Title: Freelance Privateers!
Description: Yar Matey!
Fezzod - October 20, 2004 12:54 AM (GMT)
Post anything OOC about the RP, or anything about the sign ups, in this thread. I'll check it often and respond to anything asked. I'm really excited about this, it is a little more complicated than a lot on the site, but it is my second attempt at an RP. My first crashed and burned horribly, I hope this has a little more appeal.
Aarkan - October 20, 2004 01:21 AM (GMT)
Wow... This isn't Outlaw Star meets Cowboy Bebop at all...
Crossknight - October 20, 2004 01:24 AM (GMT)
BeeAre - October 20, 2004 01:52 AM (GMT)
I like Space Pirates. Mmm.
Crossknight - October 20, 2004 02:15 AM (GMT)
Billy Shears - October 20, 2004 03:04 AM (GMT)
Fezzod - October 20, 2004 12:21 PM (GMT)
For anyone making a really fast ship who will rely on turret lazer for for weaponry: Use common sence, at high speeds an unskilled crewmember won't be able to hit with much accuracy.
The lack of diversity in the ships makes me D:
Sacrificial Hero - October 21, 2004 02:47 PM (GMT)
Mine's all sleek but it's slow as fuck, majorely stocked with artillery, and untouchable by boarding when the shield is up. OWNED! The shadow slayer is god with a jetpack.
Billy Shears - October 21, 2004 02:53 PM (GMT)
I fixed mine. The ships capabilites are now really even with each other. I still wanted speed to be a bit higher, though now it's not too unrealistic I think. Tell me if I'm wrong.
Lightningcount - October 21, 2004 05:35 PM (GMT)
the blue destiny is ready for departure ^_^
Sacrificial Hero - October 21, 2004 08:16 PM (GMT)
Fezzod, if you don't want all the ships to be the same then stop limiting what we can do to a very small number of things. You can only play with skill combinations (espeically with only ten points and 4 skills) for so long before you get repetitive. If I don't come up with anything better than my shield within 24 hours consider me dropped.
Fezzod - October 21, 2004 11:06 PM (GMT)
You're right, I probably should have left more options open at the begining. But also, new technologies will be introduced often as the RP wears on.
Lowim Gallasin - October 22, 2004 12:02 AM (GMT)
I'd imagine that, as Pirates, we'll be encountering new stuff to use either on ships or as weapons fairly often. Which brings up a good point... when pirates raid an NPC ship, who decides what the NPC's do/what they have to steal?
Fezzod - October 25, 2004 01:01 AM (GMT)
Concerning Player Character to Player Character ship combat:
I want combat to be fair in this RP, but emplyonig a strict skill and number based system takes away freedom and fun in a battle. The stats for ships strengths and weaknesses are more of a general gague to be used with common sence, nothing too strict. If a dispute does arise, though ("OMG, I totally used EMP on you. You're so disabled" "Nuh-Uh, Newb. I have high shields" ) I'll settle it with a number system Pathwarden came up with. A few other things that I feel need said about ship-to-ship combat..
Shields:
Shields exist as an 'energy bubble' around a ship that is capeable of stopping laser blasts and other energy weapons (as well as warhead detonations, when they are introduced). This means that a ship with full shields will take no structural damage while its shields are up, but as it takes more and more attacks its shields will weaken and eventually be destroyed alltogether. While not a set ratio (unless someone brings a dispute to me) a 'rule of thumb' will be that it will take four direct laser strikes to shed away level one shields, eight for level two shields, and so on. After shields are removed a ship's hull will begin to take damage from laser strikes, it will generally require three laser strikes in the same general area of a ship to breach hull.
Lasers: Although new laser types will soon be introduced as a technology advance the standard lasers each ship is outfitted with now will only be able to fire two shots per post from one turret before overheating causes the barrel to burn itself shut.
Grappeling Hooks for Boarding: Grappeling hooks can be attatched at any time, although they are difficult to aim and slow too move so an enemy ship will usually need to be disabled or weakened before a successful boarding can take place. If the hooks miss they can be 'reeled in' and fired again (reeling in taking one post to acomplish).
Cleric - November 1, 2004 09:44 PM (GMT)
i'm waiting to post until somebody actually attacks the freighter, and Fezzod, can we have some new technologies? how about a ruling on what sort of npc stuff we can grab from ships?
Lightningcount - November 1, 2004 10:15 PM (GMT)
he already said hes gonna tell us what we jack from the ship
Sacrificial Hero - November 2, 2004 04:28 PM (GMT)
What was the point of making lasers stronger if it still takes 4 shots to take out each shield level? I spent a shitload of points on my giant turret, are you telolnig me that I'm fucked?
Cleric - November 2, 2004 06:11 PM (GMT)
would good ol' slugthrowers pierce shields as they are not energy based weapons?
Fezzod - November 2, 2004 08:48 PM (GMT)
Sean, AIM me about it sometime so you can tell me what you mean.
Cleric do you mean, like, a gun?
Cleric - November 2, 2004 09:15 PM (GMT)
yes, I mean, not like a handgun, but like a gattling gun or something vehicle mounted
Fezzod - November 6, 2004 03:53 PM (GMT)
It would pass through shields, but eat away at hull much slower.
Also, I forgot to add that as the strength of your lasers incresed so does the hits it takes to wear away at shields. Level 1 laser to level 1 shield would take four hits. Level two laser to level 1 shield would take three hits, level 3 lasers to level 1 shields would take two hits. I think the pattern is obvious.
be that it will take four direct laser strikes to shed away level one shields, eight for level two shields, and so on. After shields are removed a ship's hull will begin to take damage from laser strikes, it will generally require three laser strikes in the same general area of a ship to breach hull.