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| Ship Information | |
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Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Ship Information 9th February 2019, 5:05 pm | |
| Ship Template Name: (Ship Name) Owner: Name of Pirate (Crew) who own's ship. Type: (Ship Type) - Ship Type List & Comparison:
Ships follow a Classification System using 6 Features: Propulsion, Durability, Artillery, Size, Sonar & Maneuverability
Key - Uses *, 10* = The Best 1* = The Worst
Ship Type - Pro - Dur - Art - Siz - Son - Man Dreadnought - 10* - 8* - 9* - 2* - 9* - 9* Imperial Destroyer - 9* - 6* - 10* - 8* - 7* - 7* Ship of the Empire - 7* - 10* - 7* - 10* - 7* - 6* Ship of the Line - 7* - 10* - 7* - 9* - 6* - 6* Riftship of the Line - 8* - 6* - 9* - 8* - 7* - 7* Destroyer - 9* - 6* - 8* - 2* - *7 - 8* Riftship - 8* - 4* - 6* - 2* - 7* - 7* Ironclad Battleship - 7* - 7* - 7* - 6* - 6* - 5* Junk - 7* - 5* - 2* - 7* - 5* - 5* Battleship - 6* - 6* - 6* - 8* - 6* - 6* Ironclad - 6* - 7* - 5* - 7* - 6* - 5* Voidship - 7* - 3* - 5* - 1* - 6* - 7* God-o-war - 6* - 5* - 7* - 5* - 5* - 6* Man-o-war - 5* - 5* - 5* - 5* - 4* - 4* Galiot - 2* - 3* - 1* - 6* - 3* - 3* Void Corvette - 4* - 3* - 5* -4* - 4 * - 4* Airship - 5* - 2* - 3* - 1* - 3* - 3* Brig - 3* - 3* - 3* - 3* - 3* - 3* Frigate - 2* - 2* - 3* - 3* - 2* - 2* Corvette - 3* - 2* - 2* - 4* - 2* - 2* Carrack - 3* - 2* - 1* - 4* - 3* - 2* Galley - 2* - 2* - 2* - 4* - 2* - 1* Cutter - 3* - 1* - 1* - 1* - 3* - 4* Galleon - 1* - 3* - 2* - 2* - 2* - 1* Schooner - *2 - 2* - 2* - 3* - 1* - 2* Cog - 2* - 1* - 1* - 1* - 2* - 3* Sloop - 3* - 1* - 2* - 1* - 1* - 2* Sailboat - 2* - 1* - 1* - 3* - 2* - 1* Airboat - 3* - 1* - 1* - 2* - 1* - 1* Boat - 1* - 1* - 1* - 3* - 1* - 1* Airraft - 2* - 1* - 1* - 1* - 1* - 1* Dingy - 1* - 1* - 1* - 2* - 1* - 1* Raft - 1* - 1* - 1* - 1* - 1* - 1* Barrel - 0* - 0* - 0* - 1* - 0* - 0*
No of * - Rank Equivalence in Helmsman Tier Chain 0 - Tier Chain Incapable 1 - F Tier Chain incapable (D- = Raft/Dingy, C- = Airraft, B- = Boat, A- = Airboat) 2 - E (D = Airraft, C = Boat, B = Airboat) 3 - D 4 - C 5 - B 6 - A 7 - S 8 - SS 9 - SSS 10 - SSS+ *Note: Ships capable of Flight always use Tier++ while in the sky while using Tier+ while on the ocean. Ships capable of Diving always use Tier++ while underwater while using Tier+ while on the ocean. -Rafts are able to be customized by anyone not just limited to Shipwrights, however due to being rafts they'll only ever be able to reliably fit one person and they never have cannons. *Note: Sailboats, Carracks, Galiots & Junks are used by Civilian NPC's in random encounters and while docked on an island, the Sailboats contain various items of low-mid quality, Carracks main commodity are Carves & Living Goods, Galiots main commodity are non-carve raw materials & Junks main commodity are various items of mid-high quality.
Appearance: What does it look like? Please include a picture & a description, which can be further fleshed out in the Features section. Features:- Propulsion:
Propulsion refers to the distance covered by the ship when being propelled by Fuel Sources, and is what is used to resist being pulled into whirlpools (Fills the spot of Strength with Helmsman Tier Chains). It is common knowledge that ships of a certain size become too large to manually move while those strong enough to do so end up burning up precious stamina to do it if they are also not of a certain size. Thus ships typically have sails which use wind materia to propel them in addition to manually powered ships. Ships cover distances per Turn, not per P.T this is because they can alternate the direction that they travel during the P.T but they will always reach end of their traveled distance at the conclusion of their turn. Ship Propulsion* (Fuel Use per Turn) - Distance Traveled Per Turn - Stamina Loss Modifier for Manual (Size Req. to Offset) 1* (D) - 1x - 1 Each P.T (Medium S) 2* (D) - 2x - 2 Each P.T (Medium M) 3* (2 D) - 3x - 3 Each P.T (Medium L) 4* (2 D) - 4x - 4 Each P.T (Medium XL) 5* (3 D) - 5x - 5 Each P.T (Large S) 6* (3 D) - 6x - 10 Each P.T (Large M) 7* (4 D) - 7x - 20 Each P.T (Large L) 8* (4 D) - 8x - 30 Each P.T (Large XL) 9* (5 D) - 9x - 40 Each P.T (Colossus) 10* (C) - 10x - 50 Each P.T (Titanic)
*Note: When utilizing Sails, certain weather is capable of generating enough wind materia to provide propulsion. However in the absence of said whether especially among larger ships alternate methods of propulsion will be required. Weather - Wind Materia Available for harnessing with Sails (Each P.T) Any Other type of Weather - D Clear Skies - 2 D Fog, Sunny - 3 D Humid, Snow - 4 D Cloudy, Windy - 5 D Rainy, Hail - C Heavy Rain - B Blizzard, Sandstorm - A Thunderstorm - S Tornado - SS Rotating Thunderstorm - SSS Hurricane - Z
Furthermore in large ships Manual is still possible with certain ways: 1. Physically towing the Ship, which requires the tower to have Strength Tiers high enough to pick up the ship (All Ships use the WL of their size + any additional weight gained as a result of their composition). 2. Crew members (typically Swabbies) being used to move the oars of the ship with the stamina drain being split evenly among them. Strength is stacked as long as they all row at the same time, and if the threshold to move the ship is reached then the ship will be able to move.
- Artillery:
Artillery refers to the number of cannon slots a ship has, the complexity of the cannons aboard the ship & what cannons use to determine their cool-downs in regards to time. This is important as it determines exactly how many cannonballs (and other projectiles) can be fired by the ship at it's base level. Base level of course meaning without additional modifiers whether from Gunners or in regards to Cannon Cool-downs (Fulfills the spot of Barrier in Helmsman Tier Chains). The Ratio of Broadside Cannons to Free Cannons (those positioned elsewhere) always goes, 4:1. This means on either the Port (Left) or Starboard (Right) will both have 2 Cannons for every 1 Cannon placed elsewhere on the ship. Furthermore to avoid clutter, typically Ships with multiple decks will have their cannons spread out within them which helps with aiming for specific targets as unlike Free Cannons, broadside cannons are static in that they can't be shifted around only placed into position by moving the ship itself. Ship Artillery* (Complexity of Cannons) - No. of Cannons - Time used for Cannon Cool-Downs 1* (D-rank) - 0 (Raft, Airraft, Boat & Airboat) 1 - P.T 2* (C-rank) - 2 - Every 2 P.T 3* (B-rank) - 3 - Every 3 P.T 4* (A-rank) - 4 - Every 4 P.T 5* (S-rank) - 5 - Every 5 P.T 6* (S-rank, Can be Elemental but only Primary) - 6 - Every Turn 7* (SS-rank, Can be Element but only Primary) - 7 - Every 2 Turns 8* (SS-rank, Can be Elemental but only Primary & 1/8th of Free Cannons can have shared Abilities) - 8 - Every 3 Turns 9* (SSS-rank, Can be Elemental but only Primary & 1/8th of Free Cannons can have shared Abilities) - 9 - Every 4 Turns 10* (SSS-rank, Can be Elemental but only Primary or Specialized Primary & 1/8th of Free Cannons can have shared abilities) - 10 - Every Turn 5 Turns
*Note: Bounty Hunter Ships are notable in that all of their Cannons are Free Cannons even if they are positioned at what is considered broadside. Furthermore the amount of Free Cannons which can possess abilities on such ships (when applicable) vary. Type of Ship - Free Cannons which possess Abilities (Req. to Unlock) Airship - 1/8 (A-Class Bounty Hunter) Riftship - 1/6 (S-Class Bounty Hunter) Destroyer - 1/4 (Warlord) Dreadnought - 1/2 (Deva)
- Durability:
Durability refers to the number of layers a ship has, and fills the spot of Defense in Helmsman Tier chains. This is important as ships are a special class of Vehicle Puppets in that they have various layers each of which have compositions can be comprised of various materials & gems are actually included as part of the number of raw materials in the composition due to being unable to bestow their properties upon being crushed up during the creation process. This makes their durability often far exceed that of normal puppets making them difficult to destroy unless if brutally overpowered or through drawn out combat. Depending on the type of Pirate ships are made from various things: -Pirate Ships are typically made out of Plant based Raw Materials, but can incorporate Carves, however they are never made out of Metal. -Privateer Ships are only made out of Metal based Raw Materials, but can incorporate Plant based Raw Materials, however they are never made out of Carves. -Bounty Hunter Ships are only made out of Carves, but can incorporate Metal based Raw Materials, however they are never made out of Plants. -Buccaneers not only can be made out of any of the three but typically end up as patch-work jobs (without a Shipwright) or blends of the three typically due to galvanizing parts from ships they have destroyed. Ship Durability* (Grades Usable for Composition) - No. of Layers - No. of Raw Materials Comprising (Max Amount Used Per Layer) 1* (I) - N/A (N/A) - 1 (Raft = 3 D, Airraft = C, Boat = B, Sloop = A) 2* (I, Up to II in Gems) - 1 Layer - 2 (A) 3* (I, Up to III in Gems) - 1 Layer - 3 (S) 4* (II & Below, Up to IV in Gems) - 2 Layers - 4 (SS) 5* (II & Below, Up to V in Gems) - 2 Layers - 5 (SSS) 6* (II & Below, Up to VI in Gems) - 3 Layers - 6 (2 SSS) 7* (III & Below, Up to VII in Gems) - 3 Layers - 7 (3 SSS) 8* (IV & Below, Up to VIII in Gems) - 4 Layers - 8 (4 SSS) 9* (V & Below, Up to IX in Gems) - 4 Layers - 9 (6 SSS) 10* (VI & Below, Up to X in Gems) - 5 Layers - 10 (9 SSS)
- Size:
Size acts as not only to determine the maximum crew able to be on a ship but likewise as a modifier for all of the other categories (Fulfills the spot of Endurance in Helmsman Tier Chains). This is because the larger the ship, the larger scale modifier it uses in regards to distance traveled, number of cannons, sonar range & the number of raw materials comprising each layer. However size isn't always a good thing as large ships suffer in regards to requiring more fuel to move, being harder to repair, longer cannon cool-downs and decreased turn rate in regards to smaller ships. The Smallest Ship is a Raft which is Humanoid sized, whereas the Largest Ship is the Ship of the Empire which is larger than any Bijuu sized Creature despite being smaller than the average Titanic creature and all ships fall within that spectrum of size. Ships go by Actual Size however for exact sizes please see the Item & Measurement Information. Ship Size * (Actual Size) - Traits - Modifiers (Distance, Cannons, Sonar, No. of Comp.)/Penalty Modifiers (Fuel, Turn Rate, Repair Cost, Cool-Downs) 1* (Humanoid-Medium S) - No Deck - 1x 2* (Medium S-L) - 1 Deck - 2x 3* (Medium M-XL) - 1 Deck - 2x 4* (Large S) - 2 Decks - 3x 5* (Large S-M) - 2 Decks - 3x 6* (Large M-L) - 3 Decks - 4x 7* (Large XL) - 3 Decks - 4x 8* ("Bijuu" Sized) - 4 Decks - 5x 9* (Colossus) - 4 Decks - 6x 10* (Titanic) - 5 Decks - 7x
*Note: When using smaller ships in a battle with other larger Ships, and things bigger than it such as Medium, Large, Colossus or even Titanic Creatures & Bijuu it is possible to increase the distance the ship covers during a movement by a scale modifier. This is done by either multiplying the Fuel price to move by the scale one wishes to reach or by the individual steering the ship paying a Stamina price equal to ones rank each time the scale multiplier is to be increased by 1x more while the ship moves normally (Those without the Helmsman Specialization are unable to do so while manually propelling the ship).
- Sonar:
Sonar refers to the distance at which your ship can accurately fire their cannons to hit moving objects, detect other ships, underwater creatures &/or potential obstacles (when applicable). It likewise fills the spot of Reaction in regards to Helmsman Tier Chains though typically most of the Sonar related ship functions is located in the "Crow's Nest" which the Look-Out primarily makes use of. Ship Sonar* (Size of Objects Capable of being Detected) - Sensory Types Utilized by Sonar - Cannon Aiming (Contact, Short, Mid, Long) 1* (Titanic) - N/A (Naked Eye Only) - Tier-, Tier-, Tier-, Tier- 2* (Colossus & above) - 1 - Tier, Tier-, Tier-, Tier- 3* (Bijuu Sized & above) - 1 - Tier, Tier, Tier-, Tier- 4* (Large XL & above) - 2 - Tier, Tier, Tier, Tier- 5* (Large L & above) - 2 - Tier, Tier, Tier-, Tier- 6* (Large M & above) - 3 - Tier+, Tier, Tier, Tier- 7* (Large S & above) - 3 - Tier+, Tier+, Tier, Tier- 8* (Medium XL & above) - 4 - Tier+, Tier+, Tier, Tier 9* (Medium L & above) - 4 - Tier++, Tier+, Tier+, Tier 10* (Medium M & above) - 5 - 1-rank Above Tier-, Tier++, Tier+, Tier
*Note: For those objects Medium S & below, one is unable to utilize Sonar to detect them, however Look-Out's can still spot such ships by their own means. Furthermore in regards to cannons, the closer one is within the cannon's firing range (dependent on Cannon Complexity &/or Ship Size)
- Maneuverability:
Maneuverability refers to how quickly ships can turn (steering ratio) how quickly they can Slow down or accelerate (Turns to gain or slow-down 1-rank) & position their cannons (both free & broadside, albeit the latter having to deal with how fast they can emerge or be concealed). It is also what determines how fuel efficient a Ship is when size is taken into account & finally it fills the spot of Speed in regards to Helmsman Tier Chains. In regards to Steering Ratio, ships use a Compass Rose (points on a compass) to determine how quickly they can turn as they move from 1 point on it to another every P.T before completing their movement (Propulsion) at the end of the turn. Ship Maneuverability* (Compass Rose, Turn Rate) - Accel/Decel Spd (Cannon Positioning) - Fuel Efficiency (Size Modifier Negated) 1* (32 Point, 4 P.T to Turn once) - 10 Turns (10 P.T) - 1x (Humanoid) 2* (32 Point, 3 P.T to Turn once) - 9 Turns (9 P.T) - 2x (Medium S) 3* (32 Point, 2 P.T to Turn once) - 8 Turns (8 P.T) - 3x (Medium M) 4* (32 Point, 1 P.T to Turn once) - 7 Turns (7 P.T) - 4x (Medium L) 5* (16 Point, 3 P.T to Turn once) - 6 Turns (6 P.T) - 5x (Medium XL) 6* (16 Point, 2 P.T to Turn once) - 5 Turns (5 P.T) - 6x (Large S) 7* (16 Point, 1 P.T to Turn once) - 4 Turns (4 P.T) - 7x (Large M) 8* (8 Point, 3 P.T to Turn once) - 3 Turns (3 P.T) - 8x (Large L) 9* (8 Point, 2 P.T to Turn once) - 2 Turns (2 P.T) - 9x (Large XL) 10* (8 Point, 1 P.T to Turn once) - 1 Turn (1 P.T) - 10x ("Bijuu" Sized)
*Note: The steering ratio is the ratio of the number of degrees of turn of the steering wheel to the number of degrees the ship turns as a result. The simple explanation is that a ship's steering ratio determines how much a ship can shift it's position every P.T before it's movement is complete by the end of the Turn. Because of how ships are no ship will ever be able to make a half turn in 1 P.T however a particularly maneuverable ship may be able to do so before or by the end of the turn. Ships which are capable of Flight (Airraft, Airboat, Airship, Voidship, Void Corvette, Riftship & Riftship of the Line) include turning up or down in regards to being able to alter how they ascend higher or lower into the air, this is due to ascending or descending vertically without turning being impossible for them.
Acceleration & Deceleration speed can be customized to a certain degree by a Blacksmith or a Shipwright who has the Sailor Specialization when creating or improving a ship respectively. This involves increasing one in exchange for decreasing the other (Thus the ship gains speed faster but loses speed slower & vice versa). In addition Smaller Ships have their Acceleration & Deceleration Times refer to the amount of time it takes for them to increase or decrease their speed using a different amount than simply 1-rank. Medium XL - 2-ranks Medium L - 3-ranks Medium M - 4-ranks Medium S - 5-ranks Medium S (Boat, Airboat) - 6-ranks Humanoid (Raft,Dingy,Airraft) - 7-ranks
*Note: Due to Ships of certain sizes accelerating/decelerating for more ranks than others their is a simple chart to determine how much they accelerate up to in less time. 2-ranks Means that it can Accel/Decel 1-rank at Half the Turns a larger ship can, this caps at 5-ranks with those Ships smaller than Medium S Accel/Decel in 1 Turn varying: Medium S (Boat, Airboat) = 1-rank++ Humanoid (Raft, Dingy, Airraft) = 2-ranks
Maximum Crew Size: 0/(See Piracy Information) - Code:
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[center][b][u]Ship Template[/u][/b][/center]
[b]Name:[/b] (Ship Name) [b]Owner:[/b] Name of Pirate (Crew) who own's ship. [b]Type:[/b] [b]Appearance:[/b][spoiler][img][/img][/spoiler]
[b]Features:[/b] [spoiler=Propulsion] Fuel Sources: (If Alternate Fuel Sources have not been made available then Main is Wind, Auxiliary is Manual) Main = Auxiliary = Optional = Fuel Use each turn = (Main), (Auxiliary), (Optional) Distance Traveled Per Turn = [/spoiler] [spoiler=Artillery] Total No. of Cannons: Cannon Types Available = Name (No. of Type) Cannon Cool-Downs = Special Cannons: -Elemental = Element (No. of Type) -Ability = Shared Ability Description (No. of Type)
No. of Free Cannons = Free Cannon Locations on Ship = No. of Broadside Cannons = (Port, Starboard) No. Broadsides per Deck = (1st Deck, 2nd Deck etc) Cannonballs & Cannon Ammo Available: - [/spoiler] [spoiler=Durability] No. of Layers = Layers: *Layer Type, i.e outermost layer - (Composition) - Durability [/spoiler] [spoiler=Size] Exact Size = Length, Width, Height No. of Decks = Ship Weight =
Decks Descriptions: *(Deck Name) -Location (Layer) -Function & Deck Furniture (If Any) -Specific Cannon Locations (If Any) [/spoiler] [spoiler=Sonar] Sizes Detected = Types of Sensory Available = Contact Range Cannon Aim = Short Range Cannon Aim = Mid Range Cannon Aim = Long Range Cannon Aim = [/spoiler] [spoiler=Maneuverability] -Compass Rose = -Turn Rate = -Acceleration Speed = -Deceleration Speed = -Cannon Positioning = Fuel Efficiency = [/spoiler]
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| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: Ship Information 9th February 2019, 5:06 pm | |
| Ship CustomizationWhile this requires a Shipwright with the Sailor & Inventor Positions, one is capable of customizing ships even further most notably for those smaller crews who wish to keep a lower ranked ship yet wish to compete against much larger and higher ranked ones. This opens up the special classification of ships known as Warships, which are considered to be Elite Ships. The following ships are popularized by the various sub-factions within Pirate, Privateers, Bounty-Hunters & Buccaneers rather than the major factions which most individuals are familiar with. - Warship List:
Ship Type - Sub-Faction (Rank) - Pro - Dur - Art - Siz - Son - Man Ghost Ship of the Devil - Pirate K./Q. ("X") - 7* - 10* - 7* - 9* - 7* - 10* Ghost Ship of the Line - Corsairs ("Z") - 7* - 10* - 7* - 9* - 7* - 7* Submarine - Aegis Pol 0 (SSS) - 7* - 5* - 6* - 2* - 10* - 8* King-o-war - Marauder (SS) - 7* - 7* - 7* - 5* - 6* - 6* Void Brigantine - Aegis Pol 6 & 9 (SS) - 7* - 6* - 5* - 4* - 9 * - 7* Skyship - The Brotherhood (SS) - 7* - 5* - 5* - 1* - 9* - 7* War-Brig - Supernova (SS) - 7* - 7* - 7* - 3* - 7* - 7* War Xebec - Splinter Branch (S) - 5* - 3* - 5* - 3* - 2* - 3* Barquentine - Gothic Labors (S) - 5* - 3* - 3* - 1* - 3* - 4* War-Frigate - Corsair (S) - 3* - 3* - 4* - 3* - 3* - 3* War-Corvette - Marauder (S) - 3* - 5* - 2* - 4* - 3* - 3* War-Galley - Aegis Pol 5,7 & 8 (S) - 2* - 5* - 3* - 4* - 2* - 2* Xebec - Splinter Branch (A) - 5* - 2* - 3* - 3* - 2* - 1* Barque - Gothic Labors (A) - 3* - 4* - 2* - 1* - 2* - 2* War-Galleon - Supernova (A) - 2* - 4* - 2* - 2* - 3* - 2* War-Schooner - The Brotherhood (A) - *3 - 2* - 4* - 3* - 1* - 3* Clipper - Splinter Branch (B) - *3 - 2* - 3* - 2* - 1* - 2* War-Sloop - Corsair (B) - 4* - 2* - 2* - 1* - 2* - 3* Skyboat - Aegis Pol 1-4 (B) - 3* - 2* - 1* - 2* - 1* - 3* War-Boat - Marauder (B) - 2* - 3* - 1* - 3* - 1* - 1*
Ship PricingA Ships price is based on the it's features as while no value is necessarily higher than the other in regards to how many * a particular ship has will add an additional price to it upon it's construction. From there additional variables can pop up in regards to maintenance, refueling and weaponry. The Cheapest ship is a Raft (150 Niikos), however the cheapest method of nautical transportation is a Barrel which are Free from the start. - Features:
1* = +25 Niikos 2* = +50 Niikos 3* = +100 Niikos 4* = +500 Niikos 5* = +1000 Niikos 6* = +5000 Niikos 7* = +7,500 Niikos 8* = +10,000 Niikos 9* =+50,000 Niikos 10* = +100,000 Niikos
- Materials:
Each Faction of Pirates gets a different raw material price when used in a ship depending it's just a fact of life as business wise it makes sense to the various Traders in the world and it goes like follows: Pirate = Normal Price for Carves, Half Price for Plants, Double Price for Metal, Normal Price for Cannons Privateer = Normal Price for Carves, Double Price for Plants, Half Price for Metal, Normal Price for Cannons Bounty Hunter = Half Price for Carves, Double Price for Plants, Normal Price for Metal, Normal Price for Cannons Buccaneer = Double Price for Carves, Double Price for Plants, Double Price for Metal, Half Price for Cannons
For the above reasons is why often certain groups of Pirates are typically seen with ships made out of specific things as it is only in their best interest financially to stick with that. However it doesn't mean those with deep spending pockets or merely those skilled in the art of re-possession can not reap the benefits of other raw materials comprising their ship.
Note: 1. Each Layer has it's own Material Price thus when dealing with ships with multiple layers they can get quite expensive. 2. Each Deck likewise has it's own cost amd since certain ships involve having multiple decks the price of materials can quickly add up. Each Deck can have different functions but all serve in place of floors & rooms on a ship thus when completing a ship please include how many rooms are on each deck. (Each Deck can have 2 Rooms x the Size* therefore on a 10* sized ship each deck can have 20 rooms.)
- Fuel:
Fuel has the price of whatever is being utilized as Fuel with a multiplier depending on the size of the Vessel in order to completely fuel it, this is due to the bigger the vessel the more fuel is needed unless said fuel is of high quality (Rank) in relation to the ship itself. In addition using Wind Materia as fuel does not count towards the Fuel Grades since every ship with sails can do this. Size - Cost of Fuel (Grade of Fuel in order to mitigate Price Multiplier) 1* = 1x (I) 2* = 2x (II) 3* = 3x (III) 4* = 4x (IV) 5* = 5x (V) 6* = 6x (VI) 7* = 7x (VII) 8* = 8x (VII) 9* = 9x (IX) 10* = 10x (X)
*Note: Depending on the size of the ship the maximum amount of fuel it can have on board (not including specific modifications to carry more fuel) is as follows. 1* = A 2* = S 3* = SS 4* = SSS 5* = 2 SSS 6* = Z (3 SSS) 7* = 2 Z (6 SSS) 8* = 3 Z (9 SSS) 9* = False X (5 Z) 10* = X (7 Z)
- Cannons:
Cannon's come in two main types, Free Cannons and Broadside Cannons, of the two the former is more expensive due to it being able to be moved unlike the latter which are fixed in place at the sides of the ship. Cannons themselves are a class of P.A. which are exclusive to ships, and are based on their normal Projectile Accelerator counter-parts with a few differences. These are the sub-types of Cannons in a comparison chart listed below: Name - Firing Speed - Barrel Cool-Down - Reload Time - Gains Per Rank--------Free Cannons Only----- M-Type - 1 Each Post - 20 P.T - 20 P.T - Each Rank +1 F.S, +.75x Range, -1 B.C, -1 R.T F-Type - 1 Each Post - 15 P.T - 16 P.T - Each Rank +2 F.S, +.25x Range, -1 B.C, -1 R.T -----Free or Broadside Cannons---- B-Type - 1 Each Post - 30 P.T - 18 P.T - Each Rank +1 F.S, +.5x Range, -2 B.C, -1 R.T D-Type - 1 Each Post - 20 P.T - 20 P.T - Each Rank +1 F.S, +.75x Range, -2 B.C, -1 R.T -----Broadside Cannons Only------- H-Type - 1 Each Post - 30 P.T - 20 P.T - Each Rank +3 F.S, +.25x Range, -2 B.C, -1 R.T G-Type - 1 Each Post - 30 P.T - 30 P.T - Each Rank +1x Range, -1 B.C, -1 R.T Note: 1. All Cannon users can utilize Strength Tiers Equal to the Rank of the Cannon to halve their Reload Time. M-Type Req. Base Tiers, F-Type & B-Type Req. Tier+, D-Type Req. Tier++, H-Type Req. 1-rank Tier- & G-Type Req. 1-rank Tier Base. 2. All Cannon sustain recoil damage if Cannonballs are fired before the Barrel completely cools down. The recoil the Cannon sustains is inversely proportional to it's rank (i.e a D-rank Cannon will sustain S-rank physical recoil damage often times blowing up and dealing the recoil damage as a AOE. If destroyed in such a manner it is un-salvagable and a new one must be bought or made by a shipwright. Whereas a S-rank Cannon will sustain D-rank physical recoil damage which can eventually build up before destroying the weapon with even minimal repairs needed to be done by a shipwright.) 3. Cannonball speed is determined by the rank of the Ammo, Hojutsu Techniques (Pirates Only) and can be modified depending on the type of Projectile Accelerator one is using (Blacksmith & Shipwright customized Cannon only) 4. When firing multiple broadside cannons at once the force of said cannons will result in the ship rocking. For every 8 Cannons fired it the crew on the ship will have to make a 1-rank Higher Tier check to remain on their feet. Depending on the type of Cannon it is a different Tier Level: B-Type = Tier- (Caps at SSS+ with 56 Cannons firing) D-Type = Tier+ (Caps at SSS++ with 56 Cannons firing) H-Type = 1-rank Tier- (Caps at Z- with 56 Cannons firing) G-Type = 1-rank Tier Base (Caps at Z with 56 Cannons firing) 5. Free have a shorter range (2x Base Range Multiplier) than Broadside (+3x Base Range Multiplier) but unlike Broadside which are fixed at being to the sides of the ship and immobile Free Cannons can be placed in different places on the ship and can be aimed. 6. Broadside Cannons of the same type when placed in a row on the same deck gain boosts to their Barrel Cool-Down and Reload Speed. (2 = -1, 3 = -2, 4 = -3, 5 = -4, 6 = -5, 7 = -6, 8 = -7, 9 = -8 & 10 = -9). Broadside Cannons of different types in a row on the same deck reset this (the boost starts over) while those on different decks as well as free cannons are unable to benefit from this trait. - Cannon Sub-Type Properties:
M-Type: Scope, which allows said free cannon to temporarily become immobile in order to gain a range on par with Broadside Cannons. F-Type: Aim, which allows said free cannon to be unaffected by target distance in regards to accurately firing at targets moving at certain speeds while the ship is immobile. B-Type: Spread, which spreads cannonball damage over a crater around impact point using Contact range values equivalent to the rank of the Cannon. D-Type: Depth, which allows cannonballs to deal Halved damage to a ship's layer directly beneath layer that was fired upon in addition to the damage dealt to that layer. H-Type: Burst, can fire off multiple volleys of Cannonballs at the cost of stacking half of the Barrel Cool-down upon finishing, if Barrel Cool-down at the end of the volley is double, triple or quadruple the original value the Cannon sustains a count of recoil damage for each multiplier (i.e a normal B.C of 4, four volleys are shot resulting in the B.C becoming 8 the cannon sustains recoil as if it was fired without the barrel cooling down in addition to having to wait the 8 P.T for the barrel to cool-down before firing again.) G-Type: Piercing, cannonball damage is spread evenly between all layers of a Ship upon being fired (For example an S-rank damaging cannon ball hitting a ship with 3 layers would deal B-rank damage to each of the layers).
- Cannon & Cannonball Pricing:
Cannon Type - Base Price (Niikos) - Rank - Add. Base Price - Technology Modifier F-Type - 50 (Broadside)/1000 (Free) - D - 10 - Normal(x1) M-Type - 125 (Broadside)/2500 (Free) - C - 100 - Dialtech(x2) D-Type - 250 (Broadside)/5000 (Free) - B - 250 - Nuintech(x3) B-Type - 5,00 (Broadside)/10,000 (Free) - A - 500 - Nuintech+Dialtech(x4) H-Type - 1,250 (Broadside)/25,000 (Free) - S - 1,000 - Elemental (+1 to multiplier) G-Type - 2,500 (Broadside)/50,000 (Free) - SS - 5,000 - Ability (+2 to Multiplier) N/A - N/A - SSS - 10,000
Upgrade Type - Add. Base Price - Cannon Type Modifier -1 PT Barrel Cooldown - 20 - F (x2) -1 PT Reload Time - 20 - M (x2) +1 Fire Rate - 40 - D (x3) .25x Range Modifier - 60 - B (x3) +1 Tier Level Cannon Speed - 100 - H (x4) -1 Ship Recoil - 200 Per Rank - G (x4) *Note: When purchasing a Cannon it is possible to Downgrade certain aspects which use the inverse of the above chart, this allows a Cannon to be more affordable albeit reducing certain beneficial traits.
Cannonball Type (WL) - Base Price (Stack, Premium Stack Price) - Cannon Type Modifier Round Shot (5) - 5 Niikos (5, 10) - F-Type (1x) Hook Shot (1) - 5 Niikos (2, 20) - M-Type (1x) Chain Shot (3) - 10 Niikos (5, 20) - D-Type (1.5x) Bundle Shot (4) - 15 Niikos (4, 30) - B-Type (1.5x) Grape Shot (3) - 20 Niikos (4, 40) - H-Type (2x) Harpoon Shot (2) - 20 Niikos (2, 40) - G-Type (2x) Firebrand Shot (4) - 25 Niikos (1, 50) Explosive Shot (5) - 50 Niikos (1, 100)
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