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Shipbuilder Point System

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Grove
Kryten
mincespy
Misterspork
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Kerbalnaut
James510
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Shipbuilder Point System Empty Shipbuilder Point System

Post  James510 Mon Apr 30, 2012 5:59 pm

Shipbuilder Point System

Science - 15 Points, Cost 5 Points - Scientific and Exploration Ship, NO WEAPONS - Unless Racial Bonus.
- 500 HP
- 1 Acceleration
- 4 MaxSpeed
- 1 TurnSpeed

Turret - 40 Points, Cost 100 Points - Planetary Defense.
- 500 Hp
- 0.01 Acceleration
- 0.01 MaxSpeed
- 2 TurnSpeed

Drone - 5 Points, Costs 5 Points. IMPORTANT. Dones require at least a Ship to be stationed at. If in unfriendly territory, you need a Carrier or Frigate.
- 15 Hp
- 2 Acceleration
- 10 MaxSpeed
- 5.5 TurnSpeed

Fighter - 10 Points, Costs 10 Points. IMPORTANT. Fighters require at least a moon to be stationed at. If in unfriendly territory, you need a Carrier.
- 30 Hp
- 2 Acceleration
- 10 MaxSpeed
- 5 TurnSpeed

Bird-of-Prey - 20 points, costs 40 points - A Hybrid between a fighter and a frigate.
- 100 HP
- 1.5 Acceleration
- 7 MaxSpeed
- 3 TurnSpeed

Frigate - 30 Points, Costs 50 Points - The backbone of every fleet, the Frigate is a fast attacker with light weapons.
- 300 Hp
- 1 Acceleration
- 4 MaxSpeed
- 1 TurnSpeed
- 5 Drone Bay

Cruiser - 100 Points, Costs 200 Points - Has more firepower than a frigate, and can hold heavy weapons.
- 500 Hp
- 0.4 Acceleration
- 2 MaxSpeed
- 0.4 TurnSpeed

Carrier - 50 Points, Costs 250 Points - A cruiser sized ship designed to take fighters to far away systems.
- 500 Hp
- 0.4 Acceleration
- 1 MaxSpeed
- 0.2 TurnSpeed
- 20 Fighter Capacity Or 100 Drones

Battleship - 200 Points, Costs 600 Points - A large and deadly ship designed to take out other capital ships.
- 1000 Hp
- 0.1 Acceleration
- 1 MaxSpeed
- 0.2 TurnSpeed

Battlecarrier - 300 Points, Costs 1000 Points - A mix between a battleship and a carrier.
- 1000 Hp
- 0.1 Acceleration
- 1 MaxSpeed
- 0.2 TurnSpeed
- 60 Fighter Capacity

Dreadnaught - 400 Points, Costs 1400 Points
- 1000 Hp
- 0.1 Acceleration
- 0.4 MaxSpeed
- 0.1 TurnSpeed

Superweapon - 800 Points, Costs 3500 Points
- 1000 Hp
- 0.001 Acceleration
- 1 MaxSpeed
- 2 TurnSpeed

God Class Ship of the Line, Timload - 10000 Points, Costs 1,000,000,000
- 1000 Hp
- 10 Acceleration
- 1000 MaxSpeed
- 2 TurnSpeed

Ship Part - 1 Point
Blaster - 2 Points
Dementer - 6 Points
Gatling Blaster - 6 Points
Gatling Pulse - 5 Points
Beamer - 6 Points
MegaBeam - 10 Points
Mining Beam - 2 Points
Particle Gun - 4 Points
Gatling Blaster - 6
Railgun - 15 Points
Scatterbeam - 8 Points
Shockbeam - 10 Points
Plasma - 3 Points
Pulse - 1 Points
Missile - 6 Points
TwinRailgun - 30 Points
TwinBlaster - 5 Points
TwinScatter - 8 Points
TacNukeCannon - 25 Points
Torpedo - 20 Points
TwinLaser - 14 Points
SabotCannon - 30 Points
AutoCannon - 8 Points
TwinAutoCannon - 14 Points
Deflector - 20 Points
MachineGun - 1 Point
Flak - 4 Points

Banned:

Point Beam - Banned
Pulsar - Banned
Driver - Banned
HVRocketLauncher - Banned
ParticleCannon - Banned
EMPTorpedo - Banned
PointRocket - Banned
FlashBolt - Banned
Tesla - Banned
PlasmaBall - Banned
RepeatingArtillery - Banned
VulcanCannon - Banned
ParticleRifle - Banned
Sidewinder - Banned
Tachyon - Banned
MegaTachyon- Banned
MiniMissile - Banned
Weasel - Banned
Repeater - Banned



Ground Units
Exactly like the ship creation post - Except only used on planetary invasions/defense.

Race Shipbuilding DOES NOT APPLY until further notice

Light Infantry - 3 points - 1 per 5 units to build
- 3 HP
- 2 Acceleration
- 2.5 MaxSpeed
- 7 TurnSpeed
- Requires arms and the weapon(s) to be on the arms, unless large enough, if large enough it goes on the back or shoulder

Infantry - 5 points - 1 point to build
- 5 HP
- 2 Acceleration
- 2 Max speed
- 6 turn speed
- Requires arms and the weapon(s) to be on the arms

Heavy Infantry - 10 points - 2 points to build
- 10 HP
- 1 Acceleration
- 2 MaxSpeed
- 5 TurnSpeed
- Requires arms and the weapon(s) to be on the arms

Main Battle Tank - 20 Points - 5 Points to Build
- 30 Hp
- 1 Acceleration
- 1 MaxSpeed
- 5 TurnSpeed

Turret - 20 points - 10 points to build
- 75 HP
- 0 Acceleration
- 0.01 MaxSpeed
- 0.01 TurnSpeed
- Recommend use of Drivers for a 360 degree gun(Click the turret base part and right click the gun and click "set driver", this makes the part turn with the gun, giving it 360 degree freedom)

Mech - 30 Points - 10 Points to Build
- 50 Hp
- 1 Acceleration
- 1 MaxSpeed
- 3 TurnSpeed

Heavy Mech - 50 Points - 50 Points to Build (Mechs must have two limbs)
- 100 Hp
- 1 Acceleration
- 1 MaxSpeed
- 2 TurnSpeed

Fortress - 200 points - 250 points to build
- 400 HP
- 0 Acceleration
- 0.01 MaxSpeed
- 0.01 TurnSpeed

Ship Part - 1 Point
Blaster - 2 Points
Dementer - 8 Points
Gatling Blaster - 6 Points
Gatling Pulse - 5 Points
Beamer - 8 Points
MegaBeam - 12 Points
Mining Beam - 2 Points
Gatling Blaster - 6
Mini-Missile - 7 Points
Railgun - 15 Points
Scatterbeam - 8 Points
Shockbeam - 10 Points
Plasma - 3 Points
Pulse - 1 Points
Missile - 6 Points
AutoCannon - 8 Points
TwinAutoCannon - 14 Points
Deflector - 20 Points

INFANTRY ONLY

Machine Gun (Pistol) (1)
Deviation = 1
Range = 450
Damage = 4
Fire Rate = 10
Clipsize = 7
Reload = 60
Bullet Speed = 38

Machine Gun (Rifle) (2)
Deviation = 0
Range = 650
Damage = 4
Fire Rate = 30
Clipsize = 10
Reload = 60
Bullet Speed = 60

Machine Gun (Assault Rifle) (2)
Deviation = 3
Range = 550
Damage = 2
Fire Rate = 1
Clipsize = 30
Reload = 120
Bullet Speed = 38

Machine Gun (Shotgun) (2)
Deviation = 0
Range = 450
Damage = 3
Fire Rate = 60
Clipsize = 6
Reload = 120
Bullet Speed = 38
Burst = 10

Missile Launcher (3)
Damage = 10


Last edited by James510 on Sun Jun 10, 2012 12:41 am; edited 23 times in total
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Shipbuilder Point System Empty Re: Shipbuilder Point System

Post  Kerbalnaut Mon Apr 30, 2012 8:31 pm

So, if i get this right, the first ammount of points is the ammount of weapon points you can spend and the second is the overall cost?
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Post  Monkatraz Mon Apr 30, 2012 8:34 pm

Kerbalnaut wrote:So, if i get this right, the first ammount of points is the ammount of weapon points you can spend and the second is the overall cost?

Yes, as in a fighter has 10 points to spend on parts and such, but you have to pay 30 points to buy it.
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Post  StelarCF Tue May 01, 2012 4:39 am

I don't think the 100 points/week is fair. Large nations will find it EXTREMELY HARD to defend, plus we will never get Dreadnaughts if it takes us 5 months of doing nothing with our points.
Instead I will copy here my point gaining system I made in the other forum (which you threw away, but the point system I made is still good, though maybe some modifications have to be made.)
First of all, planet classifications:
(I measure temperature in degrees Celsius)
Type 1: Kerbin like planets. Breathable atmosphere and temperatures ranging between -20 and 40 degrees C medium, flora and fauna present.
Type 2: Breathable atmosphere and temperatures between -20 and 40 degrees C medium, no flora and fauna. Must build oxygen generators to make them inhabitable for long.
Type 3: Mars like planets. Non breathable atmosphere and temperatures ranging between -100 and 200 degrees C.
Type 4: Moon like planets. No atmosphere at all and temperatures ranging between -100 and 200 degrees
Type 5: Gas giants. Extremely large atmosphere, but a lot of pressure. Temperatures range between 100 and 200 degrees.
And more classifications:
E-1: Low income planet, 100-200 points/turn
E-2: Mediocre income planet 200-500 points/turn
E-3: High income planet 500-1000 points/turn
E-4: Extremely high income planet 1000-2500 points/turn
E-5: (gas giants only) Ultra high income planet 2500-10000 points/turn

To make your planet get you more income you must spend 4*extra_income from your current treasury.
A turn = a day.

You can initially only claim a Type 1 or Type 2 planet with an 350 points/turn (middle E2) economy.
When you initially inhabit a planet it will only give you 100 points/turn. You must (as said above) spend points to make it give you more income.

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Post  StelarCF Tue May 01, 2012 12:44 pm

No opinions on my suggestion?

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Post  StelarCF Tue May 01, 2012 12:44 pm

No opinions on my suggestion?

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Post  Misterspork Tue May 01, 2012 1:32 pm

You need to remember income is already able to be increased, by having more planets.
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Post  mincespy Tue May 01, 2012 1:34 pm

Misterspork wrote:You need to remember income is already able to be increased, by having more planets.

How would a gas giant effect it?

On the one hand it's huge, on the other hand it's not habitable.
However, my gas giant had five huge floating cities, and I'm building more.

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Post  Kryten Tue May 01, 2012 1:41 pm

mincespy wrote:
However, my gas giant had five huge floating cities, and I'm building more.
How would colonies without any means of gathering useful resources, or even of feeding themselves, give useful amounts of income?
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Post  mincespy Tue May 01, 2012 1:42 pm

Kryten wrote:
mincespy wrote:
However, my gas giant had five huge floating cities, and I'm building more.
How would colonies without any means of gathering useful resources, or even of feeding themselves, give useful amounts of income?

They use high-output wind turbines to create their energy, considering the winds inside the gas giant.

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Post  Grove Tue May 01, 2012 2:06 pm

mincespy wrote:
Kryten wrote:
mincespy wrote:
However, my gas giant had five huge floating cities, and I'm building more.
How would colonies without any means of gathering useful resources, or even of feeding themselves, give useful amounts of income?

They use high-output wind turbines to create their energy, considering the winds inside the gas giant.
Still, without that. I see these colonizable only for one target- extra living space. (+ tiny bit of research) Or, extra high security prison.
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Post  StelarCF Tue May 01, 2012 2:34 pm

Harvesting gases from gas giants.
"You need to remember income is already able to be increased, by having more planets."
Yes, but if you can't expand any further you should always be able to make your planets give you more income
+ up to some point it may be less expensive to do so.

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Post  Misterspork Tue May 01, 2012 3:07 pm

mincespy wrote:
Misterspork wrote:You need to remember income is already able to be increased, by having more planets.

How would a gas giant effect it?

On the one hand it's huge, on the other hand it's not habitable.
However, my gas giant had five huge floating cities, and I'm building more.
That's edging on godmodding. Where are you getting the resources for this?
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Post  Grove Tue May 01, 2012 3:10 pm

Misterspork wrote:
mincespy wrote:
Misterspork wrote:You need to remember income is already able to be increased, by having more planets.

How would a gas giant effect it?

On the one hand it's huge, on the other hand it's not habitable.
However, my gas giant had five huge floating cities, and I'm building more.
That's edging on godmodding. Where are you getting the resources for this?
Actually, yeah. Where? I tought every empire/republic must start out with only one empire/republic habited planet.
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Post  James510 Tue May 01, 2012 4:03 pm

StelarCF wrote:-snip-

You can get more points -
Planet - +100
Moon - +50

Alliance Projects - Pool money for dreadnaughts.

Essentially Dreadnaughts and even Battleships are late game because of their cost AND firepower. Keep in mind that higher cost = exponentially greater destruction.
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Post  Kerbalnaut Tue May 01, 2012 7:47 pm

Also, do cores cost points?
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Post  Kerbalnaut Wed May 02, 2012 6:56 am

Can we have an aproxamate size for each unit, im not sure if my fighters are too big.
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Post  mincespy Wed May 02, 2012 1:05 pm

Misterspork wrote:
mincespy wrote:
Misterspork wrote:You need to remember income is already able to be increased, by having more planets.

How would a gas giant effect it?

On the one hand it's huge, on the other hand it's not habitable.
However, my gas giant had five huge floating cities, and I'm building more.
That's edging on godmodding. Where are you getting the resources for this?

Oh.
My system was approved, so I have my moons.

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Post  James510 Wed May 02, 2012 4:16 pm

Kerbalnaut wrote:Also, do cores cost points?
Nope. Check the Galaxy Race thread and see if the race you pick has bonus points, however. You may have a few to spend.

Kerbalnaut wrote:Can we have an aproxamate size for each unit, im not sure if my fighters are too big.
My fighters are generally 2 very small armor parts and lots of weapons. Smaller = Harder to hit. Especially with 25 Health.
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Post  Caesar15 Thu May 03, 2012 12:28 am

James510 wrote:
StelarCF wrote:-snip-

You can get more points -
Planet - +100
Moon - +50

Alliance Projects - Pool money for dreadnaughts.

Essentially Dreadnaughts and even Battleships are late game because of their cost AND firepower. Keep in mind that higher cost = exponentially greater destruction.

I guess i wnt be able to use that God ship i just made.
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Post  James510 Thu May 03, 2012 6:50 pm

Fighters have been set to 30 Hp, check for point changes.
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Post  Caesar15 Thu May 03, 2012 8:16 pm

How do i make my carrier, an actual carrier, like how do i make it hold fighters?
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Post  James510 Thu May 03, 2012 8:22 pm

Caesar15 wrote:How do i make my carrier, an actual carrier, like how do i make it hold fighters?

Ship Deployer, but we won't be using it.
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Post  Caesar15 Thu May 03, 2012 8:59 pm

James510 wrote:
Caesar15 wrote:How do i make my carrier, an actual carrier, like how do i make it hold fighters?

Ship Deployer, but we won't be using it.


What d you mean we wont be using it?
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Post  James510 Thu May 03, 2012 9:05 pm

Caesar15 wrote:
James510 wrote:
Caesar15 wrote:How do i make my carrier, an actual carrier, like how do i make it hold fighters?

Ship Deployer, but we won't be using it.


What d you mean we wont be using it?

You'll have to Buy a fighter using points. Ingame, I'll just place them on the map.
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