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II.Damage III.Environments IV.Range V.Universal Combat VI.Monopod Combat VII.Frigate and Cruiser Combat |
During your adventures you may encounter an NPC or a player enemy who ambushes you while you're flying around doing missions in your spacecraft. This might happen while you are traveling, or when you first arrive on the planet, looking for work, but you end up finding trouble.
No matter the reason, once both parties recognize the ship versus ship battle is about to begin they must seek out a staff member to be their referee. The referee must always show unbiased and logical facts and their judgment must be final. Players must also understand that there are consequences to fighting, such as your ship being destroyed. If your ship is destroyed you become vulnerable and your escape pod might be picked up by another ship, for instance if they are a bounty hunter.
If during a battle, your ship is damage at all, you must repair it afterward. Repairs cost 1/4 of your ship's total pice. If your ship is destroyed in a battle you may salvage it and then spend 1/2 of its original price to restore back to normal.
Do not let minor penalties discourage you from facing off with other players as having to fix up or buy a new ship is only a small thing compared to losing your character for good.
Multiple characters and ships may enter a battle with you to help you, as long as you are in the same location. There may be up to 3 other crews on the same side of a fight, so 6 total between combatants. Against fighting a more experienced and powerful foe, numbers can sometimes turn the tide of battle.
As either a cowboy or an outlaw it is important to work on your ship combat skills as you never know when that fat bounty will pop up either over your head or for you to snag as your own.
Combat is written out in story format and still follows the same rules as normal roleplay posts. In each post of combat your character receives 3 actions in their post (unless specified otherwise.) In these three actions you can either attack or defend against your opponent's previous actions; when attacking it's important to never roleplay auto-hitting your opponent. You must ATTEMPT your strategy, instead of doing it.
For example:
Spike came around on Vicious's tail and fired his Swordfish's 20mm Vulcan in a short burst, in hope to hit him.
NOT:
Spike came around on Vicious's tail and littered his craft with bullets from his 20mm Vulcan.
The "fired his vulcan" is an action without a consequence. Vicious would then roleplay his defense in his next post.
For example:
Vicious banked hard to the left in a nose dive and watched as the bullets flickered off into the distance.
After you write your post describing your actions you must include a list of them in OOC, to make it easier for your opponent to know exactly what you did. This might seem redundant but it is to avoid confusion that could bog down the battle. You also will want to include your stamina remaining, lowered attributes, ammo remaining, and what wounds you have.
For Example:
Lv.1 - Auto Cannons -> These include weapons like .50 caliber machine guns, 20mm Vulcan's, and 30mm Gatling guns. These weapons are automatic and fire many rounds. They often come with ammo drums containing thousands of rounds. It is still important to keep track of how many rounds are fired.
Short Burst - In a short burst 25 rounds are typically fired down range. This is a controlled shot and meant for accuracy.
Long Burst - In a long burst 100 rounds are fired down range. This is often far less accurate and controlled, thus making it harder to hit fast moving targets with it. Long bursts are typically better for stationary or slow moving targets.
Lv.2 - Heavy Cannons & Missiles -> These include 120mm cannons, SIM-120 (Space Intercept Maneuver) Missiles, and Sidewinders
Radar Lock - Some missiles use radar to lock onto targets by pinging off the ships unique signature. These missiles can often be fooled by chaff or stealth armor, which reduces radar signature thus making a radar lock almost useless against them.
Heat Seeking - Some missiles use infrared heat to lock onto targets. As most ship's engines usually blare red hot (and the fact that space is extremely cold and anything looks hot against its backdrop) its almost impossible to fool heat seeking missiles, unless of course a flare is used at the last second to create an alternate, yet similar source of heat. These missiles are better to be avoided with properly trained evasive maneuvers or countermeasures.
Hybrid Missiles - Hybrid missiles use a combination of radar lock and heat seeking capabilities. If one fails usually the other works. The best defense against hybrid missiles are properly trained evasive maneuvers.
Lv.3 - Kinetic Energy Weapons (KEWs) & Warheads ->Magnetic Accelerator Cannons, Anti-Ship Missiles, and Burst Missiles.
Laser Guided - Most Lv.3 and Lv.4 weapons use laser guided systems. A laser is painted on the target and fired. Laser guided weapons can easily be out maneuvered by monopods, but large ships may only be able to stop them with point defense.
Lv.4 - Directed Energy Weapons (DEWs) -> Missile Intercept Lasers, Electro lasers, and Particle Beam Cannons.
The first basic everyone must understand before entering combat is the Damage Pyramid System. Ships battles are extremely violent and no ship is invulnerable. The pyramid is a guide to how much your ship endure before being critically damage and the battle is ended.
Here are the different tiers and the results of the wounds being inflicted:
The Pyramid
The scheme is simple. If your ship suffers 4 minor damages they turn into 1 moderate. If they suffer 3 moderate it turns into 1 heavy. If they suffer 2 heavy it turns into a critical. Once your character is inflicted with critical damage they will be defeated and the fight is over. Unless however, it is repaired somehow.
4 Minor Damages = 1 Moderate Damage 3 Moderate Damages = 1 Heavy Damage 2 Heavy Damages - 1 Critical Damage
Remember that the damage pyramid is effected by scale. For instance a monopod could not suffer damage from higher level weapons and survive, like a cruiser might. Larger ships can typically endure much more damage than smaller ones. But this size scale also applies for offense as well. It's much harder to hit a monopod, which moves around like a little bee, than it is a huge cruiser lumbering around like a fat seagull.
There is no formula for calculating damage or taking damage. All damage is determined by what I like to call the fairness rule. This means if your opponent has a significantly better ship, or if your ship is spent from combat you might become damaged. Roleplaying your ship receiving moderate damages from a missile or a couple minor damages from being peppered with bullets seems reasonable and fair. Referees should always be on the lookout for fairness. If a person it constantly roleplaying evading and defending against attacks, and not being fair, they can step in and declare damage as they feel justifies the situation.
You can't kill the crew of another vessel, as they are always given a chance to eject or use escape pods. This also is for fairness as killing another's hard earned character might ruin their game experience.
Atmosphere - Fighting in an atmosphere is typically a lot harder than in the vacuum of space. Ships are constantly battling against the tidal forces of gravity and drag from wind. These forces reduce maneuverability by 5% and increase the Ace Point cost of evasive maneuvers by 3%.
Gravity Well - The gravity of large bodies, like planets, often be very dangerous when fighting close to the line of where the pull ends and begins. Any hits within a gravity well have a 15% chance of sending a ship tumbling downward. Being pushed into a gravity well is often very hard to escape. If hit into a gravity well a ship faces a 25% chance of either burning up in the atmosphere, or being launched like a slingshot into deeps space. It costs 10% Ace Points or Crew points to escape the madness.
Cluttered Space - Often times around planets like the earth, the asteroid belt, the rings of Saturn, and ship graveyards, space is filled with floating objects. These objects present piloting hazards and thus reduce maneuverability by 5% when within and increases the Ace Point cost of evasive maneuvers by 3%. While in cluttered space ships have the option of taking cover behind floating objects. While under cover your opponent must either move to engage to use direct weapon, or use indirect fire. While under cover of a floating body your defense is increased by +25%. You must move to engage to fire direct weapons, or must use your own indirect weapons to attack opponents.
Open Space - Fighting in open space has no limitations. 360 degrees of motion are possible.
Hyperspace - The gateways that connect the planets of the solar system open up worm holes into an alternate dimension called hyperspace. While in hyperspace reality is distorted, like bending a sheet of paper, and ships can pass through without having to go on a straight line down the length. The area is limited in hyperspace, as if one were in a tunnel. Hitting the edges of the tunnel in hyperspace has the chance of destroying a ship from the intense forces. Maneuverability is reduced by 8% while in hyperspace and evasive maneuvers cost 5% more Ace Points to do. It is important to note that objects in hyperspace can be seen, but can't harm objects in real space.
Beyond Visual Range - BVR means that targets are 50+ miles away from you. Only missiles can be used beyond visual range. You must spend an action to move to engage to get within visual range. Missiles that are fired BVR take 1 action to reach a target.
Within Visual Range - WVR means that targets are in the line of site and are less than 50 miles away. Lv.1 weapons may not be used unless you spend an action to move to engage into gun range. You may also spend an action to move to disengage.
Gun Range - Targets that are within gun range are typically less than 5 miles away and less than 500 yards while within an atmosphere. When within gun range most direct weapons are hard to avoid. The sudden movements of a craft using evasive maneuvers may throw off a missile fairly within gun range.
These are universal combat actions that ships of any class can do:
Target Lock - Before firing a missile a ship requires one action to gain a target lock. If your data is at least +50% higher than your opponents you may lock on target and fire a missile in the same action. Locking on target is required for Lv.2 and Lv.3 weapons.
Sight - If you spend an action sighting your target before you fire your ship's guns it increases your ability to hit by +25%. This is only required for Lv.1 weapons.
Move to Engage - Moving to engage lets you get closer to your target. Most cruisers have too much mass for them to move fast enough so it takes 2 actions for them to move to engage. If your maneuverability is at least +50% higher than your opponents you may use evasive actions the same action as moving to engage.
Disengage - Disengaging means that you are fleeing away from your target. Most cruisers have too much mass for them to move fast enough so it takes 2 actions for them to move to engage. If your maneuverability is at least +50% higher than your opponents you may use evasive actions the same action as disengaging.
Grappler Arm - If your ship is equipped with a grappler arm, you may only use it if you're within gun range of your opponent. Doing so harpoons them so that they can't leave gun range. To break free of a grappler arm your ship can either do Combat Repairs to remove the harpoon, or Target Vital System (grappler arm.) You may also break free if your ship has more power than the other ship.
Chaff - Some ships come equipped with chaff dispensers that can be released to disrupt radar lock missiles.
Flares - Some ships come equipped with flares launchers that can be released to disrupt heat seeking missiles.
Combat in monopods is similar to that of modern day fighter pilot combat. Monpods are fast moving and agile craft that can zip around the battlfield. Despite their small size they are a force to be reckoned with and most larger craft are not without a handful of monos to escort them and protect them from the hornets like swarming of other monos.
These are some monopod specific actions:
Dog Fighting - When a monopod gets within gun range of another monopod a dog fight begins. Dog fights cost 2% ace points each action you're in it. During a dog fight the monopods involved get +1 extra action, if your ship has +50% more power than your opponents then you get +2 extra actions total. The cost of evasive maneuvers is reduced by 3%, if your ship has +50% more maneuverability than your opponents than the cost is reduced by 5%.
Strafing Run - When a monopod gets within gun range of a Frigate, Cruiser, or ground target they can make a strafing run on them on them which costs 2% ace points each action you do it. During a strafing run they may either get +1 extra action against the ship, or they can target vital systems.
Target Vital Systems - During a strafing run you may sight a specific area on the ship and shoot at it with your guns. You may choose to target the Sensor Array(if hit lowers a ship's data by 15%), Weapon Systems (disables that weapon), or the Engines (lowers maneuverability by 15%.) It costs 8% Ace Points to target a vital system.
Evasive Maneuvers - Evasive maneuvers consist of barrel rolls, turns, stops, and anything that will throw off your opponent's targeting. Evasive maneuvers cost 8% ace points and can avoid missiles, guns, and any weapon generally if the pilot is skilled enough. Evasive maneuvers rely heavily upon your ship's maneuverability and power, and it might be difficult to evade a ship with superior maneuverability, power, or data.
Counter Missile - If your data is high enough to target lock on the same round as you fire a missile, or if your opponent fires a missile beyond visual range, you can fire a missile of your own to counter it for 3% ace points. You may also try to counter a missile with direct fire weaponry, if in the proper situation, for a cost of 8% ace points.
Eject - If your monopod is badly damaged you can eject without having to spend an action. While ejected you may be taken into custody by another vessel. If you are in open space you will be recovered by the ISSP (because of your homing beacon) and be taken to the nearest planet.
Frigates and Cruisers are not as fast as their small monopod cousins but they are powerful none the less. Most frigates are medium armored, but they are fast enough to hit and run and often can pack a decent amount of weapons and armor. Cruisers are floating juggernauts, capable of taking many hits. They are typically slower than other ships, but they are often bristling with weapons they can use to crush their enemies into dust.
These are some Frigate and Cruiser specific actions:
Bombardment - You turn your ship broad side to bring more weapons to bear, costing 2% crew points each turn you are bombarding. It increases your actions by +1, and if your data is more than +50% higher than your opponent's it increases your actions by +2. It reduces the cost of point defense by 3%. You may only bombard other frigates and cruisers, as monopods are too small and too fast to attempt.
Ram - If you are within gun range you may ram another ship with the front of yours by spending 5% crew points. By ramming both ships are damaged, but if your power is at least +50% higher than your opponents you can drive into them and deal critical damage. You can't ram into monopods as they are far too small and fast to attempt.
Point Defense - If your ship is equipped with point defense capable weapons you may use them to destroy incoming missiles for a cost of 8% crew points. If your data is at least +50% higher than your opponent you may use point defense to counter attack strafing monopods for a cost of 10% crew points.
Combat Repairs - If your ship has a crew member with engineering, you may spend 15% crew points, to reduce damage to one lower on the damage pyramid. You may only do this once per battle unless specified otherwise by skill. You may also repair smaller ships that can take refuge within your hangar, like monopod fighters.
Signal Jam - Some ships are equipped with electronic jamming devices. It costs 5% crew points to jam the signals and radar of other ships. This makes it so only guns may be used for 3 actions. You may only jam once per battle.
EMP - Some ships are equipped with EMP devices that cost 5% crew points to use. It is also important to note nuclear based also unleash an EMP. All ships within visual range are stunned for 2 actions by an EMP. Ships can only suffer from an EMP device once per battle, nuclear weapons will affect every time.
Hack - If you have a crew member with the CIS skill and your ship has +50% more data than your opponent you may hack into their systems if you are within visual range. If you use a grappler arm you only need +25% more data to hack as the direct connect aides. It requires 2 actions to infiltrate and costs 10% crew points. Doing so allows you to stun their ship for 3 actions.
Electronic Countermeasures - If you have a crew member with the CIS skill you may use electronic countermeasures to stop hackers for a cost of 20% crew points.
Escape Pods - If your ship receives critical damage your crew and passengers may board into escape pods without spending an action. While in escape pods you may be taken into custody by another vessel. If you are in open space, you will be recovered by the ISSP (because of your homing beacon) and be taken to the nearest planet.
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