I've been working on the stats for ships today and yesterday. I have the earth forces and the first colonist faction's ships done. Tell me what you folks think, and what I should change (this is very long, so beware. I apologize for the length):
Earth (10 ships):
Cloaks, 10240 warp, nothing else particularly special.
Fighter:
Shields: 100
Turn: 3
Speed: 8.5
Warp: 10240
Energy: 600
Weapons:
Pulse: None
Beam: Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Special: Cloak
Gunboat:
Shields: 200
Turn: 2
Speed: 6
Warp: 10240
Energy: 800
Weapons:
Pulse: PULSE TYPE 1
Range: Fusion Pulse
Speed: Protopulse Damage: 80
Guided: No Autotarget: No
Rapid: 20 Ammo: 35
Energy: 10 Dir range: 0
Other: None
Beam: Dual Linked Machine Guns
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: No
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 20
Other: Gunsmoke sprite looks like its firing from two places, one on each gun on the ship. This gun creates two bullets
Special: Cloak
Corvette:
Shields: 350
Turn: 2
Speed: 6
Warp: 10240
Energy: 1000
Weapons:
Pulse: Ion Beam
Range: Trazer Beam
Speed: N/A Damage: 10
Guided: N/A Autotarget: Yes
Rapid: 50 Ammo: -1
Energy: 30 Dir range: N/A
Other: Object to Cooridnate Static Beam, age 35, disables like zerbilites
Beam: Point Defense System
Range: 150
Speed: N/A Damage: 2
Guided: N/A Autotarget: Yes
Rapid: 20 Ammo: -1
Energy: 5 Dir range: N/A
Other: Object to Object Static Beam, age 15
Special: Cloak
Assault Frigate:
Shields: 650
Turn: 2.5
Speed: 5
Warp: 10240
Energy: 1500
Weapons:
Pulse: TRIPLE LINKED PULSE TYPE 2
Range: Fusion Pulse
Speed: Protopulse Damage: 45
Guided: No Autotarget: No
Rapid: 20 Ammo: 35
Energy: 40 Dir range: 0
Other: creates two little invisible pulses that fire off to the sides, then shoot pulse type 2 pulses forwards when they expire, and also has a delay so it fires a pulse type one forwards at the same time. this is a powerful gun
Beam: MISSILE LAUNCHER TYPE 1
Range: concussion missile
Speed: 9 Damage: 75
Guided: Yes Autotarget: No
Rapid: 35 Ammo: 200
Energy: 0 Dir range: 90
Other: more accurate than concussion missiles, but still not accurate enough to hit everything
Special: Cloak
Scout Cruiser (this is the Earth scout):
Shields: 900
Turn: 2
Speed: 5
Warp: 10240
Energy: 1500
Weapons:
Pulse: MISSILE LAUNCHER TYPE 1
Range: concussion missile
Speed: 9 Damage: 75
Guided: Yes Autotarget: No
Rapid: 35 Ammo: 200
Energy: 0 Dir range: 90
Other: more accurate than concussion missiles, but still not accurate enough to hit everything
Beam: BEAM TYPE 1
Range: PK Beam
Speed: 15 Damage: 40
Guided: No Autotarget: No
Rapid: 25 Ammo: ?
Energy: 13 Dir range: 20
Other: none
Special: Cloak
Heavy Cruiser:
Shields: 1000
Turn: 2
Speed: 5
Warp: 10240
Energy: 1000
Weapons:
Pulse: PULSE TYPE 3
Range: protopulse
Speed: 9 Damage: 105
Guided: No Autotarget: No
Rapid: 15 Ammo: 100
Energy: 5 Dir range: 0
Other: none
Beam: RAPID BEAM TYPE 1
Range: PK Beam
Speed: 15 Damage: 40
Guided: No Autotarget: No
Rapid: 12 Ammo: ?
Energy: 13 Dir range: 20
Other: none
Special: Cloak
Carrier:
Shields: 3000
Turn: 1
Speed: 2.5
Warp: 10240
Energy: 5000
Weapons:
Pulse: Earth Fighter Bay 1
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 105 Ammo: 3
Energy: 5 Dir range: 0
Other: launches earth fighters
Beam: Earth Fighter Bay 2
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 75 Ammo: 3
Energy: 5 Dir range: 0
Other: launches earth fighters. the different rapidnesses should make things spiffy.
Special: Cloak
Missile Destroyer:
Shields: 3500
Turn: 1.25
Speed: 4
Warp: 10240
Energy: 5000
Weapons:
Pulse: MISSILE LAUNCHER TYPE 2
Range: concussion missile
Speed: 10 Damage: 175
Guided: Yes Autotarget: No
Rapid: 70 Ammo: 80
Energy: 0 Dir range: 0
Other: very similar to concussion missiles, although these have better accel
Beam: MISSILE LAUNCHER TYPE 2
Range: concussion missile
Speed: 10 Damage: 175
Guided: Yes Autotarget: No
Rapid: 70 Ammo: 80
Energy: 0 Dir range: 0
Other: very similar to concussion missiles, although these have better accel
Special: Cloak
Troop Carrier (transport):
Shields: 900
Turn: 1
Speed: 3
Warp: 10240
Energy: 600
Weapons:
Pulse: Machine Gun Turret (mounted at front)
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Beam: Machine Gun Turret (mounted at back)
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Special: Stealth Shield (weaponless transports would otherwise be nearly unstoppable. story for this is that cloaking devices do crappily when atmospheric pressure increases, often causing the transports with them to be destroyed. Stealth Shields are the same as in the factory settings, and they do fine with atmosphere.)
Assault Unit (assault transport):
Shields: 900
Turn: 1
Speed: 3
Warp: 10240
Energy: 600
Weapons:
Pulse: Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Beam: Assault Shuttle Bay
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 75 Ammo: 4
Energy: 5 Dir range: 0
Other: Launches the assault shuttles. Only one per launch.
Special: Cloak
Assault Shuttle (EVAT. they alter the occupation by three, not just one):
Shields: 100
Turn: 1
Speed: 7
Warp: 0
Energy: 600
Weapons:
Pulse: Machine Gun
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: No
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Beam: Point Defense System
Range: 150
Speed: N/A Damage: 2
Guided: N/A Autotarget: Yes
Rapid: 20 Ammo: -1
Energy: 5 Dir range: N/A
Other: Object to Object Static Beam, age 15
Special: Cloak
Colonist Faction 1 (7 ships):
Slow, tough ships with big short range guns and little missiles. Many of their ships have a seige mode. No to warp, yes to cloaks. They don't have a scout, as they're too slow to keep up with their enemies' moves with slow scouts and match them with slow ships. They just get their strategy set out and hope for the best.
Bomber:
Shields: 200
Turn: 3
Speed: 5
Warp: 0
Energy: 600
Weapons:
Pulse: Machine Gun
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: No
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Beam: Infrared Missile Launcher (100 ammo)
Range: concussion missile
Speed: 15 Damage: 15
Guided: Yes Autotarget: No
Rapid: 15 Ammo: 100
Energy: 0 Dir range: 0
Other: Turns in the same style as atomic pulses, and has very good accel.
Special: Cloak
Seige Engine (cruise mode):
Shields: 650
Turn: 2
Speed: 4
Warp: 0
Energy: 700
Weapons:
Pulse: Dual Infrared Missile Launcher (150 ammo)
Range: concussion missile
Speed: 15 Damage: 15
Guided: Yes Autotarget: No
Rapid: 15 Ammo: 150
Energy: 0 Dir range: 0
Other: Turns in the same style as atomic pulses, and has very good accel. This launcher fires two missiles at once, with a small distance range.
Beam: Engage Seige Mode
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 255 Ammo: ?
Energy: 30 Dir range: N/A
Other: Alter basetype to Seige Engine (seige mode)
Special: Cloak
Seige Engine (seige mode):
Shields: 1200
Turn: 4
Speed: 0
Warp: 0
Energy: 700
Weapons:
Pulse: PULSE TYPE 4
Range: fusion pulse
Speed: 15 Damage: 130
Guided: No Autotarget: No
Rapid: 20 Ammo: 100
Energy: 0 Dir range: 0
Other: None
Beam: Engage Cruise Mode
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 255 Ammo: ?
Energy: 30 Dir range: N/A
Other: Alter basetype to Seige Engine (cruise mode). creates a pulse with creation sequence of alter owner -1 and deals 550 damage, to reduce health accordingly.
Special: Cloak
Mine Layer:
Shields: 3000
Turn: 1.5
Speed: 2.5
Warp: 0
Energy: 1000
Weapons:
Pulse: Long Range Machine Gun
Range: double concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: No
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Beam: Deploy Mines
Range: Protopulse
Speed: 8 Damage: 200 per mine
Guided: No Autotarget: Yes
Rapid: 50 Ammo: 30
Energy: 0 Dir range: 90
Other: Fires seven pulses that look like mines and don't do anything to anything. They go in the general direction of the enemy ships, and, when they expire, create mines, which cloak.
Special: Cloak
Battle Rampart (cruise mode):
Shields: 5000
Turn: 1
Speed: 2
Warp: 0
Energy: 2000
Weapons:
Pulse: PULSE TYPE 4 TURRET
Range: fusion pulse
Speed: 15 Damage: 130
Guided: No Autotarget: Yes
Rapid: 20 Ammo: 100
Energy: 0 Dir range: 0
Other: None
Beam: Engage Seige Mode
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 255 Ammo: ?
Energy: 100 Dir range: N/A
Other: Alter basetype to Seige Engine (seige mode). It also creates a pair of Gun Turrets, starting with direction 90 and dir range 180. (They have an initial velocity.)
Special: Cloak
Battle Rampart (seige mode):
Shields: 10000
Turn: 0
Speed: 0
Warp: 0
Energy: 2000
Weapons:
Pulse: Dual Infrared Missile Launcher (300 ammo)
Range: concussion missile
Speed: 15 Damage: 15
Guided: Yes Autotarget: No
Rapid: 15 Ammo: 300
Energy: 0 Dir range: 0
Other: Turns in the same style as atomic pulses, and has very good accel. This launcher fires two missiles at once, with a small distance range.
Beam: Engage Cruise Mode
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 255 Ammo: ?
Energy: 100 Dir range: N/A
Other: Alter basetype to Seige Engine (cruise mode). creates a pulse with creation sequence of alter owner -1 and deals 5000 damage, to reduce health accordingly. It also destroys the gun turrets somehow.
Special: Cloak
Gun Turret (static destination, very high acceleration):
Shields: 650
Turn: 5
Speed: 0
Warp: 0
Energy: 2000
Weapons:
Pulse: PULSE TYPE 4
Range: fusion pulse
Speed: 15 Damage: 130
Guided: No Autotarget: No
Rapid: 20 Ammo: 100
Energy: 0 Dir range: 0
Other: offset to the right
Beam: PULSE TYPE 4
Range: fusion pulse
Speed: 15 Damage: 130
Guided: No Autotarget: No
Rapid: 20 Ammo: 100
Energy: 0 Dir range: 0
Other: offset to the right
Special: Cloak
Mauler:
Shields: 15000
Turn: 0.5
Speed: 1.5
Warp: 0
Energy: 7000
Weapons:
Pulse: DUAL LONG RANGE PULSE TYPE 4 TURRET
Range: protopulse
Speed: 15 Damage: 130
Guided: No Autotarget: Yes
Rapid: 20 Ammo:300
Energy: 0 Dir range: 0
Other: fires two pulses, with a decently small distance range
Beam: Dual Infrared Missile Launcher (400 ammo)
Range: concussion missile
Speed: 15 Damage: 15
Guided: Yes Autotarget: No
Rapid: 15 Ammo: 400
Energy: 0 Dir range: 0
Other: Turns in the same style as atomic pulses, and has very good accel. This launcher fires two missiles at once, with a small distance range.
Special: Cloak
Invader (cruise mode):
Shields: 2000
Turn: 2
Speed: 2.5
Warp: 0
Energy: 3000
Weapons:
Pulse: EVAT Bay
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 75 Ammo: 3
Energy: 5 Dir range: 0
Other: Launches the EVATs ten at a time.
Beam: Engage Seige Mode
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 255 Ammo: ?
Energy: 30 Dir range: N/A
Other: Alter basetype to Invader (seige mode).
Special: Cloak
Invader (seige mode):
Shields: 3000
Turn: 0
Speed: 0
Warp: 0
Energy: 3000
Weapons:
Pulse: Transport Bay
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 75 Ammo: 3
Energy: 5 Dir range: 0
Other: Launches three transports with each launch.
Beam: Engage Cruise Mode
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 255 Ammo: ?
Energy: 30 Dir range: N/A
Other: Alter basetype to Invader (cruise mode).
Special: Cloak
EVAT:
The only important thing is that some of them have Infrared Missile Launcher (15 ammo), and some have machine guns. Pretty much everything else is like the Ares EVATs.
Transport:
Shields: 1500
Turn: 0
Speed: 0
Warp: 0
Energy: 400
Weapons:
Pulse: Ion Pulse Gun
Range: fusion pulse
Speed: 20 Damage: 20
Guided: No Autotarget: No
Rapid: 35 Ammo: ?
Energy: 20 Dir range: 90
Other: None
Beam: None
Special: Stealth Shield (weaponless transports would otherwise be nearly unstoppable. story for this is that cloaking devices do crappily when atmospheric pressure increases, often causing the transports with them to be destroyed. Stealth Shields are the same as in the factory settings, and they do fine with atmosphere.)
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"Cleanliness is evil. Embrace the mess!"
(This message has been edited by Mag Steelglass (edited 01-05-2002).)
(This message has been edited by Mag Steelglass (edited 01-06-2002).)
(This message has been edited by Mag Steelglass (edited 01-08-2002).)
(This message has been edited by Mag Steelglass (edited 01-13-2002).)