Playtesters Needed!

D

DarthFerret

Guest
I want to apologize for the following, but my plans have changed.....

I do not think I will be able to participate in this due to the fact that I will probably be without internet in a couple of months. My fiance' and I are going to be buying a small travel trailer to put on some land we own outside of town, and start building our own house. This being a major priority in our lives, I do not think I will be having internet service (plus I do not think they have it out in the country). The sporadic amount that I will be online, will not be fair to anybody else that is playing this. I once again apologize, but maybe I will find a way to keep this on.
 
B

BigBlue

Guest
Congratulations DF... That's awesome... You'll be missed if you slip into the darkness... I gave up home internet almost a year ago and I don't miss it... but I still have work access...
 

Melkor

Well-known member
Well, I'll jump in and play a human pilot. Give me bonuses in Navigation and Stamina. I think we should have this human race come from a planet that is 80% water, with a nitrogen-oxygen atmosphere. The race evolved from monkey like creatures into bipedal creatures with opposable thumbs and an extra large cranial capacity. Changes in climate forced the creatures from their original hunter-gatherer lifestyle to an agrarian based system. Throughout the ages they warred with eachother and nations rose and fell and then finally they discovered space travel.
 

Oversoul

The Tentacled One
Melkor said:
I think we should have this human race come from a planet that is 80% water, with a nitrogen-oxygen atmosphere. The race evolved from monkey like creatures into bipedal creatures with opposable thumbs and an extra large cranial capacity. Changes in climate forced the creatures from their original hunter-gatherer lifestyle to an agrarian based system. Throughout the ages they warred with eachother and nations rose and fell and then finally they discovered space travel.
Seems kind of farfetched to me... :p
 

turgy22

Nothing Special
Sorry for the delayed response guys. The internet's been down at work the past two days and didn't come back on until late yesterday. Anyway, I made everyone's characters (even DarthFerret's, if he has time to come back later) and here they are. I apologize to Oversoul for having such a weak guy, but the dice were not good for his health. Hopefully, he'll still be able to have fun and avoid getting shot at.

BigBlue - Thinker Technician
Age: 29
Height: 1.6m
Weight: 65kg
Strength: 12
Speed: 13
Agility: 14
Stamina: 17
Health: 46
Combat: 4
Navigation: 9
Medical: 15
Technical: 20
Stealth: 9
Leadership: 6
Focus: 3
Experience: 0
Credits: 1000
Items: Aqua Suit, Aquarian Tech Kit

Oversoul - Thinker Doctor
Age: 37
Height: 1.9m
Weight: 61kg
Strength: 6
Speed: 13
Agility: 17
Stamina: 8
Health: 19
Combat: 8
Navigation: 11
Medical: 18
Technical: 17
Stealth: 7
Leadership: 5
Focus: 3
Experience: 0
Credits: 1000
Items: Aqua Suit, Aquarian Med Kit

Spiderman - Warrior Captain
Age: 29
Height: 2.0m
Weight: 146kg
Strength: 20
Speed: 16
Agility: 13
Stamina: 18
Health: 68
Combat: 10
Navigation: 5
Medical: 8
Technical: 1
Stealth: 4
Leadership: 16
Focus: 16
Experience: 0
Credits: 1000
Items: Warrior's Armor, Battle Axe

train - Rogue Soldier
Age: 15
Height: 1.4m
Weight: 45kg
Strength: 9
Speed: 12
Agility: 19
Stamina: 6
Health: 48
Combat: 10
Navigation: 7
Medical: 4
Technical: 7
Stealth: 10
Leadership: 11
Focus: 4
Experience: 0
Credits: 1000
Items: Rogue Jumpsuit, Rogue Blade

Darth Ferret - Rogue Pilot
Age: 15
Height: 1.4m
Weight: 45kg
Strength: 9
Speed: 12
Agility: 19
Stamina: 6
Health: 48
Combat: 10
Navigation: 7
Medical: 4
Technical: 7
Stealth: 10
Leadership: 11
Focus: 4
Experience: 0
Credits: 1000
Items: Rogue Jumpsuit, Rogue Blade

Melkor - Human Pilot
Age: 23
Height: 1.8m
Weight: 84kg
Strength: 18
Speed: 13
Agility: 15
Stamina: 22
Health: 52
Combat: 9
Navigation: 8
Medical: 9
Technical: 5
Stealth: 5
Leadership: 8
Focus: 7
Experience: 0
Credits: 1000
Items: Flight Suit, Portable Laser Cannon

---------------------------------------

And now, an explanation of some of the items you're characters start with:
Aqua Suit: Thinkers are naturally aquatic people and feel more comfortable underwater. They wear specialized suits to keep their bodies hydrated. These suits are made of a very fine glass that also slightly reflects light, making them more difficult to see. Aqua Suits have a sizeable pouch, capable up to 5kg worth of items.
Mass = 5kg
Aquarian Tech Kit: The Aquarian Tech Kit contains tools and materials for moderate repairs (ships, robots) and basic inventions. The tools are specialized for use by Thinkers.
Mass = 3kg
Aquarian Med Kit: The Aquarian Med Kit contains tools and materials for treating moderate injuries such as breaks, gashes and major burns, as well as minor injuries. The tools are specialized for use by Thinkers.
Mass = 3kg
Warrior Armor: All Warriors have a traditional suit of armor and helmet that they wear. It has been modified over many years to prevent injuries from modern weapons as well as traditional weapons.
Mass = 20kg
Warrior Axe: Although the Warrior race has embraced the power and potency of technology, they still love the thrill of traditional combat. Their battle axes are now mostly used in recreational fighting and hunting, but are also very effective in close combat. Used in the hands of a skilled fighter, the Axe can inflict massive damage. It can also be used as a shield and many Warriors have their axes coated to deflect laser fire.
Mass = 18kg
Rogue Jumpsuit: Rogues are a small and nimble race and take pride in their agility. These specially designed jumpsuits are made for spaceflight but do not inhibit their agility. They also strengthen their leg muscles, allowing them to jump higher than normal. The rogue jumpsuit has 4 pockets each capable of carrying up to 1kg.
Mass = 2kg
Rogue Blade: Although Rogues are not naturally skilled fighters, they are very deft assassins. Rogues blades are small, light and extremely sharp instruments designed for slitting throats and stabbing backs.
Mass = lightweight
Human Flight Suit: A traditional suit made for space travel. Although it does not provide much protection, it is light and easy to move in. The human flight suit has 2 pockets capable of carrying up to 2kg each and 2 pockets capable of carrying 1kg each.
Mass = 2kg
Portable Laser Cannon: Humans love their guns and the more powerful, the better. This weapon offers the portability of a Laser Pistol with a much more potent effect.
Mass = 2kg

And here's some other items you may be able to buy or acquire in the game:
Meal Ration: The standard meal ration is consumed for energy and sustenance. Although not very tasty, it is designed to provide health benefits for all races of characters. Each character must eat one meal ration a day for each 25kg they weigh in order to maintain their stamina.
Mass = 1kg
Warrior Meal Ration:The Warrior Meal Ration provides twice the sustenance of a standard meal ration, as well as providing a small strength bonus.
Mass = 1.5kg
Backpack: A backpack is used to store equipment when traveling. Adjustable backpacks allow the wearer to store an extremely large amount of equipment, hampering them only by the amount of weight they can carry.
Mass = 2kg
Portable Console: A portable console allows a character to access important information that may be stored on their ship remotely. It can also allow a character to tap into foreign computer systems.
Mass = 5kg
Portable Communicator: A portable communicator allows two or more characters to keep in contact over a long distance or while off the ship.
Mass = 0.25kg
Laser Pistol: A small ranged weapon used in combat. Laser Pistols have a very limited range and inflict little damage, but have the advantage of being very accessible and easy to carry. They can also be used for minor destructive tasks involving minimal risks. Pistols are carried on hip holsters.
Mass = 1kg
Laser Rifle: The Laser Rifle is a larger version of the Laser Pistol. It can shoot farther and inflict more damage, but must be held with both hands to be effective. Rifles are carried on holsters slung across the back or shoulder.
Mass = 3kg
Grenade: A Grenade is a portable weapon capable of dealing a significant amount of damage over a wider area. The distance a Grenade can travel is determined by the thrower’s Strength and the damage done is based on proximity.
Mass = 0.5kg
Sonic Grenade: A Sonic Grenade is carried and thrown like a regular Grenade, but instead of causing damage, it is capable of rendering enemies unconscious.
Mass = 0.5kg
Portable Missile Launcher: The Portable Missile Launcher is capable of launching missiles over a long distance. Missiles inflict much more damage than both lasers and grenades, but the PML is extremely heavy and has a limited amount of ammunition.
Mass = 10kg
Armored Suit: The Armored Suit is the most general way to reduce the amount of damage taken in combat. It reduces all forms of damage, but decreases a character’s Speed and Agility, making them slightly more likely to be hit.
Mass = 10kg
Crystal Suit: The Crystal Suit is designed specifically to prevent damage from laser fire. It provides more mobility than regular armor and will prevent almost all damage from lasers. However, it is made up of a series of crystal threads, which can cause considerable damage to the wearer if broken by an explosive or melee weapon.
Mass = 2kg
Space Suit: The Space Suit is a pressurized suit designed for performing tasks in outer space. It is not designed to provide protection to the wearer and will not work if punctured.
Mass = 5kg
Radiation Suit: The Radiation Suit is a suit designed to protect the wearer from high-intensity radiation that may be found in places like nuclear propulsion systems and stars.
Mass = 5kg
Standard Medical Kit: The Standard Medical Kit contains tools and materials to treat minor injuries such as cuts and minor burns.
Mass = 2kg
Advanced Medical Kit: The Advanced Medical Kit contains tools and materials to treat moderate injuries such as breaks, gashes, and major burns.
Mass = 3kg
Surgical Kit: The Surgical Kit contains tools for treating the most severe injuries, such as lost limbs, brain damage and organ failure.
Mass = 4kg
Standard Technical Kit: The Standard Technical Kit contains tools and materials for basic repairs such as weapons, devices, and consoles.
Mass = 2kg
Advanced Technical Kit: The Advanced Technical Kit contains tools and materials for moderate repairs (ship, robots) and basic inventions (weapons, devices, consoles).
Mass = 3kg
Robotics Kit: The Robotics Kit contains tools for major projects such as building robots or upgrading ships.
Mass = 4kg
Tow Cable: A strong, flexible cable that can be used to tow heavy objects through space.
Mass = 10kg
Magnetic Gripper: A magnetic gripper is an ultra-powerful electromagnet that can be turned off and on with a button. It has a curved handle and can serve many functions. Primarily, it is used when performing ship repairs in space as a hold for safety. It can also be tied to a tow cable for towing.
Mass = 1kg

I'm sure I'll come up with more items as the game goes on, but that's everything that's relevant right now.

Coming soon.... information on the planets and ships of the game.
 

turgy22

Nothing Special
In the game, there are fourteen planets of interest located in this sector of the galaxy. Some planets are the home worlds of the various races, some contain colonies, and others are uninhabited, but capable of supporting life. Below is a list of the planets in the game and descriptions of all the races that may be encountered.
Earth
Location: Coordinates I-6, Level IV
Human home world. Earth’s system also contains predominantly human colonies on the moon and Mars. I wasn't going to get very creative on this one. Humans are a carbon-based, bipedal creature capable of rational thought, although history shows they can be violent and are often driven by emotions.
Thinker Home World (Suggested Names: Beta Aquarius, Denk'n, Tongere)
Location: Coordinates J-5, Level III
Thinker home world. Thinkers are very friendly towards humans and were the first alien race encountered by humans. Their home world is also located relatively close to earth. The Thinkers have established floating colonies in three of the large gaseous planets in their system.
Warrior Home World (Suggested Names: N'Hnecca, Stragg)
Location: Coordinates L-4, Level I
Warrior home world. Although some individual warriors befriend humans, their government is more or less neutral towards earth. This makes them reluctant to share technology and territory and will skirmish with humans if they feel threatened. Warriors are almost hostile towards Thinkers, finding them weak and insignificant, but do not openly engage them due to their unspoken treaty with humans. Although Warriors are very territorial, they do not try to spread out and colonize other planets, except for gathering resources. Mining colonies are found on two planets in their system as well as six satellites.
Rogue Home World (Suggested Names: Rodati, Jengkari)
Location: Coordinates Q-4, Level II
Rogue home world. Like Warriors, Rogues are actually neutral towards humans, but for entirely different reasons. Rogues have no system of government and work together only to benefit themselves. Their home world is actually the only planet in their system, but they have numerous colonies in the various asteroids that form a cloud around their system. Most of these colonies are run by traders looking to barter and make deals. Others serve as hideouts for thieves and mercenaries. Rogues are not hostile towards anyone, but should not be trusted either.
Hostile Home World
Location: Coordinates P-3, Level IV
Hostile home world. Hostiles are the only race of aliens that are openly aggressive towards humans. Their patterns indicate that they are interested in conquering and colonizing the entire sector in their own name. Although their government is very power-hungry, some Hostiles allow Rogues to live in their territories, seeing them as an annoying, subservient race. In general, Hostiles should be considered dangerous if ever encountered.
Hermit Home World
Location: Coordinates C-4, Level III
Very little is known about the Hermits and generally, it is best to simply avoid them. Most of the differences arise from an extremely different method of communication used by Hermits that has yet to be deciphered by any other race. Hermits do not venture far from their own system, but will be extremely hostile towards intruders. If Hermits are encountered outside of the boundaries that they roughly claim, they are more likely to flee. In general, though, they are highly unpredictable.

Those are the home worlds. Here's a list of other planets/systems of interest:
Planet V-4
Location: Coordinates V-4, Level III
Planet V-4 is located on the outermost edge of the sector. It lies behind Hostile territory, so little is known about it.
Planet G-5
Location: Coordinates G-5, Level I
Planet G-5 is an uncontrolled planet located closest to the Warrior home world. Although the Warrior government has no interest in it, many Warrior mercenaries and traders have established colonies there. It is open for any visitors, but has no laws or regulations.
Planet J-7
Location: Coordinates J-7, Level II
Planet J-7 has colonies established between humans and Thinkers. It is a hub shared by the two races to work together. Everyone is welcome, but violence is not tolerated and weapons are banned.
Planet N-1
Location: Coordinates N-1, Level III
Planet N-1 is uncontrolled and uninhabited. Although expeditions have gone and found indigenous wildlife, the environment is hostile towards oxygen-breathing lifeforms, making colonies extremely difficult to establish. There are also a wide variety of dangerous creatures.
Planet Q-7
Location: Coordinates Q-7, Level III
Planet Q-7 is uncontrolled, but has colonies formed by Hostiles and inhabited by Rogues. Although the Hostile government claims to control the planet and enforces the laws, most of its citizens are traders and mercenaries.
Planet K-8
Location: Coordinates K-8, Level III
Planet K-8 has colonies established by humans, but is not considered a part of Earth’s territory and therefore is not defended by its government's defenses. Planet K-8 has its own system of government and is extremely wary of non-Thinker alien outsiders.
Planet O-4
Location: Coordinates O-4, Level IV
Planet O-4 is an established colony controlled by the Hostile government. It is predominantly covered by mining and production facilities.
Planet L-7
Location: Coordinates L-7, Level V
Planet L-7 is uncontrolled and uninhabited. The environment is friendly, but it is too distant from any home worlds to be easily protected or used as a trading hub. Some mercenaries are believed to have bases there, but no colonies are established.

When traveling between planets, it takes one day to travel from one square to an adjacent square or level. Levels are denoted by roman numerals, coordinates by letter and number.

A map of the planets is attached. It's very elliptical in shape and 3-dimensionally, each level goes on top of the previous one, if you can visualize that.

Coming soon... information on the ships of the game.
 

Attachments

turgy22

Nothing Special
Robots are capable of performing various tasks. They can either be controlled manually or automatically. There is a wide variety of robots, with different characteristics and styles. Robots also require an external power supply to store energy and may require maintenance from a technician from time to time. Below is a list of common robots:
Helper
The Helper robot is a man-sized, bipedal unit designed to function like a human. Helpers can basically do any task that a human can do, but at a very reduced efficiency.
Recon
Recon robots are small, wheeled units that are equipped with cameras and sensing equipment. They can also be used to transport small objects covertly.
Drone
A Drone is a hovering robot that can be used for recon or security. Drones are equipped with sensors and a small laser.
Assault
Assault robots are designed for combat. Although they are slow, they are heavily armored and come equipped with a laser rifle and a missile launcher.
Repair A repair robot is a small, crawling robot with magnetic legs, capable of clinging onto metallic surfaces to perform repairs.


And here's a list of ships that may be piloted and encountered:
Shuttle
A Shuttle is a small craft with no weapons, designed for short trips. It has no long-distance storage or living capabilities.
Transport
Transports come in many different sizes, depending on their purpose. Most transports require a crew of only two and can be customized to carry any payload of either equipment or personnel.
Fighter
A Fighter is a very quick, very maneuverable, single-occupant spacecraft. It is equipped with lasers and missiles and built for combat. Like a shuttle, it is not designed to travel over long distances.
Bomber
A Bomber is designed to do heavy damage to extremely large, slow or stationary targets. Bombers require a two person crew and have a laser turret for self-defense.
Cruiser
Cruisers are larger than Fighters, but less maneuverable. They are designed for small crews and have many functions. They are the smallest armed vehicles that allow interplanetary travel.
Battleship
Battleships are large ships designed for heavy combat. They are heavily armed in both weapons and defenses, but are slower and less maneuverable than a Cruiser.
Carrier
Carriers are the largest spaceships in the game. Although they have no offensive weapons, they are very heavily defended with laser turrets and armored hulls. Carriers are capable of transporting many smaller crafts and can provide docking for any ships other than battleships and large transports. They are extremely slow in combat.
 

turgy22

Nothing Special
BigBlue said:
Yeah.... I'm looking for something like Serenity (Firefly)...
Hmmm... I don't have the artistic talent to design anything like that. I've actually been doing some crappy drawings of what the crew's ship will look like, but I'm not quite done yet. The most I can say right now is it will be a cruiser. I'll be gone all weekend, but I should have a description and some drawings up on Monday. Hopefully, we can start the first mission shortly thereafter.

If anyone has any questions or worries that I may be forgetting something, let me know. I'd like to work out as many bugs as possible before getting started.
 
D

DarthFerret

Guest
I would love to participate, and maybe I will be able to, just do not want to hold the game back if I am unable to get the access that I need. I am going to survey the land myself on Sunday, and look into the purchase of a small trailer to live in while building, but not sure how much time i will have away from work (I work at a mexican restaurant, no internet) and from building my house since I am doing 90% of it myself. I will let y'all know if I will be around to participate...
 

Spiderman

Administrator
Staff member
Good luck with your house!

Hmm... if Warriors are normally hostile towards Thinkers, I guess my character was stranded on a planet at some point in his past after a raid and was taken in by some Thinkers who nursed him back to health... thus giving me a more favorable outlook on Thinkers. :)
 

turgy22

Nothing Special
I finished some very crude drawings in MS Paint of basically what I thought the crew's ship should look like and what its capabilities are. I've attached four images detailing the three levels of the ship and a top view of the exterior. Here's some descriptions of the rooms and how the ship works.

Main Level
Clearance = 2.5m. The main level of the ship is divided into 8 rooms as follows:
1. The Bridge / Cockpit
The bridge of the ship is the control center of most of the ship's primary functions. It is located at the front of the ship.
A large glass screen is at the front, allowing anyone on the bridge to see objects in front of them in space.
On the left side of the bridge (facing forward) there is a chair and console for the pilot. This console contains controls for steering, speed, and long-range navigation.
On the right side, there is a chair and console controlling the weapons and defenses of the ship.
In the back right corner, there is an external operations console. This contains sensors (which detect the location of close foreign bodies in space), a scanner (for getting more detailed information on planets and ships), and external communications (for communicating with other ships, space stations or planets.)
2. The Armory
The armory is primarily used to store weapons. There are two large storage containers for hand-held weapons and armored suits.
The armory can also be used as a safe room in case the ship is boarded. It has an reinforced steel door that can only be locked and unlocked from inside the armory. This door is capable of holding off weapons for an extended period of time. From the armory is a ladder leading up to the upper level of the ship, from which the bridge and engine room can be accessed and retaken by surprise.
Finally, the armory has a hatch leading to a section of the lower level of the ship. This is where the ship's missiles are stored and loaded.
3. Dining / Conference Area
This room contains a large table and food storage. Hallways lead into it from the forward and aft sections of the ship.
4. Airlock
The airlock is going to be the crew's primary access outside the ship. Inside the main airlock room is storage for space suits and a console for operating the airlock. There is a smaller room that serves as the actual airlock. This has a door that opens to the outside of the ship.
5. Medical Facility
The ship's medical facility contains a medical console, operating table and storage for medical supplies.
6. Practical Facilities
One thing that always bothered me about sci-fi shows and movies is that the spaceships never had any bathrooms. This room contains appropriate accommodations for all the crew members' species, as well as a shower stall.
7. Crew Quarters
The crew quarters is necessary for long space flights that require sleeping arrangements. The quarters contain an appropriate resting place for each of the crew members' species, as well as storage for personal items among the crew members.
8. Engine Room
The engine room provides power to the rest of the ship internally, as well as to the thrusters.
On the lower side of the engine room (on the drawing) is a console controlling the engines and propulsion. There is also storage for a radiation suit and technical supplies.
On the upper side of the engine room is a console controlling the internal operations of the ship (lighting, artificial gravity, internal communications (between rooms), door controls and life support.) There is also a large storage closet.
In the center of the engine room (the farthest toward the back) is the engine core. This room is sealed inside a lead wall that prevents radiation from the engine from leaking into the rest of the ship. If there are any problems with the engine itself, this room will need to be accessed to fix them.
Finally, the engine room contains an access hatch to the lower level of the ship.

Upper Level
Clearance = 1m.
1. Crawlspace
The upper level of the ship is mostly a crawl space. It can only be accessed through the armory and has space leading to the bridge and engine room of the ship.
2. Laser Turret
The upper level also contains access to the ship's laser turret, which can be used as a defensive weapon against smaller, quicker crafts.

Lower Level
The lower level consists of two separate parts. The missile chamber (towards the front of the ship) has a clearance = 1.3m, while the rear section has a clearance = 1.7m.
1. Missile Chamber
The ship's missile launcher has two ports from which to launch missiles. Once the missiles have been fired, the ports are vacated and must be refilled manually. The missile chamber contains a storage area for missiles and access to the missile ports.
2. Ground Access Ramp
When safely on a planet or large space station, the crew can enter and exit the ship via the ground access ramp instead of using the airlock. A console in this room controls the position of the ramp. This room also contains a large storage area for large items that can't be carried to the main level.
3 & 4. Escape Pods
In a dire emergency, the crew can be saved by hopping into and ejecting the escape pods of the ship. The pods have a very short-range propulsion system, limited life support capabilities and a homing beacon that can be activated.
5. Hallway
The hallway leads from the ground access room to a ladder that goes up to the engine room. The escape pods also lead off from this hall.

External
The external view of the ship shows the glass screen of the bridge in the front and the laser turret on top. On the right side of the ship, towards the front is the airlock door.
1. Lasers
The ship's lasers are located at the end of each wing. The wings can retract and expand, allowing differing angles of laser fire.
2. Wing Thrusters
The wing thrusters are used for turning the ship in an arc and are located at the end of each wing, directly behind the lasers.
3. Reverse Thrusters
The reverse thrusters are used solely for close range maneuvering and when combined with the wing thrusters, allow very tight movements from the ship.
4. Main Thruster
The main thruster is designed to maximize power and is used almost exclusively for long-distance travel.

In addition to all the built-in items on the ship, your crew will begin with the following items in their possession:
6 Laser Pistols
2 Laser Rifles
6 Ship Missiles
1 Armored Suit (Rogue-sized)
1 Radiation Suit (Thinker-sized)
1 Space Suit (Human-sized)
1 Standard Technical Kit
1 Standard Medical Kit
1 Tow Cable (50m)
2 Magnetic Grippers
2 Backpacks
100 Standard Meal Rations


Space Combat
When confronting a hostile vessel in space, the combat isn't entirely intuitive, so I'm going to explain a bit about how it works. First, an attack pattern must be chosen. They are as follows:
Dogfight: This attack is best used by more maneuverable ships. The ship will attempt to gain a strategic position behind the other, and fire when a clear shot presents itself. Dogfights are best for highly skilled pilots that can create easy targets for their gunners.
Bullfight: This attack is simple and intended to increase the amount of damage inflicted on the enemy ship. The ship will “charge” towards its target, firing the whole way. The closer the ship gets to its target, the greater damage will be inflicted. Pilots can try to get extremely close to deal the most Damage, but must be able to pull away at the last minute or risk crashing.
Sweep: Sweep attacks are typical when attacking a much slower or stationary ship. The ship will make broad figure eight patterns and can aim specifically for parts of the ship in an attempt to disable it. Navigation skills needed for this type of attack are minimal.
Stationary: Stationary attacks are highly defensive in nature and ideal when using laser turrets or other defensive weaponry. Stationary attacks should be employed by slower ships who expect smaller crafts to come towards them. When stationary, only the gunner’s Combat Skill effects the success of a shot.

Also, in all instances, the ship's wings may be either expanded or retracted.
When expanded, the lasers will more easily hit their target, but will deal a decreased amount of damage. When retracted, the laser bursts will be powerful and tight, maximizing damage to the areas they hit, but making the target harder to hit overall.

Missiles will almost always do more damage than lasers and are fairly easy to hit with, but come in limited numbers.

The damage a ship can take is divided out among the six sides of the ship (top, bottom, 2 sides, front & rear) and will be done based on where the attack came from. As soon as one side reaches 0, the hull is breached, those rooms on the ship are considered useless or, in the case of smaller vessels, the entire ship is destroyed. Here's some initial numbers:
Ship Front Rear Side Top Bottom
Fighter 15 20 20 25 30
Bomber 40 60 40 75 80
Shuttle 20 35 25 50 50
Cruiser 60 80 80 100 100
Battleship 110 120 120 140 140
Carrier 240 250 280 300 300

Transports will vary a lot depending on their size. Additionally, parts of a ship may get hit randomly instead of the hull. Destroying a thruster, wing or the bridge of an enemy ship may disable it for boarding.
Boarding is done by extending a plastic tube (built into your ship) from one airlock to the airlock of the other ship.
 

Attachments

turgy22

Nothing Special
I think I've gone over enough information that we can actually start a mission. If there's anything obvious that isn't entirely clear let me know. I'll keep this thread here as a reference to the relevant information and start a new one tomorrow for the first mission.

Hope you all have fun!
 
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