While I had considered posting about fleet strategies and tactics, I thought it would be more appropriate to start from the beginning – the battle system itself. There are two major computations performed by the battle system. First, space combat is computed. Once this part is over, and provided there are still attacking ships in [...]
Milestone 2 – Weapons and defences
I am currently working on designing the M2 database. While quite a lot of the basic structure stays, there are many changes, especially as far as fleets and battles are concerned. In order to make sure that the fleet-related information is complete, the most crucial component is the battle system. It affects a few things [...]
Travel and distances (1/5) : basics
Many types of objects in Legacy Worlds Beta 6 will have to travel the universe from one point to another. While this set obviously includes ships, many other elements such as probes, resource extractors or migrating populations will need to travel. It is therefore necessary to write rules regarding the method used to travel from [...]
Ship hulls
A ship’s hull is the main component of its design. While a ship is of course to limited to a single hull, this choice has a lot of consequences, from influencing the space available inside the ship to the type of components which can be used to whether or not the ship requires a crew [...]
Hangar bays
LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship’s design. These hangar bays allow to carry various smaller ships which don’t have hyperspace engines through hyperspace.
Generators (2/2)
As a follow up from our previous post about generators which can be installed in ships, this post presents the last two categories: biological generators and zero-point generators.
Mechanical generators
LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship’s design to produce the required power. Each type of generator is based on a different energy source / concept and is declined into various upgrades. In this first post we introduce the mechanical generators – which are of course [...]
Missile countermeasures
Missile countermeasures come in various types and shapes; some will disrupt a missile’s guidance system while others will try to get a missile to explode before it can reach its target. Quite obviously, they protect ships against missiles. Missile countermeasures come in three different types.
Missiles
Missiles are projectiles containing both a propulsion system, a guidance system and some explosive materials. While they inflict quite a lot of damage, missiles are usually bulky, and they can be stopped using appropriate countermeasures. Some missiles exist in different variants, depending on their guidance and propulsion systems. This is not the case for all [...]
Ship design
In Beta 5 we only considered four predefined types of ships: Ground Assault ships, fighters, cruisers and battle cruisers. Moreover, any technological advance which improved ship characteristics was immediately available on all ships once the technology was implemented. This system is very simple and easy to manage, both for game internals and players. However it [...]