Author Topic: Change for 7.20  (Read 35343 times)

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Offline Steve Walmsley (OP)

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Re: Change for 7.20
« Reply #15 on: February 12, 2016, 09:10:22 AM »
No Free Maintenance Points

With the change in 7.2 to maintenance supply points (MSP) being used for maintenance and overhauls, these are now much more valuable than before.

Therefore, ships no longer receive a full stockpile of spares for free. Instead, they are loaded from planetary stockpiles at the point of construction in the same way as fuel. Supply ships will load 10% of maximum in the same way that tankers only load 10% of max fuel.

MSP can also be found in ruins in v7.2,
 
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Offline Steve Walmsley (OP)

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Re: Change for 7.20
« Reply #16 on: February 13, 2016, 09:55:58 AM »
Titans

A new type of ground unit will be introduced in v7.2 - the Titan. Titans are huge combat walkers from WH40k, BattleTech, etc.,

In Aurora, they serve as powerful ground combat units with a special bombardment ability and defensive advantages. Below is the current state of the rules (which may change after play test):

1) Titans are created in a new type of planetary installation - the Titan Construction Yard. The TCY is 10,000 RP, 2400 BP (240 Duranium, 2160 Corbomite) and produces 200 BP per year. The TCY becomes available once Assault Infantry is researched. They can be recovered in ruins (although rarely). Titans are constructed like other ground combat units using the same tab in the production window. Titan Construction Yards and Ground Force Training Facilities are shown in the same list (like naval and commercial shipyards).

2) Titans are transported in the Titan Bay, a special type of module for ships similar to a troop transport bay. Titans cannot use troop transport bays and normal ground units cannot use Titan Bays. Movement orders for embarking and disembarking Titans work in the same way as orders for embarking and disembarking ground troops. Titans cannot use combat drop modules. The Titan Bay is 5000 RP and can be researched once you have Titan Construction Yards and troop transport bays. Cost: 100 BP (10 Duranium, 90 Corbomite) , Size 100 HS, 25 Crew. Commercial System. Can hold 3 units of Titans.

3) Titans act as normal ground combat units with attack and defence strengths and take part in normal combat resolution.

4) They have Hit Points instead of readiness but these are equivalent in combat. Titans may have more than 100 HPs (ground forces always have 100 readiness)

5) Titans do not recover hit points in the same way that ground units recover readiness. Instead they are automatically repaired in Titan Bays using maintenance supplies at a rate of 1 HP per day (1 HP costs 1 MSP), as long as MSP are available.

6) Titans are unaffected by Morale

7 In normal ground combat, Titans have a lower chance to be damaged. This is similar to HQ units, which have only 50% of the normal chance of damage. The lower chance of damage will vary by Titan.

8) After each round of ground combat, Titans will bombard the enemy (calculated before combat and resolved afterwards). This is effectively a free attack and does not consider attack vs. defence odds. The target is determined randomly but all enemy Titans will be attacked before any normal ground units. The bombardment attack inflicts random readiness damage (or HP damage) between 1 and double the Titans attack strength rating. Bombardment attacks cause collateral damage.

9) The Titan's lower chance of damage modifier does not apply during bombardment attacks. In effect, the bombardment attack represents the Titan's "Big Guns" while its participation in normal combat represents its secondary armament and attempts by enemy ground forces to destroy it.

10) The first Titans in the game are as follows (more will be added at some point, including command Titans to serve as HQs):

Warhound Titan: 10,000 RP, 200 BP, 100 HP, Attack/Defence: 1 * Racial Ground Combat Strength, 0.75 x Chance of Damage, Size 1
Reaver Titan: 20,000 RP, 360 BP, 200 HP, Attack/Defence: 2 * Racial Ground Combat Strength, 0.50 x Chance of Damage, Size 2
Warlord Titan: 50,000 RP, 500 BP, 300 HP, Attack/Defence: 3 * Racial Ground Combat Strength, 0.25 x Chance of Damage, Size 3

Titan production requires 20% Duranium and 80% Corbomite.

The first Titan (Warhound) become available after Assault Infantry
The second Titan (Reaver) requires Heavy Assault and the Warhound as prerequisites.
The third Titan (Warlord) requires the Reaver as a prerequisite.

As with normal ground units, you can name individual Titans and rename the overall classes of Titans.
« Last Edit: February 13, 2016, 09:59:25 AM by Steve Walmsley »
 
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Offline Steve Walmsley (OP)

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Re: Change for 7.20
« Reply #17 on: February 18, 2016, 02:28:25 PM »
Particle Lance

The Particle Lance is a large, potentially devastating weapon that is variant of the Particle Beam.

Once Particle Beam Range 200,000 km and Particle Beam Strength 6 have both been researched, the Particle Lance can be researched for 30,000 RP. The Lance is a modification of the normal Particle Beam and is an extra option in the design window.

The Particle Lance modification affects the Particle Beam in the following ways:

2x Damage
2x Size
2x HTK
2x Crew
2.5x Power Requirement
3x Cost
2x Development Cost

As well as the above modifications, which essentially creates a weapon twice as large, that recharges 2.5x more slowly and costs 3x as much, the damage template of the Particle Lance is a single column of armour, rather than the Particle Beam which has a template between that of missiles and lasers. The Particle Lance retains the constant damage of the Particle Beam, creating a weapon that can penetrate enemy armour at significant range.

Here are examples of similar tech level Particle Beam, Particle Lance and Laser.

*************************************************************************

Particle Beam
Beam Strength 6     Rate of Fire: 15 seconds     Maximum Range: 240,000 km
Particle Beam Size: 8 HS    Particle Beam HTK: 4
Power Requirement: 15    Power Recharge per 5 Secs: 5
Cost: 94    Crew: 24
Materials Required: 18.8x Duranium  18.8x Boronide  56.4x Corundium
Development Cost for Project: 2250RP

*************************************************************************

Particle Lance
Beam Strength 12     Rate of Fire: 38 seconds     Maximum Range: 240,000 km
Particle Beam Size: 16 HS    Particle Beam HTK: 8
Power Requirement: 38    Power Recharge per 5 Secs: 5
Cost: 282    Crew: 48
Lance Weapon
Materials Required: 56.4x Duranium  56.4x Boronide  169.2x Corundium
Development Cost for Project: 4500RP

*************************************************************************

25cm Far Ultraviolet Laser
Damage Output 16     Rate of Fire: 20 seconds     Range Modifier: 5
Max Range 800,000 km     Laser Size: 8 HS    Laser HTK: 4
Power Requirement: 16    Power Recharge per 5 Secs: 5
Cost: 100    Crew: 24
Materials Required: 20x Duranium  20x Boronide  60x Corundium
Development Cost for Project: 1000RP
(laser will have 320,000 km range with equivalent tech level fire control)

*************************************************************************

Comparison of Damage Templates at 240,000 km

Particle Beam (6): 2, 3, 1
Particle Lance (12): 12
Laser (3): 3

Two Particle Beams or 25cm Lasers can be installed in the same hull space as the Particle Lance. The Lasers are devastating at close range, the Particle Beams inflict more damage at long range (in terms of DPS), while the Particle Lance penetrates much more armour at long range.

The Particle Lance is intended as a powerful anti-ship weapon that requires a large investment in a particular tech line, lacks the flexibility of lasers or railguns and provides a different armour penetrating option to mesons, although mesons are still superior against shields. Mainly though it is to boost the Particle Beam as a serious weapon choice (and perhaps provide something new in my current campaign).

The Particle Lance is not tested under normal battle conditions yet so I may change it a little after play-testing.
 
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Offline Steve Walmsley (OP)

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Re: Change for 7.20
« Reply #18 on: March 05, 2016, 08:43:17 AM »
Reduction in Cost for Beam Fire Controls

The cost of beam fire controls has been reduced by a third.
 
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