Because my head is doing strange things I'm going to subcategorize the capabilities of ships:
Ok I'm going to use the really simplistic date system I developed for the story for references here.
Assume the story takes place in the year MDe12-MMXII (If you
really want to translate this to something a bit less random, take the first roman numeral and assume e12 =10^12. Then add the last roman numeral =w= crazy Ik...Ships of MDe12-MMXI
- use standard wiring and other electronic systems. This makes them susceptible to virtually anything of the electromagnetic spectrum as their systems convert crystal energy to electrical.
- Most ships of this time are adopting the new systems below.
Ships of MDe12-MMXII: (For the main three factions with access to Vatian labs, which are heavily guarded.)
- use crystal conduits, which use raw Aura energy in the systems using limiters to dampen it accordingly. Aura energy can only be manipulated slightly by outside sources. In short, a direct physical bullet that hits a key system is the only way to knock out Aura systems.
- have modular systems in such that a damaged/compromised system can be isolated from the rest. However if other systems depend on it, then those systems would be knocked out as well. Typically, control systems are isolated from other systems and are located in the center of any ship, including fighters.
- Utilize Aura Sensors and Controls, an experimental system which uses crystal energy as input. Sensors can detect Crystal energy readings in a visual scope. Deemed impractical as planets and space dust contains traces of these readings, however, filters can be applied if visual lock is acquired. Controls are also deemed impractical as some beings (humans primarily) can not manipulate aura energy by touch.
-Shield units, a special system for nearly anything. Typically use high amounts of crystal energy. Fighters have weaker adaptations of these systems. Shields are the end all system, allowing for anything to be deflected. However, they do have an endurance as set by limiters.
- - Typical endurance of shield systems can be illustrated by these percentages. Assume shields regenerate at 0.5% per minute.
- In addition, use these numbers for indexes of shield potency.
Fighters: 1
Ships larger than fighters, but smaller than Zeta Class Carriers: 2
Zeta Class to ships smaller than Omega Class: 5
Omega to Gamma class: 10
Beta: 20
Alpha: 35
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- Physical impact. Shields decrease by [(Force in newtons)*(0.5)]/[100*(Shield Index)] = percent drop.
- Allows for shields to take physical trauma of an impact, however if the fighter were to ram into something solid (ex. mountain), then structural damage will occur regardless, however will be lessened by shields
- Energy blasts. Assume the following categories of "energy blasts" and use an index number for each.
- Light rapid (ex. assault rifles) Index: 1
- Light charged (ex cannons that can be carried by soldiers.) Index 1.5
- Heavy Rapid (Ex. Think Large machine guns, large enough to not be moved by normal means and typically used on vehicles) Index 2
- Heavy Charged (Ex Equivalent of Tank shells and AAA) Index 3
- Cruiser Rapid (Massive guns equipped on cruisers only.) Index 4
- Cruiser Heavy (Massive cannons equipped on cruisers only, capable of slow repeated fire) Index 5
- Cruiser Charged (Massive long charge time cannons equipped on cruisers only) Index 7
- Shields drop as such: {[(Index of blast)^2]*2}/[(Shield Index)]= percent drop
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@ Book
I kinda want to collaborate and balance out a system of weaponry that is limited to a degree that makes such electronic warfare incredibly difficult to use in combat, since we're kinda trying to work it out.
Anyway this is the base line I had in mind:
Weapons that directly damage systems:
- Sparrows, rockets 2x the size of your hand. has an energy drill which is potent enough to drill through most materials. Can be blocked by shields (use energy blast formula and assume index of blast of 2)
- Unshielded energy blasts
- Unshielded projectiles
Feel free to add anything to this list you think would be useful to add.
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@ everyone that actually does the math for energy blasts
Yes, Alpha class is supposed to have that number. The reason why they are feared.
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@ Everyone
This is actually a modified version of the numbers I was toying with if I were to make this into a video game (just completely arbitrary things I do....)
The reason I'm putting this here now is cause...
I kinda want to have a definitive system for combat so as to prevent the "Surprise muthafaka, I actually had this and this is capable of doing (insert obscene power here.)" A set rules of combat for the ships and such as to keep it tame to a degree.
In other words, hate me cause I'm going back on my word of "Anything rolls ok here cause big galaxy and all."
But I just don't want to have my head hurt when I read something and go "Oh gawd what? I don't even..."
...Cause it's that "1 up your thing" syndrome (even if we try to ever be modest about it, we're all susceptible to it.)
This way, when it comes to space dog fights and such, there's a mathematical formula for it. Rather than being "At your discretion" or even mine for that matter.
I'm open for debating out things to balance it accordingly so that way things can have a nice definitive system.
Again, no particular reason, I just want to have some rules for this set up for now to prevent future things cause I got that gut feeling seeing how things are playing out with like Book and me, which honestly was my bad for not defining the systems earlier. and again my bad for saying anything can go with that...
Once part III hits, these will be thrown out the door cause I'm really hating myself for not having the foresight to predict this. Gods I'm a fool on that.
And again, reiterating: Debate with me on these things so as to balance it out properly so we can all agree on some system that compromises with everyone.EDIT: updated OP
EDIT 2: Second thought...don't bother with this whole post too much...I might just scrap it.