I just wanted to post the framework of something that I have been working on the last month just so I can get a sanity check from the player base to see if this starship design concept it horribly, horribly broken or not. I have a feeling it is far from munchkin-proof, but I wanted to get some feedback at this stage to see if it is worth pursuing any further or not.
The primary conceit of this ship design system (and the tech system back end) is that you have Macro and Micro technologies just as Jay created for the Starmada Edition. In this case we are dealing with Macro Starship Tech Levels (as opposed to Fighter TL or Ground TL).
Starship designs are built off of archetypes, which represent the minimal statistics for a vessel of that size/type. Each archetype includes the following information:
Archetype Class: This is the name of the class.
Construction Cost: This is the base cost for units of this type.
Maintenance Cost: This is the base maintenance cost for units of this type.
Defense Value: This is the base Defense Value (DV) for units of this type.
Command Rating/Cost: This is the base Command Rating and Command Cost for units of this type. These values are set to the same value, so any given ship can command a minimum of one other unit of the same type.
Hull Points: This is the number of Hull Points the unit has available to spend on increasing its abilities. This is represented as a fixed value plus a percentage of the empire's Starship TL (round to nearest).
Bombardment Points: (Pending) As I have been working on this system, it has become clear that bombardment points need to be set at the archetype level. My current concept for this is to have a value set per archetype, which can then be upgraded via a bracketed table as with the Starmada Edition or Stars Divided ground unit creation.
As a quick overview, here are the basic ship archetypes I have drafted thus far:
PATROL BOAT (PT)
Construction Cost: 1 Maintenance Cost: 1/12
Defense Value: 1 Command Cost: 1/2
Hull Points: 1 + 10% x Starship: Construction TL
CORVETTE (CT)
Construction Cost: 2 Maintenance Cost: 1/8
Defense Value: 1 Command Cost: 1
Hull Points: 2 + 20% x Starship: Construction TL
FRIGATE (FF)
Construction Cost: 3 Maintenance Cost: 1/6
Defense Value: 1 Command Cost: 1
Hull Points: 3 + 30% x Starship: Construction TL
DESTROYER (DD)
Construction Cost: 4 Maintenance Cost: 1/4
Defense Value: 2 Command Cost: 1
Hull Points: 4 + 40% x Starship: Construction TL
PROTECTED CRUISER (CP)
Construction Cost: 5 Maintenance Cost: 1/3
Defense Value: 2 Command Cost: 2
Hull Points: 5 + 50% x Starship: Construction TL
LIGHT CRUISER (CL)
Construction Cost: 6 Maintenance Cost: 1/2
Defense Value: 3 Command Cost: 2
Hull Points: 6 + 60% x Starship: Construction TL
MEDIUM CRUISER (CR)
Construction Cost: 7 Maintenance Cost: 2/4
Defense Value: 3 Command Cost: 2
Hull Points: 7 + 70% x Starship: Construction TL
HEAVY CRUISER (CA)
Construction Cost: 8 Maintenance Cost: 2/3
Defense Value: 4 Command Cost: 3
Hull Points: 8 + 80% x Starship: Construction TL
LARGE CRUISER (CB)
Construction Cost: 9 Maintenance Cost: 2/2
Defense Value: 4 Command Cost: 3
Hull Points: 9 + 90% x Starship: Construction TL
BATTLECRUISER (BC)
Construction Cost: 10 Maintenance Cost: 3/3
Defense Value: 4 Command Cost: 3
Hull Points: 10 + 100% x Starship: Construction TL
DREADNOUGHT (DN)
Construction Cost: 12 Maintenance Cost: 3/2
Defense Value: 5 Command Cost: 4
Hull Points: 12 + 125% x Starship: Construction TL
BATTLESHIP (BB)
Construction Cost: 14 Maintenance Cost: 4/2
Defense Value: 6 Command Cost: 4
Hull Points: 14 + 150% x Starship: Construction TL
SUPERDREADNOUGHT (SD)
Construction Cost: 16 Maintenance Cost: 3/1
Defense Value: 7 Command Cost: 5
Hull Points: 16 + 175% x Starship: Construction TL
JUGGERNAUGHT (JG)
Construction Cost: 20 Maintenance Cost: 4/1
Defense Value: 8 Command Cost: 6
Hull Points: 18 + 200% x Starship: Construction TL
When designing a starship, you select an Archetype and then calculate the number of Hull Points you have available to spend on the class. Round fractional Hull Points to the nearest whole number.
A ship can increase the number of Hull Points available by adjusting some of its starting systems; however, due to the archetype system, these adjustments are fairly limited. For construction cost increases, I have a feeling I will need to make it a flat +2 Hull Points per +1 EP cost. For maintenance numerator/denominator changes, however, I will have to figure a good system to resolving those that is fair (I am open to suggestions). The danger is making it too easy for players to select one archetype and then adjust maintenance and/or construction cost values to earn more Hull Points but receive effectively the same base statistics.
With the Hull Points, players then purchase improvements for their units:
- +1 Defense Value (DV) costs 2 Hull Points.
+1 Anti-Ship (AS), Anti-Fighter (AF), Command Rating (CR), Basing Capacity (BC) or Logistics Rating (LR)* cost 1 Hull Point.
The cost of Micro technologies (special abilities) differ from ability to ability. For example, a FTL Drive might cost you 2 Hull Points, but +1 Armor Rating would only cost you 1 Hull Point.
I have toyed with having a maximum value on some of these stats tied to the unit's DV. That would prevent a player from having a low-DV unit with all of its Hull Points put into one statistic (ex: AS). I am thinking a 3x to 4x DV modifier being fair for most ship types. Thoughts?
As far as the availability of these hull archetypes, I don't know if they should be instantly available, or if a player should have to research them as separate Micro technology advances. The greatest benefit to the latter method that I can see would be that it would make individual player fleets a bit more varied during the early game, as one player may not have wasted time developing a Battleship archetype and instead been happy with a mix of cruisers instead. Of course, that situation can be just as easily replicated (and in a less "gamey" way) via the existing prototyping rules.
Another option that I haven't entirely committed myself to is having a separate series of Carrier Archetypes to go with these (Warship) Archetypes. Carrier Archetypes, as I have them sketched out in my design document, would have lower maintenance costs (offset by the need for flight maintenance) compared to similarly sized warships, and would also receive fewer Hull Points. However, each Archetype would instead receive a set amount of free Basing Capacity.
Bases and fixed defenses are another beast entirely. One option I have for them is to use the same design archetypes, but just ignore the Command Rating/Cost values. Then they would receive a Hull Point bonus above that of the base archetype -- either a flat 2X fixed point bonus, a bonus equal to 2X the archetypes' Command Rating/Cost value, or a +50% bonus to total Hull Points. Satellites and mines need to be handled a bit differently, I think. In the case of satellites, I think they should be non-crippling units (take their DV and then die), but be a bit cheaper by comparison. Mines I would like to see serve principally as damage sponges, with the alternative option of putting AS, AF, etc. onboard them for one-off use. I know some people don't like minewarfare in their sci-fi (Charlie!), but I would still like to cover them somehow.
So what do people think? Is it a horrible mess? I have been playtesting this system in a current campaign, and so far I haven't been able to break things yet. The fact that the Starship TL is an expensive Macro TL (4 x TDP cost), it isn't increasing that fast, and it would have to increase a bit to make earth-shattering differences. A TL 10 empire is about what I would consider the equivalent of an INT-1 NPE power.
-Tyrel