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This is a list of things if trying to make an outerspace videogame in either empire builder/war commander and first person shooter/explorer like a melding of Halo, Space Engineer, and Stelleris/Sins of a Solar Empire. More of a basic listing for reference not so much my own raw creativity, so it is all for free no matter what it's value is or isn't for Game Devs.
1-Clock-engine Battle Armor Suit: Anti EMP insulation is too thick to be put in hand weapons and body armor, thus the space marines and other rifle fighters use a clockwork wind-up mechanical system to allow their armor suits to move easily without energy (just try not to laugh when one is winding up another like a nut cracker doll. It can still be cranked solo by reaching hand to the back but it is always wiser to team up with at least one other). E-Cells are standard cubes that store in the back slot of armor suits and packed into starships to power their artificial grav. gene.s for manuvering without G-force knockout and turning on an artificial grav. pivet, and gravity force emitter engines (like rocket but the energy stream from them is just for safety as the grav force is like a beam that tears ships apart and can be any color). Back to the armor suit for now, by a standard these suits also have a jet pack and jet fuel tank. The shoulders are mounts that you can put heavy weapons on like missile launchers, or extra E-cells for more laser ammo, also extra jet fuel or normal ammo or extra liquid oxygen tanks or extra engineer tools or water and food or medical supplies. The standard armored helm is separate from the armor suit and is instead attached to a flex-weave space suit (shows off your buffness and/or curves). On the back where your brain stem is, is the liquid-oxygen mini tank is stored with decompression chambers and thick armor covering, the front has an airlock chamber for putting water and food into to consume. The E-cells if hit with EMP lose charge and the clockwork engine in-suit charges E-cells faster when not moving, thus rifle fighters by a standard must carry the heavier, weaker "normal" weapons of bullet and powder (atleast a pistol) some true warriors only bring normal weapons with the EMP 6 cylinder cannister underbarrel revolver magazine. Some warriors can even be allowed the ammo bandalier, which puts their chest armor at higher risk when enemy attacks hit the ammo, but that warrior is so fine in skill that he or she can just go ahead. On both sides of the jetpack are 2 rifle mounts that can hold extra ammo both while you have only 1 rifle in hand at all times (reached to like grabbing an arrow from quiver), while 3 cannister holders on both sides is reached to under arm near your ribs. Large pockets on flex-weave suit can be reached through door panels on the armor (shin, thigh, inner thigh, & under shoulder arm, where any number of things can be stored (at least 4 water bottles and 2 food bars must be in pocket by standard, (actually hit targets and dont waste ammo all in the 1st few minutes, take cover and wait it out). The helm that all spacers use not just military has scope-lens eyes that use mini-mirrors to direct sight through multiple layers of plate armor & insulation to put the weak points away from front of helm. This armor panel can be removed if sights are damaged or not currently in battle but the glass doom underneith is fragile. On a small note, the shoulder mounts give the armor that Japanese giant shoulders look their medieval magic fantasy armor has, only skilled warriors are given extra gear, fresh out of bootcamp and you most likely will have the minimum and told to hold ground behind cover.
2-Diamond Dagger: With the discovery of a near pure diamond planet by freelance merchants the material became dirt cheap, thus all space warriors have beautiful transparent daggers that with enough strength can pierce into armor suits.
3-Titanium Laser-Edged Sword: comes in various sword styles like double edge or katana (mostly metal in appearance so ol' George Lucas don't put your head on a spike), usually more as a symbol of honor for high rank warriors and officers than an actual tactical item, but it can be a shame when expert shooters get melee slain, a mind freak for the battle commanders (doing so badly at this we got stabbed instead of shot.)
4-Bullet Pistol: A stubborn standard all commands expect their warriors and ship crews to carry, comes in various forms, from auto pea shooters to the Mad-Dog: a one mega armor piercing bullet fired from a 4-spring recoil aborbing mechanism pistol hammer region.
5-Laser Pistol: A cheap form of the infamous destructive laser, long thin weak beams to wildly sweep an area, short power bursts to burn holes into armor, and short beams like a torch that can slowly cut through armored walls and doors.
6-Submachine Gun: Fast fire rate makes like a shotgun blast but with greater range that can sweep an area or lay flat an armored person without really killing them out right, mostly used by capture over kill space marines of great chivalry and honor, or are evil enslavers depending on faction.
7-Lightning Caster: The laser form of the SMG, puts EMP effect on targets and stuns them with knockout or paralyzation. Bolts can jump over to other targets or LCG can be set to make a focused beam, unlike the SMG however this weapon is made to not kill but only capture.
8-Assault Rifle: As old and obvious this weapon is anyone can say it is for your average fighter fresh out of bootcamp or civilian resistance, can be set to semi-auto, 3-round burst, or full auto.
9-Laser Beam Rifle: The energy weapon verison of the assault rifle, almost like a StarWars lightsaber but longer beam and runs out of ammo quickly with over heating issues, can be set to have thin weak beam for sweep-shooting many targets or a mega beam for vaporizing armored warriors and even piercing tank armor.
10-One-Gauge Shotgun: With spring recoil tech this arm bone shattering calibur is now a soft breeze even for the nicest little lady on bridge comms. Single shell load action the beads either are small explosives for medium range or precisely angled armor-pierce needles for melee range, ideal for a quck blast and runaway fighting tactic when repelling a group of attackers in tight hallway spaces and oppertunistic trapping of an elite armored attacker.
11-Laser Disker: The laser form of shotgun, like a destructo disk in Dragon Ball Z, but only straight fire motion and shorter range as the disk becomes wider as it flies while remaining thin for armor piercing effect.
12-Gauss Rifle: The greatest in all armor piercing sniper rifles, the charged magnets when hit by EMP lessen the range but not by much, as it is built to quick fire as well as slow charge and fire, the magnets still push the bullet. Gauss bullets have a small laser tip activated seconds after being fired and aids in the armor piercing, a tiny pocket of explosive plasma within the shell's tip makes for even more damage.
13-Plasma Repeater: The energy weapon form of the sniper rifle, even though more like an assault rifle short laser bursts like bullets save on energy, thus a precise shooter will make each bolt a kill and not waste energy doing rapid fire, also the lasers being slightly plasmic make for tiny explosions but are also limited as the E-Cells recharge from the suit but plasma is not rechargable substance, thus the rifle becomes weaker than beam type once the plasma chamber is empty, however these sometimes are given to fresh boots instead while snipers use the beam rifle, all depends on the commanders and their resolve on such tactical issues.
14-Machine Gun: Hand held but massive gun with over 200 round bullet belt of long armor piercing exploding rounds. Better mounted on a tripod or armored portable barrier, also has the 2 foot kick stand behind underbarrel for laying down.
15-Heavy Beam: Shoulder armor mounted, can be used to shoot down strike craft thus protecting ground troops without a tank. Usually extra E.-Cell is on other shoulder.
16-Plasma Caster: Shoulder armor mounted, an expensive yet tank killing, wall busting mega explosion of armor melting plasma. Sometimes double but sometimes other mount is something else. As plasma is non-rechargable.
17-AP Rocket Launcher: Shoulder armor mounted, usually 2 launchers each holding 4 missiles, AP missiles are an AP shell set into a gun-barrel-missile, that is shot into target when tip touches it, the shell explodes from a timer shortly after to blast a hole and kill or explosion stun anyone inside. Being rockets not missiles they are EMP resistant even though the other 2 shoulder mounted heavy weapons are more ammo and damage.
18-Underbarrel Cannister Bombs: All hand held guns have an underbarrel cannon that also fits a revolver cannister holding 6 cylinder bombs which fire one at a time.
-18a: EMP 6 Cylinder Can; deadens power on laser and computer systems for awhile, a sure fire way for poor folk to do away with them rich laser slinging imperials trying to enslave them and take their homes.
-18b: Plasma 6 Cylinder Can; pops 6foot holes into armor walls and vaporizes armored warriors, ideal for taking out turrets as any soldier type (so carry at least one.)
-18c: AT Cannister; a plasma bomb with enough explosion to bust a tank without worrying too much about armor weak points, expensive but worth it. Can be hand thrown too.
-18d: Grenade Cannister; Massive concussion-shock-forcewave blast and flash bang, targets too close will be exploded instead, meant as a non-kill bomb, armor suits make a need for some degree of leathal force for the concussion flasbang effect to work. Can be hand thrown too.
-18e: Smoke Cannister; Thick smoke with blindingly shiny silver beads of magnesium to falter sniper scopes and illuminate the smoke for greater visual cover. Not too healthy to breath but the standard armored helm used by everyone makes this not much an issue. Can be hand thrown too.
-18f: Plasma Mine Can; holds 5 mines that are either hand placed on low power mode and hidden from sight, or fired onto a wall on high power mode which makes a small ball chamber of plasma burn into the wall and stick, thus an effective claymore-bomb-trap set from a range. Also good for sticking into fleeing enemy butts as defense line inflitration. Motion sensors if undone by EMP will explode, only way to remove them is to explode them, thus no newly capture base or ship is done anything with until an officer has made a mine inspection after making a mine inventory check with questions about if used or not.
19-Portable Armor Barricade Set: Heavy and not very resistant to AP rockets and plasma, has a roof and MG mounts and multiples can interlock for greater sized barricade forts.
20-E. Shield Emitter: Large generator who's shield is wittled away by EMP and physical damage in the same (so don't waste EMP attacking E. Shields), lasers over charge shields but can also recharge shields weakened by physical attack, thus lasers to overcharge and explode the E. Shield Genes on ships and planets is best so as not to waste physical ammo that cannot be solar power replenished like laser ammo. All gun scopes have a laser sight that when attached to the cable from the E. Shield cable bundle can make a small hole in the E. Shields to shoot out of while not being hackable from the outside.
21-E.-Cell Bank: A fuel burning power generator keeps power current on a grid pad that E.-Cells are plugged into, mainly for keeping the E. Shields on in a barricade fortress, also laser resupply for troops.
22-Hover Tank; Snake: 3 hover cord-drones (non-hackable controls) in cord-coil-drums mounted on the front of a tiny thick armor shelled ****pit with an chair made only for armored suits that have ejection system. Only one person, for added armor, transport is done by shuttle craft that also carries tanks from orbit. Once in hidden position the tank driver then opperates one drone at a time to inflitrate a location with little risk to life, also can allow 2 other fighters from behind tank opperate the other 2 drones at the same time.
23-Hover Tank; Beetle: In place of the cord coil drums instead is an AP shell and laser bolt turret on a solid armor plate for true tank vs tank combat (as much worth that is considering strike craft and orbital strikes, is found to still have strategic value). Only one person and eject chair.
24-Cord-bomb-drone Boring Machine: Attached to the Snake Tank, digs underground tunnel big enough for tanks to reach deep underground bunkers for capture or destruction, as the Boring Machine is a Hydrogen Bomb.
25-Soldier Unit Types: There is 7 types of space warrior, the 7th being undefined in weapon layout and considered a commander. All units can carry 6 cannisters and 1 to 2 extra non-lethals pre-loaded in underbarrels of rifles if carrying 1 to 2 rifles.
-25a; SMG: Used for swarming a place for capture instead of kill. Weapons= Lightning Caster, SMG, 2 pre-load EMP 6 Cylinder Cans, 1 Plasma 6 Cylinder Can, 1 AT Cannister, 1 Smoke Cannister, 3 Grenade Cannisters.
-25b; Master Attack Sniper: Yes them, the ones we have seen in COD, one round, one busted skull, sneaking and camping yet on the attack too. Weapons= Gauss Rifle and extra ammo, optional shoulder mounts of choice, 1 pre-load EMP 6 Cylinder Can, choice of any variety of 6 other cannisters, can take momentary situational command of battle as most fighters have high regards for such master warriors, thus usually these types are given noobie commanders and fighters in the hopes of transitting experience.
-25c; Rifler: Basic ground holder all fighters start out as usually, best for keeping ground just taken by master snipers and setting up aim angle traps from behind cover. Weapons= Beam and Assault rifle, 1 pre-load EMP 6 Cylinder Can, 1 pre-load Smoke Cannister, 1 Plasma 6 Cylinder Can, 1 AT Cannister, 1 Plasma Mine Cannister, 3 Grenade Cannisters.
-25d; AT: Anti Tank and Turret, Weapons= MG w/ extra ammo, 2 AP Missile shoulder mounts, 1 pre-load Smoke Cannister, 1 Smoke Cannister, 5 AT Cannisters.
-25e; Defense Sniper: The usual boot who passed in training the steady aim under pressure tests. Weapons= Plasma Repeater & Gauss Rifle, Heavy Laser Beam shoulder mount w/ extra E.-Cell on other mount, 2 pre-load EMP 6 Cylinder Can, 2 Smoke Cannisters, 2 Plasma Mine Cans, 1 Plasma 6 Cylinder Can, 1 AT Cannister.
-25e; Sapper: The most valuable fighter on scene to the point in-battle commanders put their lives before the Sapper, does all the computer hacker, turret and tank setup and repair, and other complex non-combat-direct actions, the Engineers. Weapons=Laser Disker & 1-gauge Shotgun or any weapon and layout they choose, usually given many plasma mines, cannisters too are by choice but some tech tools are cannisters too (tech tools not included in this listing).
-25f; Commander: Either ship officers with spine or masterful warriors beyond the skill of the average master attack sniper. Not all squads have an in-field commander but orders and success is found better when the boss is with you dying too by his own orders, they tend to make more careful orders when it's their own neck too on the line (America).
26-Ship Crew Unit Types: (7 types) The much more common variety of war fighter, ship crews can be 100% female and even children as weapon systems are by press of button on a touch screen consule, even the smallest strike craft has EMP insulation so no worries about computer systems, as hacker signals cannot go through EMP insulation either. If heavy lifting repairs are needed grav. gene. can be turned off, in-battle rapairs are not advised, either run or abandon ship.
-26a; Civilian Resistance Forces: Not exactly a ship crew or space warrior, but note worthy.
-26b; Basic Ship Crew: Usually found on small starships like strikecraft, shuttles, corvettes, and frigates.
-26c; Advanced Ship Crew: Battle successful or long time trained crews for bigger starships like light cruiser, heavy cruiser, carrier, and Dreadnoughts.
-26d; Basic Planetary Defender: Fresh off planet and afraid of everything, crews the orbital defense structures or small ships in orbital light craft and lunar frigate hangers. Moons can be built from astroids thus no planet defense is without at least one moonbase.
-26e; Advanced Planetary Defender: An experienced ship-born fighter or a long time trained officer or even experienced planet defender from the fleet's failure to secure orbit, these folks are particular in their "not a joke" way of being and commanding, as not even a single boson of enemy material is to enter the atmosphere in the slightest, OCD to the max, for the people not the power.
-26f; Ship Gunner: Every turret must be crewed by a living fighter and not a robot (auto aim select to the least) thus most gun-gamers are found ideal for turret control on warships.
-26g; Ship Officer: Easy enough to do, basically a ship gunner with a little extra flar to their Charisma, but surely not half the commander that an Advanced Planetary Defender is, thus always lower rank than that of an Advanced Planetary Defender.
27-Warship Structural Combat: That is the 3 levels of defense after counter attack fails to prevent encroachment of enemy movement and weapon's fire, and other things not directly a weapon.
-27a; Energy Shields: massive in size and high energy consumption there usually is only one onboard any ship. To prevent explosion from overcharge, there are energy bleed vents that can melt overtime, laser weapons can bleed out overcharge but also overheat and melt overtime, shutting shields off while venting is best to save the shield gene., the moment of running really. Turret targeting quickly opens/closes holes in shield from inside shield to shoot at enemies, as the shiled-gene. forms a hexagonal grid with multiple emitters placed in the armor plating outside the ship. E-shields recharge from laser fire that hits them which can cause overcharge explosion of the shield gene., physical ammo strikes drain the shields however they can very quickly regenerate, thus it is more cost effective to rely on overcharge when attacking E-shields using laser fire and then destroying armor plating and hallspace with AP and bomb physical ammo strikes. Ideally once your shields are near overcharge and you must shut them off it is time to run, and most battles are filled with laser fire and few shells, missiles, and exploding starships and dead crews, for there is a lot of space to run and fight another day, and fam/factory ships supplied from mining astroid belts and gas nebulas can keep a fleet out in space for a long time, however planetary holding victors always have more resources from planets.
-27b; Armor Plating: Honeycomb pattern plates built to buckle and reshape when hit with explosions, coated with an anti laser gloss for reflecting, only AP attacks can make butter of it, once these plates are destroyed however the E-shields will have gaps if the shield genes are brought back online while that angle will also be void of armor plating.
-27c; Hall Space: These compartments whos bulkheads are always thinner armored than outerhall armor plating are best cleared away using mass explosive force, thus killing crew and destroying equipment, standard attack method is laser shields to overcharge, Pierce holes into outerhall armor, slam dunk the hoop (holes) with bombs to destroy or cripple the ship.
-27d; Attack Force Passiveness: Smaller a ship is in space the easier it can go with explosive force thus gaining less damage (unless pincer struck by 2 hits; one hit moving target into the other hit), larger warships are compartmentalized with space & shock absorb between the compartments, this allows a degree of force passive thus large warships are not too disadvantaged and can take multiple hits from various directions as expected to do. Still not moving when getting hit or moving into a hit is much more damage recieved than when running from or pushed by attacks, also fast directional change to avoid being hit completely is always the best armor, in some ways a hoard of small ships is greater in strength than large ships, a full range of all types is best, while who hits who first is always the winning ticket, however shields and armor is an increase in combat strength none-the-less, and it is best to rely on all options instead of focusing on one or the other by ideals of honorable passiveness (good armor) or effect of action (evil weapons), use both and all.
-27e; Gravity Generator: Without one the ship is dead in combat no argument. Allows rapid agility without breaking the necks of the crew, increases structural integrity, gives a pivetal point for turning, and allows motion in any direction to a moderate speed, can be built small enough for strikecraft and puts the hover into hovertanks. Only downside is that if the enemy disrupts your grav. gene. using their own grav. gene. in fuctional diviation the grav. gene. can be made to absorb torpedo attacks giving them greater velocity with less chance to miss, however the functional diviation being that the disrupting ship cannot move too much or the crew becomes injured by G-Force from movement. A stabilized micro blackhole in each grav. gene. nod is how this is done, and manipulation of gravity uses very little power consumption, and the blackhole is small enough that once it's stability field is destroyed it simply explodes into pure energy space and does not begin consuming matter around it.
-27f; Gravity Force Emitters: The same as a rocket engine yet it only uses energy from E.-Cells (thus solar sails are functional but a tactical failure), color streams are made to show grav. force for safety as these engines can tear apart the defenses and hall of other ships, these engines also go to warp speed while the grav. gene. prevents the crew from becoming pink wall paste. A largest designated engine is the warp engine that is encased in an armor shell before battles. As a blackhole pulls, a whitehole pushes thus grav. force emitters are the same as grav. genes but encase a whitehole instead while manipulating the direction of gravity force effect using similar tech as a shield gene powered armor plate emitter nod.
28-Warship Ammo Types: There is 12 basic definitions of ammo types under 4 catagories; 1-Shell (short effective range, time-bombed and straight shot only), 2-Energy (medium effective range, cools in space longer range in hot places), 3-Missile/Torpedo (long effective range, can time and target identify activate from low powered mode for even longer range), and Planetary Bombardment Mega Shells (longer time-bombed, can be snipe shot from other side of galaxy and further onto planets).
-28a; Flak Shell: Low cost range-time-exploded cluster bomb ideal against strikecraft, missiles and torpedos on counter but lacks attackability.
-28b; AP Shell: Very low cost armor piercing shell, encased in a gun-barrel-shell is shot into target when tip touches it.
-28c; Plasma Shell: When plasma is compressed into a shell istead of loose in laser energy, a lot more of it can be fired causing insane explosive metal melting force. Best shot into armor weak points made by AP Shells.
-28d; Laser Bolt: Rapid fire rate, low energy cost, moderate damage, ideal for anti strikecraft, missile, and torpedo. Also can be used to carefully recharge E. Shields wittled away by non-energy attacks.
-28e; Laser Beam: Ah the classic, the main weapon of any fleet, over charges shields, pierces armor when focused, and slices like a giant blade, and can be thinned out to hit small targets like missiles. Not too dumb to just have beam, however that is; not "too" dumb.
-28f; Laser Orb: The high energy cost, slow fire rate way to ensure a busted enemy shield generator.
-28g; Needle Missile: Despite it's name, is big enough to fit EMP insulation thus EMP in space is nothing for it is the smallest thing in space battle, ideal for anti strikecraft, torpedos, and least effective against turrets yet still is anyways. Mostly is fuel and insulation, just a tiny warhead, low cost.
-28h; AP Drill Torpedo: Moderate cost and damage gun-barrel-shafted laser tip and edged drill-warhead torpedo made to cut a path for plasma torpedos through both E.Shields and armor, a 1-2 hit combo sure to end any warship without proper protection (Flak, Bolt Laser, or Needle Missile) and is ideal for killing turrets too.
-28i; Plasma Torpedo: If you thought plasma shells were something whoa buddy... you aint seen nothing yet!
-28j; Surface Bombarder Shell: A large plasma shell for leveling planet cities and military bases alike.
-28k; Deep Pierce Velocity Shell: Similar to the AP Drill Torpedo, shoots into the ground from orbit to destroy underground bunkers, on-board timer ensures precise explosion before reaching the mantle.
-28l; Drill-head astroid directing rockets: 21 rockets drill into an astroid in even circle on one side to push it into a planet making it easier to mine resources and kill your enemies (not the evilest weapon either, hint; blackholes). Detachable for reuse, ensured to bust planet into tiny pieces, death star that!
29-Warship Turrets and Weapon Ports: Rigid forward weapons might be captain friendly, but a ship is nothing in battle without turrets. All turrets are an orb or wheel system on a short tower that allows 270 degree aiming.
-29a; Flak Tri-Turret: 2 wheel-reared flak cannons load shells from center hollow tower post while paralleled with it then returns to aim recticle posistion to fire and repeat quickly, a 3rd center wheel holds a bolt laser, and the outer side of the flak wheels have 6 needle missiles each, thus a mean little defense against strikecraft, missiles, and torpedos.
-29b; Laser Beam Turret: As classic as that might seem, it very much is indeed just that.
-29c; Laser Orb Cannon Turret: Better for anti E. Shields than any other attack reason.
-29d; Needle missile pod & pod-bank: A pod holds 9 missiles and a bank is 4 pods=36 missiles. 12 pod-banks 432 missiles or whatever.
-29e; Laser Orb Rigid Cannon: larger than it's turret counterpart and ideal for shield busting.
-29f; AP Shell Heavy Rigid Cannon: Much larger than the strikecraft cannons, small pierce shot tries to cut in while large pierce shot uses velocity to get past armor plating.
-29g; Plasma Shell Heavy Rigid Cannon: Bigger bomb bigger boom.
-29h; Rigid Orb Beam Nova Cannon: Yes that's right, the very same laser beam with laser orb tip that Goku used to vaporize Cell's final form. This cannon on a frigate and you ask, what frigate? It's just a giant gun. For when your done with that enemy ship, shields, armor, and hall all vapor in one shot.
-29i; Torpedo pod & pod-banks: A pod holds 4 (2 AP 2 plasma) while a bank is 4 pods.
-29j; Bombard Shell Deployment Shaft: A massive cannon only found on heavy cruisers and carriers.
-29k; Drone Swarm: As cordless drones are hackable, the Marine boarding craft's "snake drones" are the only drones found in space battles, usually reserved for safe infiltration of ships and bases for marines. Don't order combatants to do that which you wouldn't do yourself.
30-Fleet Starships: The term Warship refers to craft like corvettes and bigger, light craft (strikecraft and shuttles) are a starship in general or a light craft. Only strikecraft will be listed in that catagory as the variety of civilian lightcraft is worth a few textbooks in listing. Each class and type has a basic weapon layout to suggest the outfitting for that ship combat style. There are 8 classifications: 1; Strikecraft. 2; Shuttle. 3; Corvette. 4; Frigate. 5; Light Cruiser. 6; Heavy Cruiser. 7; Carrier. 8; Dreadnought. There are 44 class types of fleet grade starship, the civilian list of varieties is not included.
-30a; Strikecraft (5): Too small for shield gene.s and rely on size, agility, and speed as an armor and shields. The foward ****pit is an armored shell who's glass dome is encased in an armor shell with optic fiber cameras for the interior view-screen dome. If the main body of the craft explodes the ****pit-head will pop off and tiny directional thrusters are used to get the pilot away from battle (no weapons on ****pit-head). Strikecraft can enter E. Shields at a slow speed at greater risk from flak. The standard light craft hanger has 10 special landing gear locking pads, center runway is panels to tool and equipment storage, walls store the ammo and weapons of strikecraft, back of hanger is workshop area and tiny corner office, 2-5 engineers min-max..
_1; Interceptor: For every star in the Universe you have a 1000 interceptors as the saying goes, smallest strike craft is ideal for anti torpedo and countering other strikecraft from flank or rear. Weapons=1 laser bolt, 4 needle missiles. 1 pilot.
_2; Light Fighter: Given to elite interceptor pilots, is a little bigger and slower, made to be the +1 compared to interceptors. Weapons=1 laser beam, 2 needle missile pods. 1 pilot.
_3; Heavy Fighter: The hot rodder's dream, made to deal with warship armor and turrets with good arms vs. other strikecraft. Weapons=1 laser beam, 2 AP shell cannons making 2/3rds of the craft's structure, 4 ammo belts of 8 shells feed into the cannon's rapid fire. 1 pilot.
_4; Strike Bomber: Shell bombs are caste into targets with velocity to lessen the Attack Force Passiveness effect of explosions thus ideal for killing frigates. Weapons=1 laser beam, 2 plasma shell cannons making 2/3rds of the craft's structure, a revolver cap fitted to rear of cannons holds 6 shells each that can be rapid fired and very quickly reloaded by cargo drone-snakes in space. 1 pilot.
_5; Ultra Light Gunship: As big as a strikecraft can be without being a shuttle, has turrets for multiple firing angles. Weapons=3 tri-flak turrets. 4 crew; 3 gunners, 1 pilot (controls no weapons directly).
-30b; Shuttles (4): The most vunerable craft in battle, weak shields and armor, used for utility functions as support and mostly avoids combat all together.
_1; Transport Shuttle: The oldies who treked the stars figured that no armored space suit to land on a planet with storms too dangerous for teleporter using these ships was the best way to become infected with alien parasites and die, now-a-days women declare that dying stupidly is not sexy. Oh yes and can transport 3 hover tanks, or crew, supplies and all that cargo ship fun.
_2; Marine Boarding Shuttle: Holds 20 marines and 60 snake drones that they control from inside for first entry before going in themselves, each marine gets 3 drone lives obviously. 2 pilots one for using the laser beam and special AP shell duel-gun turret only found on this craft, as they might need to fine tune a pierced hole in a ship, in particular.
_3; Laser Orb Cannon Craft: Too big to be considered a strikecraft is purely just a cannon with some ship-like features and one crampt pilot. For giving strikecraft a chance against E. Shields of warships with only ships from a lightcraft hanger.
_4; Orbital Constructor: Hauls around bargs full of building supplies from cargo ships off planet and abroad. A fleet without them cannot fortify a planet with orbital defenses.
-30c; Corvettes (3): Even so that strikecraft are the usual cool pilot's dream those cool pilots on the mission to +1 all the others find their skills affording them the rank to deserve such an epic form of the average strikecraft.
_1; Anti Light Craft: 1 pilot, 2 gunners, Weapons= 12 needle missile pod banks on wings top & bottom sets of 3, 2 tri-flak turrets top and bottom centered.
_2; Anti Warship: 1 pilot, Weapons= 2 outer wing mounted Laser Orb Cannons, 2 inner AP Shell Heavy Cannons, 1 centered Plasma Shell Heavy Cannon, 2 each of torpedos on wing tips.
_3; Elite Marine Boarder: Uniquely built by the request designs of the elite marine team themselves. Not one of these are built until the marine team makes that rank, each is highly prized and their loss is scorned by the warrior's honor of; "if they died we won't do much better". So keep these jewels safe fleet commanders, for they are the designated war heros of fame.
-30d; Frigates (5): The most standard of warships, cheap and enduring, makes up at least 40% of any faction's total fleet count, their crews not always the most fighting of types and maybe drafted, the starting point for any fleet commander and captains fresh out of training.
_1; Anti Light Craft: 2 pilots, 10 gunners, Weapons=8 tri-flak turrets, 2 laser beam turrets, half on top other on bottom, and 6 needle missile pod banks on front.
_2; Torpedo Fighter: 2 pilots, 4 gunners, Weapons= 1 forward laser orb rigid cannon., 2 beam turrets top & bottom, 2 tri-flak turrets left & right, 4 torpedo pods on sides of laser orb rigid cannon.
_3; Nova Angel: 1 pilot, 2 gunners, Weapons= 2 tri-flak turrets on a Laser Orb-Beam Nova Cannon with engines on it.
_4; Tank Frigate: 1 pilot, Weapons= 1 light rigid AP shell cannon, 1 light rigid laser orb cannon, great deal more shields and armor.
_5; Light Transport: 1 pilot, no weapons good armor average shields.
-30e; Light Cruisers (6): For crews who's star legs don't shake as much as those who's boots are yet free of planetary soil. All light cruisers can only have 1 standard light craft hanger.
_1; Exploration Cruiser: The all beloved classic of Star Trek, Has small amount of all features other Light Cruisers have, unique in their design, the weapon layout is minimal, but the scouting from these are the make or break of any faction's total fleet survival-ability.
_2; Medical Cruiser: Any commander trying to convince these ships to have weapons is immediately stripped of rank, their usage is quite obvious, and their crews have no time for anything else.
_3; Science Crusier: Starts off as a barg no bigger than a frigate, however over time many odd mods are attached and removed and these unique ships are ever changing and never to a standard.
_4; Medium Transport: 1 pilot, no weapons, good armor average shields.
_5; Striker Cruiser: Just as deadly as it sounds, 2 pilots, 10 gunners, Weapons= 4 laser orb cannons, 4 AP shell heavy cannons, 2 plasma shell heavy cannons in a wide X pattern forward of ship with 2 torpedo pod banks, 8 tri-flak turrets, 2 laser beam turrets top & bottom, no hanger.
_6; Tank Cruiser: 1 pilot, Weapons= 1 laser orb cannon, 1 AP shell heavy cannon, great deal more armor and shields.
-30f; Heavy Cruisers (4): When people talk of Battleships, they are refering to the heavy cruiser classification, thus all combat heavy cruisers are called a Battleship.
_1; Heavy Transport: 1pilot, no weapons, great armor and average shields.
_2: Heavy Tank Cruiser: Even though a tank type has multiple crew and turrets, usually only used to support carriers against strikecraft, the classic space battle scene where there are many large ships together, 2 pilots, 26 gunners, Weapons= 6 laser beam turrets, 20 tri-flak turrets, extra armor no hanger.
_3; Torpedo Broadsider: 2 pilots, 4-10 engineers, 20 strike pilots, 12 gunners, Weapons= 6 torpedo pod-banks +1 pod= 50 AP tor. & 50 Plasma tor., 4 laser beam turrets and 8 tri-flak turrets top and bottom, 1 Laser Orb-Beam Nova Cannon, 2 hangers in rear of triangular ship.
_4; Planet Bombard Marine Cruiser: 40 planet surface bombard shells, 120 planet pierce shells, 4 hangers, 8 tri-flak turrets, 2 laser beam turrets, and many transport shuttles to carry hover tanks and armor suit troops. 2 pilots, 10 gunners, 20 shuttle pilots, 200 space marines, 30 hover tanks.
-30g; Carriers (10): All carriers have decent armor but epic energy shields with no hold back on the venting, minimal weapons, and very many hangers or storage space. Always has other ships to support it's defense that never leave it's side to the death, mostly battleships.
_1; Robotics Industry Carrier: weaponless factory-ship that uses astroid belts, comets, scrap from battles and other cosmic things to make ammo, fuel to charge E. Cells with power gene.s, and parts for repairs, is the source of the starting seed that a new robotics industry system comes from onto newly conquered planets.
_2; Ammo Carrier: resupplies large fleet groups with fuel, oxygen, and food as well, but no repair parts, no weapons. Water recycling systems allow for better logistics in resupply.
_3; Cargo Carrier: A general item mover for military and civilian hauling like the other transports.
_4; Colonizer Carrier: A rare ship to see during war time, however full planetary evacuations are a need no matter your command skill. No weapons.
_5; Planetary Bombardment Carrier: An honorable warrior would vomit at the sight of such evil however, 21 astroid director rockets, 250 planet surface shells, 2400 planet pierce shells. 8 tri-flak turrets, 2 laser beam turrets.
_6; Corvette Carrier: even so that corvettes have their own warp speed ability, a carrier for them still makes thing easier. Holds 20 corvettes. 8 tri-flak turrets, 2 laser beam turrets.
_7; Light War Carrier: Best for attack and check point hold missions. 10 hangers, 8 tri-flak, 2 laser beam turrets.
_8; Medium War Carrier: Best for general fleet and planet defense patrol missions. 20 hangers, 12 tri-flak turrets, 4 laser beam turrets.
_9; Heavy War Carrier: Best for reserved trainee forces and final hour tactics. 40 hangers, 16 tri-flak turrets, 8 laser beam turrets.
_10; Deep Space Carrier: Uniquely built mega ships sent to the deepest parts of space with no return order, resupplies like a factory ship, sets up deep space artillery platforms that snipe planets from far away with bombardment shells with many missiles and torpedos to defend the massive shells from counter strike without guarding it using crewed ships. A near solid way to preserve your faction's culture from being erased by the enemy.
-30h; Dreadnoughts: Unique and standard designs, on average has 10 hangers, over 100 turrets, an evil amounts of torpedo pod banks, but is always meant for ship to ship combat, thus a planetary bombardment carrier will usually find safe haven at the flanks of these monster ships, some dreadnoughts are void of anything but one weapon that being a mega beam like found on planets for shooting at planets and other dreadnoughts from a support position, however weapon size and power consumption limit while also powering engines, lifesupport, and other ship systems, limits the amount of other weapons able to be placed on these, cost and tactics deem it more wise to build mega-beam dreadnoughts to have only one weapon so that it can focus all it's power and action to the beam, however some empires do invest more into this type and try to push their industries to making more of "the top dog ship" it is hoped that strikecraft and other small cheap fighting forces can destroy these "true dreadnoughts" but little is known for the hopes of the weak single planet nations to the might of industrially masterful imperial might of multi-galactic empires.
31- Planetary Defense Orbitals & Bases: 15 basic definitions of planetary defense systems, these are some serious pieces that make any attack a costly one, even without warship support.
-31a; Planetary Defense Mega Beam: Geo-thermal powered, a cold-fusion laser beam that has extremely long range from being cold as space but requires massive amounts of energy to fire, best against deep space bombard shells and large warships like dreadnoughts. nick named the shield beam, a planet without these are no planet at all.
-31b; Surface & underground bunker planet bases: Mainly for orderly passage into civilian life for military folk and slows enemy occupation with gorilla warfare tactics, evil empires use these for oppression and slavery of the planet's people.
-31c; Planetary Central Command (Spaceport): Surface base only, the chivalrous bait that marks success or failure of planetary defenses in total and if blackhole bunker needs to become auxillery command before final count down.
-31d; Robotics Industry Facilities: Does all the work with minimal crew, builds cities for civilian and military folk, leaving the only work to do is medical, science, art, or war. Also builds pleasure cities that escape the warfront to allow the otherside of human existence to live without the stress and worries of war and industry. Known as Freedom cities to some, war-minded folk only see them as casualties.
-31e; Probe-Observatory Orbital Station: Maintains probe patrols for early warning detection & anti comms jamming against reinforcement summons for planet defense.
-31f; Lunar Frigate/Corvette Hanger Bunker: Guarded same as the planet, gives orbit a flotilla and a base for enemies to attack buying the planet more time.
-31g; Orbital Fleet Supply Station: Takes supplies from planets & distributes goods to visting fleets and military transports.
-31h; Wormhole Portal Station: Expensive yet faster way to connect trade and patrol routes between solar systems, one path is 2 stations, usually only the sun sector has these as they require extreme solar power or other power sources. On average an enemy will want to capture both, but destroys one as the other is shut off defensively.
-31i; Orbital Beam Defense Grid: Solar-telsa-field powered from multiple solar stations and backup power E.-Cells on laser beam platforms, the grid pattern of these 100s of mini stations form a sphere around the planet and moon and reposistion as needed. Best against light craft and torpedos, does well against warships too.
-31j; Torpedo Hanger Station: Needle missiles, AP and plasma torpedos, everything the beams need in support.
-31k; Orbital Strikecraft Hanger Station: With all the strikecraft needed to turn the tables on a desparate defense.
-31l; Deep Space Artillery Station: Even though an attack system against planets, is more kill with less loss for your side of the fight, defending your attackers from being killed sort of defense.
-31m; Planetary Blackhole Fail Safe: Multiple deep bunkers with particle colliders to make blackholes incase the enemy tries to harvest the planet for resources and fails to defend itself. Bushido Code.
-31n; Galaxy-Supermass-Blackhole-Distabilizer Station: An evil empire's galaxy conquering strategy; "if galaxy cannot be only one empire's property, then no one can have it! Same as the planet fail safe but collapses the entire galaxy into it's own central supermassive blackhole with a special laser beam.
-31o; Chivalry Envoy Probe-ship: Unarmed crew of elite hostage negotiation mastery, designed particular for the Supermass Distabilizer, annouces self as slowly appoarches, can self destruct instead of slavery, usual outcome though is; and any fool who dares flap their lip at me this way again will die in the same.
-32p; Planetary Shield Grid and Magnetic Field Amplifier Polar Bases: Grid is generated from orbital stations also powered by solar-tesla-field with non-destructive energy beams focused onto a power recieving solar-panel-like dish which recieve the energy beams from hydrogen-nuclear reactors, this entire power system is separate from the Orbital Beam Defense Grid and can redirect power supply to power substations of the OBDG. The E-shield-field-generator-stations which have the non-destro energy beams only can make a limited radius and once one fails moving another in it's place only opens a hole on another side of the planet, the magnetic field amplifier bases on planet are a second to last resort activation as prolonged exposer to lethally intensified magnetic fields from under or near the true-field-space can cause severe health effects and only when planet surface life is secured in thick armor plate bunkers can they not be effected by the planet's semi-natural shield against all matter and energy it is geared to vaporize if something passes through the actual field itself. How to get past this defnse field is rather simple, press material and destructive energy onto it's thinner part as far from the planet's polar regions until a limited time gap is made, then swing far and wide all weapons fire to the destroy the mag-field generator bases across the sky, this attack path is predictable for defenders however do not rely on just those angles for an easy defense hold of the planet. In all scenarios of defense shield and armor is slowing down the gradual effect of weaponary destruction, so long as you weapon-strike attacking targets as if you have no armor and shields the advantage of thicker heavier shields and armor of stationary defenses can outbest the lighter armored targets who are attacking, however keep in mind that speed and agility are an armor intelf in the way of geting out of the way of weapon's fire to take no damage is much less damage than being hit. Being an accurate fast shot as well as being able to misdirect targets into traps of crashing into their allies and/or into the fire-zone of more accurate shooters is how to take the dodgy fast attacker's self defensive advantage away from them. In any combat situation no matter on what scale the battle should not last more than 10 minutes, the "framerate" of your mind's senses make a second feel like a minute, fast computers and fast reload/recharge rates are everything in development of combat tech, thus in short do not rely on shields and armor so much as actually hitting back, however also take every slight advantage you can muster, if armor and shields gain just a second more time to win, than invest as as you can in every bit of what will tip the scales to your favor, if there was armor and shields that could outlast the most powerful weaopns forever then it would be the only defense and that faction would then not have weaopns if they are good, or would still destroy others from behind perfect shields and armor, one would hope to be able to destroy targets so they know what they are building shields and armor against, furthermore any physical manipulation of space can be a weapon, like crushing a target between 2 shields, overwhelming one force with equal force. The best that can be hoped for in that scenario is 2 fields of equal force press against eachother equally forever allowing both opposing factions to exist without destroying the other. All methods of destruction must be practiced least an enemy destroys their enemy before the enemy can defend itself from it's enemy.
32-Resources and trade goods: 3D printer micro factory units can take material to an atomic level and form any item but still require the certain material and is not yet able to reform pure boson energy into anything such as iron into water etc.
-32a; Hydrogen: the primary fuel for power generation anywhere, as grav-force engines only need electrical power it is the only fuel needed and found commonly everywhere.
-32b; Oxygen: usually mixed with CO2 and other gases as pure oxygen is toxic to breath after awhile.
-32c; Water: Usually recycled in space to cut back storage space usage, also used to make hydrogen fuel cells for micro nuclear reactors and Oxygen for lifesupport systems.
-32d; Food Nutrient Solution: precisely measured to fulfill all the body's needed material to be used in Food-3D-printers which have a variety of dishes to choose. Also is used in making certain medical supplies in a serum crafter.
-32e; Biowaste: from recycled water of bathroom units, discarded food, and other instances of the sort to be used in making fertilizer at hydroponic farms which make food nutrient solution from plants grown in water and rock dust mixed with fertilizer.
-32f; Fertilizer: processed from biowaste into precisely measured nutrient amounts that are ideal for the standard Genetically Modified Clone Plants that are processed to extract the base nutrients such as protein and fiber to then be made into Food Nuirient Solution.
-32g; Ingots and gases: Iron, silicon, copper, carbon, titanium, diamond, neon, argon, and various other refined raw materials all go into building the various things listed before.
-32h; Components and Tech: a variety of parts and devices in listing more than any one human mind could remember that goes into building everything else from simple cogs and wires to motors and computers and many other things, in general terms these are all the "guts and skin" of the final item, ship, or structure.
-32i; Medical gear and serums: a variety of all the supplies sickbays and hospitals need to fix injuries and cure diseases, similar to components and tech in the way that it is ever changing in discovery and improvement and too many things to list in a military generalized listing.
-32j; luxury consumables: such things as alcohol and marijuana oil as well as other other food and drinks that induce pleasure with little to no benefit to health, great for moral but a threat to productivity.
-32k; luxury wares: certain items like toys, decorations, gaming computers, jewelry, fine clothing and other materials items of little or value to "hard-survival-needs" such as industry and war.
-32l; Flex Weave Cloth: a highly advanced yet inexpensive airtight smart cloth with semi-organic-mechanical threading that responds to micro computer chips within the cloth that fits a perfect comfortable tight fit around the wearer according to personal computer settings or to it's standard programmed "clothing mod" or is just a blanket with a flexable touchscreen that generates power from it's belt buckle to both body heat and motion as well as plugged in power source, can be set to make different patterns and colors. When combined with a space helmet like discribed at start of the listing it can become a spacesuit, even though it protects from radiation and other environmental penatrations it does not prevent blunt force injury, certain levels of cut/pierce damage, and high intesity energy radiation such as laser weapon fire, regardless it is a trade substance mass producted to a standard of predictable consume/demand rate.
-There are many other trade variables than just 12 but this listing is only a generalization of an otherwise massive database or a city of textbook libraries worth of things to just to name let alone explain in detail of how to gain, make and how to use, I would hope various game Devs would know more about modern material market past my own basic knowing that wood is good for building and staying warm like most of us common folk, however I am certain that I could handle 120 different trade items or more in management game style. Past all the combat stuff in this list once an area is well secured it would then be time to get down into the robotic industry and hyper refined super city life similar to the game "The Final Earth 2" like seen here on AG, considering true management you cannot only wield military might or only oversee management of production when trying to play a galactic top leader (President, Overlord, The-Boss-bro, whatever you call it...) but must know that in true "from-solo-start-up" you must secure ground and also have a cultural living system under a likeable government system that people will follow and fight to the death for when most works can be done by robotics but not with AI and enslaved brains in jars, as explained before only certain high education jobs would still exist in the perceived future before the achievement of particle science when humans would have god-like power, explained below.
33- Mind Control Signals: Are illegal, further more thousands of years of evolutionary training combined with the signals, has made all peoples Universe-wide uncontrollable by any other means than freewill choice based on educated logical reasoning from childhood, money/prison method, or death and torture method (the last being least controlling as the controller will find self hatred. Even so the anti controllists must always be on the hunt for those who would undo the artificialized evolutionary training, that is the immunization from the disease of another human's over inflated ego murdering and replacing your personality, memories, and freewill. But thankfully in a wierd way the warriors of the future will not have to worry about not being able to fight, and these space war themes will be reality, whether we want to or not, military draft sort of thing, absolutely no mind control at all. Question is how many varieties to mind control signals is there? Brains in jars, natural brainwave enhancement of those still with their bodies, a combination of both, artificial thought data packets made from semi-organic computers as well as fully mechanical computers, genetically modified paracites and/or virus that responds to signals while making our brains weak, all those combined, and many other varieties all most likely will come about from various nations, factions, singular intellectuals making their own organization for power over others, as well as rogue anti control secruity that either through patient inflitration or on a whim turns the tables from the inside.
34- Wielding of Particle Science: as once the ability to reform boson energy simply by thought as a god would do to be immortal while time traveling has yet to be achieved in this futuristic time period all materials, objects, job/life types, and tedious struggles in wielding all what has been listed is performed out of need from result of youthful ambition and the desire to not die as immortality and time travel has yet to be proven and true survivalists are made ill to the thought of waiting around on a gamble. If it is discovered that there is a limit to the boson energy of the multiverse then immortal childbirth will be made illegal, until then however the old survival method of securing home space for childbirth in the form of national military secured space to be dediated to the defined cultural behavior a.k.a. laws of an empire are still performed while other systems of intelligent lifeforms do the same and find another variety to be undesirably alien, unlawful, or truly threatening according to their own ways of existing. This sort of upheval of warfare of doing away with another over space and resources become worse once particle science immortality time travel is achieved and it is discovered that there is a limit to the boson energy of the multiverse. For boredom will set in over time while existing forever, the development of your own desired culture and adopted varients of others will be hindered by the limitation and leaves you with only the 2 options of either being happy with what you have or consuming others to reform their boson energy into what you would want instead, hopefully there is no limit to the boson energy of the multiverse, but if there is being happy with you got and never striving for more is more than just a teaching of various religious groups but a serious law for the sake of immortal survival as well as not having immortal-childbirth, for desiring new people is becoming bored with those you already know, you have the right to block certain folk from your perspective, however you cannot destroy them for being someone you do not like and you must forever love those who you do like and not become bored of them, least you end up blocking out everyone and living in miserable loneliness unless that is a better life for you while playing in certain simulations forever, not everyone is the same, and to make alterations to someone's personality too is illegal destruction of a lifeform.