The Heart of this game would be simple and straight forward. Each Ship is worth a certain amount of points, and sinking that ship, results in them points going to the ship that sunk it. Which proportional to the ship that sunk it, meaning if your ship is worth 50 points, and the opposing ship was 100 points, you receive 2 upgrade points (ranks) making your ships new point total 52 points, if you have a 50 point ship, and it kills a 10 point ship, you get .2 upgrade points/ranks, with your new point value being 50.2. (however when calculating the ships point value will only deal with hole numbers) All sunk ships remain sunk, and are gone. Any unused upgrade points are used on the ship as rank.
Bases are large places which dozens to hundreds of players live at. You no longer need a base, you can buy and sell at friendly bases. Economic ships will be available, and widely used. Bases will generate no resources inside of them. Each player can send out mining ships, which will be able to mine resources off the map. Economic ships will have a point value that is 1/10 a normal ships, seeing its a non combatant ship, killing one should not be a big deal, or rewarded as if it is a big deal. Mining ships can be upgraded and ranked. In bases each tile is bought, both land and water tiles. Each base has a trade center, where players can trade with it, they can buy and sell ships at this trade center.
The main difference in ships, is that only a dozen types exist, no more will be made, because no more types are needed. you will load up with dozens of ships, and seek to rank them up, allowing for extensive upgrades, from making them longer, thicker armor, Improving the weapon systems, improving sonar, resistance to certain damage types, improved dive times, improved stealth, improved speed, and many more options, Which will transform standard ships, into highly custom and extremely destructive ships.
Corvettes are 40 feet long, 80 health, 10 damage (2 small gun turrets), no sonar or depth charges, 15 speed, 400 cargo. Worth 1 point.
400 metal and 5 minutes to build.
Frigates are 100 feet long, 200 health, 30 Damage (2 medium and 2 small turrets), No sonar or depth charges, 13 speed, 1,000 cargo, worth 5 points.
1,000 metal and 10 minutes to build.
Destroyers are 200 feet long, 400 health, 60 damage (2 medium turrets 1 small launch pad) 50 sonar, small Depth charges (50 damage) 11 speed, 2,000 cargo, Worth 10 points.
2,000 metal and 20 minutes to build.
Attack Subs are 100 feet long, 200 health, 50 attack (2 forward facing torpedo tubes), 50 sonar, no depth charges, 7 speed, 1,000 cargo, worth 20 points.
1,000 metal and 20 minutes to build.
Cruisers are 400 feet long, 800 health, 120 damage (4 medium turrets, 2 small launch pads) 25 sonar, no depth charges, 9 speed, 4,000 cargo, worth 40 points.
4,000 metal and 40 minutes to build.
Battle Cruisers are 600 feet long, 1,200 health, 180 damage (2 large turrets, 1 medium launch pad) 25 Sonar, small depth charges (50 damage), 8 speed, 6,000 cargo, worth 60 points.
6,000 metal and 1 hour to build.
Battle ships are 800 feet long, 1,600 health, 240 damage (4 large turrets, 1 medium launch pad) 25 sonar, medium depth charges (100 damage),6 speed, 8,000 cargo, worth 80 points.
8,000 Metal and 1 hour 20 minutes to build.
Dreadnaught's, are 1,000 feet long, 2,000 health, 300 damage (4 large turrets, 1 large launch pad) 25 sonar, medium depth charges (100 damage), 5 speed, 10,000 cargo, worth 100 points.
10,000 metal and 1 hour, 40 minutes to build.
Ballistic Missile Sub are 500 feet long, 1,000 health, 1,600 damage (2 forward torpedo tubes, 4 vertical launch missiles(1 time use)), 25 sonar, no depth charges, 5 speed, 5,000 cargo, worth 100 points.
5,000 metal and 1 hour 40 minutes to build.
Upgrades are universal in rank cost, not in resource cost. When a ship is made longer, the cost may be higher, due to other upgrades which are based off the ships length, bring the hole ship up to the same level.
20 foot extension to the ship upgrade, it adds 200 cargo, 20 feet, 40 health, minus .5 speed.
Costs 5 available ranks, 200 metal, 10 minutes (each upgrade increases the time and resource cost by 20%)
Nuke Reactor, increases ship speed 1, and for Subs increases submerged time by 5 seconds.
Costs 5 available ranks, 500 metal, 1,000 uranium, 10 minutes (each upgrade increases the time and resource cost by 20%)
Sonar Increase, (can be added to all ships) increases sonar range by 1%.
Costs 1 available rank, 100 metal, 5 minutes (each upgrade increases the time and resource cost by 20%)
Small Depth Charge Launcher addition, 50 damage. (max of 1 launcher per 100 feet of surface ship)
Costs 5 available rank, 500 metal, 10 minutes (each upgrade increases the time and resource cost by 20%)
Stealth Coating, increases a ships ability to remain hidden under water, and surface ships to remain hidden from subs below. 1% improvement
Costs 1 available rank, 100 metal, 5 minutes (each upgrade increases the time and resource cost by 20%)
Armor increase, increases armor points per 20 foot section by 1 point.
Costs 1 available rank, 10 metal for 20 foot section (each upgrade increases the time and resource cost by 20%)
Weapon upgrade (in a specific area) Can increase range, damage, fire rate, specialization, or accuracy, Range gives a 5 gain and 5% loss in accuracy, 5% increase in fire lowers accuracy 5%, accuracy upgrade gives a 10% upgrade. Damage upgrade does 10 points more in damage per gun. Specialization gives you many options in additional damage, from a particular damage type.
Costs 5 available ranks each, 1,000 metal 10 minutes (each upgrade increases the time and resource cost by 20%)
Armor resistance, increases protection against certain weapon types and weapon specializations. 1% increase.
Costs 1 available rank each, 100 metal, 5 minutes (each upgrade increases the time and resource cost by 20%)
Coins! They can buy speed up's, they can buy gold, which can in turn buy existing items and ships. All items must be made on the map, and prices are not fixed, and will change. If someone charges too much for a ship type, than someone else makes ships and under cuts them. So if a coiner wants ships they can message people and convince them to sell some of there ships. The costs above are what it cost's to make, the owners will charge to use there labs and buildings.
The main idea behind builders able to make and sell hundreds of ships a day, is that it starts wars, and some battling, some pirating. Every day could and would be major battles, everyday wouldn't be dreadnaught duel, some more laid back an day of 1k dead attack subs. Part of the reason Battle pirates is pretty well in a death spiral, is you get bigger and bigger ships, they take longer and longer to repair, upgrade, so they are always in the shop, or busy, or repairing. isn't enough time for battles, and by battles I'm not talking about 30-60 minutes a day where 4 people have fleets out. I'm talking about 50-100 people per sector butchering each other, each person losing 10-100 ships a day, with battles going all day.
Ships will have several choices for weapon turrets and launch pads, from lasers, to anti missile, gun turrets, chain guns, which effect the weapons range. For example a destroyer can put torpedo's in place of the launch pad. Changing the weapons around wouldn't be a big deal, require no time at dock or anything like that. the weapons are all lowest level. so a small turret, all the weapons do 5 damage, which can be upgraded, and modified, when aboard a ship, however once upgrade it is stuck on the ship, and can't be transferred, or you lose the ranks you spent on the weapon.
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They increase the ships length by 80 feet, 160 armor, -2 speed. (20 ranks)
They increase sonar by 50 (50 ranks)
They buy a small depth charge launcher (now over 100 feet and able to have one) (5 ranks)
They buy 2 engine upgrades +2 speed (10 ranks)
They buy 15 stealth coatings, lowering the ships detection by 15 from under water (15 ranks)
The new ship stats, before and after
40 feet long, 120 feet long
80 health, 240 health
10 damage (2 small gun turrets), 10 damage (2 small gun turrets)
no sonar, 50 Sonar (detection -15, meaning an enemy sub with 50 sonar needs to now get into 35 to see the ship)
no depth charges, 50 damage small depth charges
15 speed, 15 speed
400 cargo. 1,200 cargo
Worth 1 point, Worth 100 points
This ship is the fastest ship in the game, faster than destroyers by 4, cant be detected by enemy subs until they are nearly on top of it, with equal sub hunting equipment as a destroyer. It would get blown to pieces by a decent enemy ship, seeing it has a pathetic surface attack ability. The problem is it is a very fast ship, and can evade almost any ship on the map, it would require a pack of corvettes or advanced frigates to catch it, and would maintain an armor advantage over the frigates, and 3 times the corvettes armor going after it. The problem for this ship is its now 100 points, it would need to kill 100 points worth of ships for its next rank up.
Example 2 an attack sub is credited with sinking 3 enemy cruisers, and 2 destroyers in the same battle. 120 points for the cruisers and 20 points for the 2 destroyers, that's 140 points, the sub is worth 20 points, so the sub gets 7 ranks for 1 battle. So what they want to do is make it so it takes 5 hits to sink by depth charges instead of 4, so they get 1 armor upgrade, and at this point, they just want to hide the sub better.
They increase the armor by 1 point per 20 feet (by 5)
They increase the stealth coating by 6
The new ship, before and after
100 feet long, 100 feet long
200 health, 205 health
50 damage (2 forward facing torpedo tubes), 50 damage
50 sonar, 50 sonar, -6 detection
no depth charges, no depth charges
7 speed, 7 speed
1,000 cargo, 1,000 cargo
worth 20 points, worth 27 points,
This may seem like very modest improvements, but requiring an extra depth charge attack is significant. Lowering enemies above and below the water ability to see it is also important. It means you get the first shots in, see them first and can evade the enemy better. Setting it up for the ability to take on and destroy several enemy ships that are fresh out of the factory.
Example 3 is you have a destroyer that has killed a few ships gradually, that you didn't get around to upgrading, perhaps you don't invest in ships until they have 10 ranks to work with, because you don't want to slightly upgrade a ship that is then sunk 5 minutes later, because the amount of possible upgrades where not worth justifying the upgrades. So you have a destroyer with 10 ranks to spare on it (same bonuses as battle pirates one, better turning and faster reloads. you have a battle with your other 4 destroyers in the battle group, the others wound the 5 enemy subs, and your main destroyer kills them all with the death blow. the destroyer now has 15 points to play with.
They increase the amount of depth charge launchers to 2
They increase sonar by 5
They increase armor by 1
they decrease detection by 4
The ship before and after
200 feet long, 200 feet long
400 health, 410 health
60 damage (2 medium turrets 1 small launch pad) 60 damage
50 sonar, 55 sonar -4 detection
Small Depth charges (50 damage) 2 Small depth charges (100 damage
11 speed, 11 speed
2,000 cargo, 2,000 cargo
Worth 10 points, Worth 25 points
The ship is now able to detect and destroy enemy subs twice as fast, dealing double the damage, able to spot them 5 tiles further away, and able to stay hidden 4 closer than previously. this ship nearly has a plus 10 visibility advantage over an unmodified enemy, also requires 9 torpedo attacks to kill it, instead of 8. What his means is even if an enemy surface ship see's the destroyer, the enemy sub will not be able to fire at it. When that enemy surface ship is destroyed, and all your subs are under, you won't see the destroyer or any ship not in sonar range.
The base
You have a main outpost, where players trade with, all player buildings are tied into the outpost. Allowing players to use the buildings, you can store resources in player warehouses for a fee, buy and sell items. Ships are sold at a price for standard, unranked ships. When a ship has rank and upgrades it goes to auction once the starting bid is accepted, the auction runs for 24 hours, with the highest bidder winning the. The upgrade labs require players to research an upgrade, before they can sell the service to players, and they need to research the upgrade level by level.
Labs
Players buy/make a lab, and shipyard, they are connected (not necessarily next to each other). The ship yard must be upgraded to the level of ship it preforms upgrades on, so level 1 means that shipyard can only make and upgrade Corvettes. Labs can upgrade the building in many ways, for example have a line, allowing people to wait in line to use your lab, also can put a ship you want to build in the line. The longer the line the more ships you can make, but the less people are willing to pay to get upgrades at your building. Who wants to wait 5 hours for a 5 minute upgrade, in other words.
Building upgrades are as expensive as they are in battle pirates, requiring more and more resources, so the cost of ships is lower, but when you spend for example 200 million resources to upgrade the shipyard and lab to the point it can make ballistic missile subs, you wont charge 5,000 metal for the fee to make one, most likely 50,000-200,000 to make one, when compared to a few thousand for low end ships.
Base Defenses, will be ship weapons, they are exactly like ships as far as rank. In order to rank these, they need to kill things
Economic Ships
They have no weapons, and can not have weapons aboard them
Oil Tankers are 100 feet long, 100 health, no Sonar, 7 speed, No drill, 1 oil collecting vent (50 a second) 10,000 Cargo, worth .5 points
100 metal, and 5 minutes to build
Gold/Metal dredge are 40 feet long, 40 health, 10 sonar, 9 speed, no drill, excavator (50 a second), 4,000 cargo, worth .1 points
40 metal, and 2 minutes to build
Freighters are 100 feet long, 100 health, no sonar, 7 speed, 1 stacker (transfers 5,000 resources a second), 10,000 cargo, worth .5 points
100 metal, and 5 minutes to build
Uranium Miners are 200 feet long, 200 health, 20 sonar, 5 speed, 1 drill (collecting 50 a second), 20,000 cargo, worth 1 point
200 metal, and 10 minutes to build
These ships upgrade, based off economic success. Oil tankers, dredges and uranium miners gain rank by extracting resources, each level up requires they get more and more resources for more ranks, you can add a vent, stacker or drill for every 100 feet of ship, after battles oil is left on the surface, that ships with vents can collect. They can be upgraded to work faster, same as drills, excavators and stackers. Freighters transport materials, and they gain rank when having cargo in them, transported on the map to a base.
An example is lets say a gold/metal dredge mined 50,000 metal, all economic ships require 5k harvested resources/carried resources. each upgrade the number needed increases by 1k each time. so you get 6 ranks, and 6,000/11,000 rank left.
They spend 5 ranks making the ship 20 feet longer, adding 20 more health, 2,000 more cargo, -.5 speed
They leave 1 rank, which makes the ship mine 5% faster
Ship before and after
40 feet long, 60 feet long
40 health, 60 health
10 sonar, 10 sonar
9 speed, 8.5 speed
no drill, No drill
excavator (50 a second), Excavator (50 seconds) +5 with rank
4,000 cargo, 6,000 cargo
worth .1 points, Worth .7 Rank
You are allowed to place 2 fleets on the map at any given time, 1 fleet economic, the other military. Economic Fleets will have the ability to place in warship guards, but must have at least 1 economic ship in the fleet, and can not attack enemy fleets. Now a base can have almost unlimited fleets, to repel enemy attacks on the base, you just cant field all your fleets at once. In many situations, you will have a freighter in your combat fleet, to transport mined materials back to the base, having your mining fleet, continually mine, and not return back to base.
Submarines can go in packs, staying hidden on the world map, Ballistic missile Subs would fire rockets at a much greater distance than any other weapon system, but have one use tubes, that they need to reload (requiring resources), which are reloaded at a base. They are an extremely slow ship, so very easy to hunt down and kill, if you can survive the rocket attacks, and still have enough firepower left to sink them.
Killing economy based ships is an important part of the game. You gain a small amount of rank, and deny your enemy resources to build with. The most important part is killing the enemy economic ships, because if they rank higher and higher, you could get something like a 1,000 rank (100 point) mining ship, able to make it extremely long and fast, able to take out hundreds to thousands of resources a second. When that ship can take back enough metal in one trip to construct all the ships needed in a day, your side is going to lose. Once you figure out who has that ship, it becomes a major target. when a destroyer will get 10 ranks for killing it, or a attack sub get 5. That is no longer chump change, it becomes a serious target, with serious attackers after it. If the oil tanker used 450 upgrades on length, the ship is 1,000 feet long, 10 drills, each upgraded 4 times (200 oil a piece) 2,000 oil a second, 100,000 cargo, add on 100 sonar for the fun of it, another 10 on stealth, add on 240 to speed, making its total speed to 22. This gives you 1,000 armor, this ship would be as long as a dreadnaught, but extremely costly, but seeing it takes in a ton of money, that wont be a problem. Mining ships this valuable would have its own escort of dreadnaughts and high end ships. The freighters that go along with this ships, well get ranked up extremely fast, what this means is for the lower end mining ships, they can mine, and the freighters come up and in seconds take all there resources, go back home, keeping your freighters safer. when offloading takes 10 seconds instead of a minute, that's less of a chance to get intercepted and killed.
Each Fleet can have up to 10 ships, 5 military, and economic can be a max of all 10 ships being economic.
When combat starts each of you are on opposite sides of the map, you can run off the map to escape ships, in many situations you will sacrifice ships, to save important ones. When you retreat off the map, that fleet returns back to base automatically, you can not stop it and redeploy it. It must return back to base, but can be intercepted at sea, and attacked again.
Sounds like Elite Dangerous: the RTS...
The each ship class would have slots that can hold a corresponding classes of weapons, armor and specials as well as some hybrid for hulls that can fit in-between.
The result:
Slow but heavy hitting base fleets with slower repair times appropriate for that part of the game.
Base hitting prep and support ships with mid range damage and repair times.
FvF fleets with relatively shorter repair times.
For instance, the battleship would have slots for heavy armor as well as slots for long range, heavy hitting weapons but it would also be balanced by the chance of those weapons hitting different classes of targets. So battleship class cannons might have an 80% chance to hit a stationary base turret or other battleships, a 60% chance of hitting a destroyer class ship and a 10-20% chance of hitting a gunship depending on its size and speed. A gunship, on the other hand, may have a 100% chance of hitting a battleship that is in range but the shear amount of armor plus a trait of the battleship armor class to adsorb a percentage of damage off lighter class weapon fire would balance things out there also.
This would significantly limit but not prevent different ship classes from being used in different roles then designed for as well as add a lot more strategy to fleet building.
That was initially how hulls were supposed to be. but then MCX happened.