General Info Section:
(Editors Note, Im spreading out the layout of the thread "Repost:New TC Storyboard" To prevent a cluttered feeling)
So im laying the drawing board for a new TC completely new. Not a port of a tv/movie show ie startrek babylon 5 (would be nice though just to play)
Originally drawn races ships and overall balance. No super ship fits until way way later and races that are functional yet distinct.
Humanity has just begun its reach upwards into the heavans. Your science vessal is inroute to investigate a wormhole that has opened up in a system next to earth. Your whisked away to an unknown universe smack dab in the middle of a battle between tech race 1 and 2. you can either watch or attempt to join the fray. Its scripted you cant leave just yet.
Your vessal is low tech in comparison and you become targeted by fighters which disable you and leave you adrift.. as you contemplate wtf just happened and are about to press the open pilot button a super race 1 ship despells its invisibility (cloaking device) off your port side and hails you asking if you require assistance. they repair your ship and escort you to a nearby world. upon landing they ask you where you hail from and make general fun of your pathetic human vessal. They then transfer over 50k credits with which to buy a proper ship (recommended) and wish you the best of luck.
(bear in mind this is a very general opening scene)
A large universe. 5 seperate regions interconnected via hypergates/ wormholes (think eve online)
Region 1
main area fully accessable
home of tech race 1,2,3
super race 1,2 have colonys on rim space
pirate factions exist with side quests (leads to region 4) standardized ship classes for them
corporation factions exist with side quests (leads to region 4) standardized ship classes for them
stellar phenomina derelicts of all main races
unexplored worlds rich with select trade goods (ie iron moon with lower metal prices, primordial soup world with lower medical prices)
stargates in interior leading to gates along the rim worlds of region 1
wormhole network located along the rim of region 1 leading to region 4
stargates leading into region 2,3 are guarded by super race 1,2
disfunctional stargates leading to region 4 (activate on mission string no more random wormholes)
Region 4
semi explored
infested with pirates and corporation homeworlds
stellar phenomina derelict ships of all races (ie tech race 1,2,3 sometimes super race 1,2 rarely ancient race 2(mission string))
unexplored worlds rich with junk routes (ie alien artifacts in commodities or alien weaponry)
region 2 home to super race 1 friendly to explore once mission string is complete (cannot access before
(ie player must learn a spell to activate there "rift gate")
region 3 home to super race 2 friendly to explore once mission string is complete (can access before via an unexplored world in region 4 they find a crashed vessal with the access code, beware though they are very hostile if you sneak in, mission string from corporation to setup a remote colony and "build" a secret gate leading back to region 4 leads to a very profitable tech run if you can run it)
region 5
where earth is located (mission string)
ancient race 1,2
very small region
5 races.
Super race 1
Techno Wizard empire (no name yet)
explorers/scribes
at war with super race 2 but infrequent encounters.
Binding magic into lower technology.
Lower overall HP
Highest Damage
Large amount of energy/fuel = Mana/magic points
Slow regen to balance
Generally fly frigates-cruisers, not alot of battleships but there powerful.
Non interchangability with tech ships via licenses. ie you buy a magic ship you cant use tech high fuel regenerators to make your ship uber strong.
weapons/Spells could be worked like this:
Low-mid level spells/weapons
lightning cannon/turret = polaron/ion beam using fuel consumption to fire multiple castings
High level spells fuel/armor consumption.
making there uses fire first nuke em tactic, last ditch i hope it kills em cause im getting my arse kicked tactic, or last resort suicide imma die but im taking you with me (grin on face) tactic.
Auto shield/armor repair spells:
Outfits that drain fuel when damage is inflicted and turn off when fully repaired.
Summoning spells:
demons/elementals as launchable fighters or
missile systems ie a banshee rocket would be a ammo graphic of a fiery banshee chasing after an enemy ship animation. (think homing missile with a kick)
Summon red dragon would be a flying dragon sprite that fires off fireballs and a plasma siphon like ability. varies dragon summons. Non interchangability. Ie if you learn summon Black dragon (equip a fighterbay called black dragon and buy black dragon fighters) you cant summon a lesser powerful red dragon (equip its bay and fighters) so as to simulate your increase in skill and power.
perhaps various licenses could be used to break away from these restrictions indicating your mastery over magic.
Technology race 1:
region 1
Religious zealots Now A cold detached conglomeration of corporations Religious zealots seemed to played out in a sci fi setting
Largest empire dislike all
at war with tech race 2 and newcomers Super race 1. Slave revolt from tech race 3. they dont mess with super race 2.
Lower damage overall
High hp's mostly armor
beam weaponry predominantly
SAE like guided munitions though on select classes of ships
Low damage fast fire short range beam cannons
high damage slow firing long range beam cannons
Energy based SAE like guided munitions
Beams weapons hit often hard to avoid
can be avoided with skilled piloting
Generally fly cruiser-battleship class vessals. 1 or 2 frigate class vessals. 1 navalized fighter class vessal (close range beam fighter)
not alot of variants
slowest ships in game
brute force tactics
Tech race 2:
region 1
Democratic Underdogs
Smaller empire. losing the war with tech race 1 due to attrition. better tech ship ie quality and strength
Medium damage
high hp's mostly shield
Missile weaponry all guided
easier to avoid with good piloting
Generally fly frigates- battlecruisers some battleships but there fleet sizes tend to be smaller then tech race 1. 3 navalized missile fighters (close range rocket boats, mid range missile boats, high yield torp boats)
mid amount of variants
slower ship speed
mixed tactics
tech race 3:
region 1
recently revolted former slaves of tech race 1
good damage/ high rate of fire
low hp's mix shield/armor
mixture of close range autocannons and longer range artillery cannons (ie hail guns improved range, rail guns) and missiles (not as good quality as tech race 2)
good close range tracking, bad distance tracking
generally fly frigates - cruisers very few battleships.
4 fighters mixture of close range autocannon/rocket mid range rail/missile or autocannon/rail rocket/missile
fastest ships ingame overall aside from super race 2
guerrilla tactics
Super race 2
region 1,3
Isolasionists/very aggressive when encountered.
Meaning leave if they show up and dont travel to there systems.
rarely encountered
At war with super race 1 but infrequent encounters
short range beams/long range drones
High Hp's shields/armor
generally fly drone cruisers. some battlecarriers vary few ship variants
large selection of drone variants (fighters but they call em drones)
faster ships. there 1 recon frigate is fastest ship in game
ancient race 1
ancient aliens in slumber
unknown stats
region 5
ancient race 2
extinct
but there technology still exists (some outfits some ships)
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Revised ship classes:
So 4 main military classes:
Capital Ships: Outfits: Planet based with High Weapon space requirements to prevent smaller class ships from outfiting them. The only ships capable of taking on another capital ship. Highest mass ingame. Carrier can launch more Interceptors/Bombers (carrier is only ship capable of launching bombers).
Battleships: Outfits: High armor/and or repair rates (RR): Big weapon space requirements High damage.
Fourth highest mass in game. Can launch some Interceptors. 2 Subclasses: Sniper Long range/low HP High damage/Slow ROF :: Tanker Short range/high HP High damage/high ROF. 2 PD
Cruisers: Outfits: Medium HP/and or RR: Medium weapon space reqs, Medium damage. Third highest mass in game. Also has 2 sub classes: Look above for details. No PD Tanker class will probably have Jump Drive Inhibitor
Frigates: Outfits: Low HP/ and or RR: Small weapon space reqs, Low damage. Fifth highest mass in game. 2 Subclasses: look above for details. Smallest player purchasable class. No PD Tanker class will probably have Spacial Destabilizers
Interceptors: Bay launch only: Non player flyable: Lowest damage. Second highest mass in game. 2 subclasses: Fighter Interceptor: Low damage/High ROF:High RR/Low HP 1 PD weapon to "intercept" incoming munitions.
Tackler Interceptor: No Damage/No ROF:Better HP then Fighter/High RR 1 PD weapon to Intercept Incoming munitions. 1 Spacial Webifier (Ionization Beam) 1 Jump Drive Inhibitor (Grappling Beam/Tractor Beam)
Special Interceptor: Carrier Based only: Capital Weapons to engage Enemy Capitals.
Oh im also reduing the escort tabs into:
Capital 5
Sniper 4
Tankers 3
Tackle 2
All ships 1
This post has been edited by Sleipnir : 12 February 2011 - 07:39 PM