Firstly, (before I forget) I'd like to say this is inspired by @Darkwhip and @Tracey here Classic RPG dice system (All chapters) Now then, onto business. As the title suggests, this is an idea for how ship-to-ship combat could be calculated. There are three main stats: Speed Armor Firepower Let's start with armor Spoiler: Armor Armor is what keeps your ship from breaking up into a bunch of tiny cereal pieces when you get nudged by a rock. It exists on all ships in some quanitity. After armor is depleted, shots start puncturing your hull. That doesn't mean you're completely dead yet. Once shots start puncturing, you'll need to start rolling to see if they hit anything essential. Roll a d20. 10 or below is a catastrophic faliure, otherwise, your tough ship innards manage to take the brunt, saving the essential bits of the space machine. Each rank of ship has it's own base armor quality. Note: I'll be adding the ship stats to the end for easy access Sparrow Class 5 Kestrel Class 10 Falcon Class 15 Eagle Class 25 Condor Class 30 Now let's cover Speed Spoiler: Speed Speed works like the opposite of armor. The bigger a vessel is, the harder it is to keep it moving quickly. Your speed subtracted from an opponents d20 roll to see if they hit you. If an enemy (after modifers) rolls an 11 or above, the hits landed and dealt damage (proportionate to the weapon) Stats Sparrow 2 Kestrel 1 Falcon 0 Eagle -1 Condor -2 Then, Firepower, things get a bit tricky Spoiler: Firepower Firepower is determined by the weapon(s) you have installed. I'll get into that later. Each ship can only support limited amount of certain types of weapons. For the moment, I'll cover how many weapons each ship class can have installed. Sparrow 1 Possible Arrangements: Light Weapon Kestrel 1 Possible Arrangements: Light Weapon Falcon 2 Possible Arrangements: Light Weapon, Medium Weapon/Medium Weapon/Light Weapon, Light Weapon/Light Weapon Eagle 2 Possible Arrrangements: Medium Weapon, Medium Weapon/Light Weapon, Medium Weapon/Medium Weapon/Light Weapon, Light Weapon/Light Weapon Condor 3 Possible Arrangements: Medium Weapon, Medium Weapon/Light Weapon, Medium Weapon/Medium Weapon/Light Weapon, Light Weapon/Heavy Weapon/Heavy Weapon, Light Weapon/Light Weapon Shopping! Spoiler: Shopping A price range that a daring space captain such as yourself might find useful Weapons A weak weapon (dealing 2-3 damage) would cost about 500 px A medium range weapon (dealing about 5-7 damage) would cost about 1500 px A heavy weapon (dealing 10+ damage) Can cost as much as 4000 pixels Upgrades:All Prices vary on effectiveness Targeting Computer: Increases hit chance Plating: Increases Armor Laser Modification: Increases Damage Plasma Modification: Increases Damage+ Electrical Modification: Decreases Damage, shots no longer damage interior Flares: One-Time Use, Boosts Speed Improved Thrusters: Boosts Speed Paint: Does nothing, but your ship can look Hella cool Decals: See Above Lightweight Alloy: Decrease Armor, Increase Speed Repair It costs 100 px to repair one point of armor Spoiler: Race Bonuses Shock and Awe Humans: Start with a light, 2 attack weapon Improved Targeting Matrix Apex: +1 to any aiming rolls Help from Above Avian: 1% chance to deal triple damage Symbiosis Floran: Pick any of the other bonuses Chivalry Glitch: Always attack first, unless ambushed Pacifist Hylotl: +3 to speed before you attack Frontier Justice Novakid: After taking damage, your weapons deal +1 damage If anyone has anything to add or any critiques, please do not hesitate. I typed all of this in one sitting and I suspect much to be wrong, just wanted to get the ball rolling.
There's already been a space ship battle system that was talked about a while back, Ship combat and you I sorta helped with it so I knew where to find it. I'm not down-talking or saying we don't need yours I'm just saying look at this thing it's relevant. So yeah.
I worry that this might encourage people whose characters have no business with, say, a Condor-class ship to come up with some excuse to hit the upgrade button.