STGOD2K8 Finalized Rules Thread

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Nephtys
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STGOD2K8 Finalized Rules Thread

Post by Nephtys »

This thread is saved space for when we finalize rules on combat, planet buying, whatever. I'll edit this first thread or two as needed to reflect finalized rules.

So far:

OOBs:
OOB Rules:

Read this wiki link for rules
http://www.stardestroyer.net/mrwong/wik ... D_Handbook

2000 points for Starship and space military assets purchase. It's assumed all militaries have competent levels of

logistics, merchants, etc. So those don't need to come from here, unless your nation's whatevers are PARTICULARLY

excellent.

Maximum base hull size (without Imperial Technology perks) is 50 points, including specializations.

Rough Size Range:
1-5 Escort
6-20 Cruiser
21-40 Capital
41-50 Super-Capital

Specializations cost 1 point, and are capped at +10 points of spec per ship (without imperial tech perks). An example is a

Heavilly Armed Armored Command Battleship could be 30points + 10 Offense points, +5 Defense Points, +5 C3 Points for a

total of 50.

Nations that agree to be 'Aggressors' get a free 200 point fleet, but it must be used to start a conflict at the beginning

of the game.

Spec Types:
Sensor/Comms (C3) - Detects Stealth, Grants minor Roleplayed C3 Advantages
Stealth (S) - Fleetwide ECM and Stealth for hiding purposes.
Hyperdrive (H) - Increased Strategic Speed/Endurance
Active Defense (D) - Each point reduces fleetwide damage taken by 1/4th of a point.
Improved Offense (O) - Each point allows .1 damage applied to a target of the Attacker's Choosing, and bypasses Active

Defense
Planet Bombardment (B) - Each point of B counts as 5 points of standard ship tonnage for combat versus planets
Interdiction (I) - Each point reduces enemy fleet speed, and can prevent enemies from entering FTL.

More on Racials in the Wiki. Read it!

Combat:
In case of combat, we're going to use some system to at least give a rule of thumb for who loses what. A fleet of small 1-man fighters will do more damage than their own weight in a single giant battleship, but they'll take much higher losses. Exact formulae TBD, and will have many mod-based modifiers to take into account strategy, surprise, etc.

Diplomacy:
So far, we have several powers already vowing that they'll be Aggressor/First Strike nations, who'll start a war at the beginning of the game. They're alloted a free 200 point task force to do it with, composition of their choice.

Misc:
Imperial Vessels are to be superior to anything player empires can produce, but must be acquired somehow, based on point buys or perhaps taking over enemy territory (AKA, I have an Imperial munitions plant, but no guns. Your planet has an Imperial cannon factory, but no shells.)
Last edited by Nephtys on 2007-12-17 07:08pm, edited 1 time in total.
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Post by Nephtys »

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Post by Academia Nut »

Every player starts with 60 points to buy colonies with, along the following breakdown:

Class 1 colony (think Earth) = 10 points
Class 2 colony (think Mars) = 5 points
Class 3 colony (think Luna or Titan or Mercury) = 3 points
Class 4 colony (think a decent sized asteroid or a large space station) = 1 point

Each colony produces x10 its purchase value in industril output every turn, so that every player will produce 600 points every turn for new construction and maintenance. Maintenace is 20% of the total point cost of ships (so initially half of a nation's production goes into maintaining its ships).

We have yet to decide how much more Imperial ships should cost in maintenance, but generally the biggest ships will cost more than just the base 20% to represent the extra labour needed to keep their advanced technology running.
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