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Tales of the Galaxy > Starship Templates > Construction & Repair Guidelines


Title: Construction & Repair Guidelines


Solaris - February 22, 2005 12:47 AM (GMT)
IGNORE THIS until I get the new version posted.

Now, this here system's based on a little thing called reality. What gets broke, gets repaired. Prices for repairs to vehicles are based on two things: Structural Damage and Equipment Damage. Each must be paid for, lest that part not be available for use.

First dealt with is the Structural Damage. This is what happens when your ship gets damaged inside its hull, which requires a spacedock to repair. The price for this, as well as the time, is figured out by multiplying the ship's basic cost, which is the cost for its Hull Size, by the percentage of damage.
If you are building a ship for the first time, you, logically enough, pay for the entirety of the hull.
Hull Sizes and Costs
1 - Starfighter (>15 meters): 15,000
2 - Lancer (About 20 meters): 25,000
3 - Cutter (50 meters): 40,000
4 - Corvette (100 meters): 55,000
5 - Frigate (175 meters): 75,000
6 - Destroyer (250 meters): 100,000
7 - Light Cruiser (350 meters): 150,000
8 - Cruiser (425 meters): 300,000
9 - Battle Cruiser (500 meters): 500,000
10 - Battleship (1,000 meters): 1,000,000
11 - Titan (10,000 meters): 2,500,000
12 - Space Fortress (300,000 meters): 50,000,000

One may notice I do not have designations such as "Freighter" here. That's simple; it isn't the Hull Size that determines a ship's mission, but instead the equipment. One may also notice that things as big as a Battleship (Star Destroyer-sized stuff) are friggin' expensive, and things as big as the Space Fortress (that's no moon . . . that's a space station!) are obnoxiously so. Simply to keep the power out of the smugglers and pirates's hands, my good friends.

Next is the equipment. The equipment is divided into Engines, Weapons, Armor, and Misc. Engines are rated based on their output, whereas weapons are priced based on their relative power and damage-dealing capacity.

Engines:
<50MGLT: 10
51-60 MGLT: 20
61-70 MGLT: 30
71-80 MGLT: 40
81-90 MGLT: 50
91-100 MGLT: 60
101-105 MGLT: 70
106-110 MGLT: 80
111-115 MGLT: 90
116-120 MGLT: 100
121-125 MGLT: 110
126-130 MGLT: 120
135-140 MGLT: 130
141-145 MGLT: 140
146-150 MGLT: 150

Weapons:
Blaster/Laser: 5
Autofire Blaster/Laser: 10
Dual Autofire Blaster/Laser: 15
Turbocannon: 75
Heavy Turbocannon: 100
Ion Cannon: 7
Ion Turbocannon: 60
Heavy Ion Turbocannon: 85
Mass Driver: 25
Gauss Rifle: 60
Railgun: 120
Concussion Missile Launcher: 45
- Stock Ammo: 5 each
Proton Torpedo Launcher: 65
- Stock Ammo: 20 each
Seismic Charge Launcher: 50
- Stock Ammo: 15 each
Tractor Beam (Strength based on Hull Size): 35

Armor:
Light: 10 multiplied by percentage destroyed and Hull Size.
Medium: 25 multiplied by percentage destroyed and Hull Size.
Heavy: 100 multiplied by percentage destroyed and Hull Size.

Equipment:
Hyperdrive: 100 multiplied by the Hull Size's number. The base speed is 2.
- Note: Improved Hyperdrives are possible. Simply add 1,000 for each 0.5 of improvement.
Stealth: Doubles the Hull Size's cost. If an energy shield is on the same model, the cost of the Hull is tripled.
Cargo Compartments: 5 per metric ton of cargo. Double for live cargo. One metric ton equals one hundred cubic meters, as this system handles it.
Kolto Tank: 35. Minimum Hull Size of Cutter.
Bacta Tank: 100. Minimum Hull Size of Cutter.
Energy Shield: Multiplies the Hull Size's cost by 1.5. Strength is in direct relation to the armor strength; effectively doubles the armor strength. If stealth technology is on the same model, the cost of the Hull is tripled.
Comm Jamming Array: 250
Advanced Targeting Computer: 5,000 + 1,500 for each weapon linked to it.

The data for ships is listed on the following format:
QUOTE
Manufacturer:
Designation:
Role:
Chassis:
Length:
Crew:
Cargo:
Life Support:
Hypderdrive:
Atmospheric Speed:
Sublight Acceleration:
Armor:
Shields:
Weapons:

Cost:




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