ship has a 33% chance to block two damage, etc. Without shield generators, a ship is naked to enemy fire.
Gameplay Screenshots
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Post has been edited 10 time(s), last time on Sep 6 2008, 8:47 pm by Tank_7.
None.