noxelaphos
Torch God
Spacefarers is back and better than ever! Notorious in its original form for the maths involved in simply joining the RP, this time around the player requirements are actually reasonable!
Spacefarers NH is set in a fresh universe with 3 warring factions:
We've also updated the ship-building system, to hopefully be a bit more straightforward, and perhaps familiar depending on the types of games you play. If you are a one-man crew (flying solo) then you'll need a FIghter-class ship, but if you want 2-3 people (3 being the max for a crew) you'll need a Frigate-class ship. Both of these classes have a weight capacity and an energy capacity, which will be filled based on the components you will choose when building your ship.
The section below will walk you through creating a ship.
When constructing a ship, you must take into account your crew size. There are two classes of ship: Fighter for a one-man crew, and Frigate for 2 or 3 men crews. Fighters are generally sleeker in shape, with a thin profile and concealed weaponry and utilities. Frigates tend to be more on the "space-bus" spectrum of design.
When it comes to choosing components for your ship, you will have a Weight Capacity (WC) and an Energy Capacity (EC). This is affected by both the ship class and the faction you are part of (or that your ship is part of if it is stolen in-lore). You can find these values listed below.
You need a few different components; a form of Propulsion, a level of Armour, and some degree of Weaponry. Utilities are also available but entirely optional. Below listed is each level and form of each component; feel free to pick and choose as long as they fit within the WC and EC of your vessel.
Spacefarers NH is set in a fresh universe with 3 warring factions:
Zealots
- Cult of the Red Sun, worships Red Giant stars. riches gained from many planetary missions, especially to planets within close proximity to red giant stars.
- Targets the Empire for their blasphemy and bigotry against them
- Often have very dark skin from heavy UV exposure
- Many large stations close to red giant stars
Empire
- Dictator-led spacefaring civilisation, Empire of New Eden.
- Large military power
- Constructs large rings of space stations around star systems, often establishing “perimeters* of stations at intervals to prevent rival factions from accessing their resources
- Targets the pirates for their crimes and the fugitives taking refuge within them
Pirates
- Those Who Once Were, a space cartel with intergalactic links to intercept unsuspecting ships.
- Targets the Zealots for sacrificing their kin to the Red Giants (i.e. throwing them into one)
- Access to lots of stolen technology
- Home to many genius minds with dangerous ideas
- Tends to float around the moons of large planets, with spies in star system checkpoints to let them in and out of Empire territory
- Cult of the Red Sun, worships Red Giant stars. riches gained from many planetary missions, especially to planets within close proximity to red giant stars.
- Targets the Empire for their blasphemy and bigotry against them
- Often have very dark skin from heavy UV exposure
- Many large stations close to red giant stars
Empire
- Dictator-led spacefaring civilisation, Empire of New Eden.
- Large military power
- Constructs large rings of space stations around star systems, often establishing “perimeters* of stations at intervals to prevent rival factions from accessing their resources
- Targets the pirates for their crimes and the fugitives taking refuge within them
Pirates
- Those Who Once Were, a space cartel with intergalactic links to intercept unsuspecting ships.
- Targets the Zealots for sacrificing their kin to the Red Giants (i.e. throwing them into one)
- Access to lots of stolen technology
- Home to many genius minds with dangerous ideas
- Tends to float around the moons of large planets, with spies in star system checkpoints to let them in and out of Empire territory
We've also updated the ship-building system, to hopefully be a bit more straightforward, and perhaps familiar depending on the types of games you play. If you are a one-man crew (flying solo) then you'll need a FIghter-class ship, but if you want 2-3 people (3 being the max for a crew) you'll need a Frigate-class ship. Both of these classes have a weight capacity and an energy capacity, which will be filled based on the components you will choose when building your ship.
The section below will walk you through creating a ship.
Vessel Name:
Ship Class:
Crew Members:
Faction:
Physical Description:
Propulsion Part/s:
Weapon/s:
Armour:
Utilities:
Ship Class:
Crew Members:
Faction:
Physical Description:
Propulsion Part/s:
Weapon/s:
Armour:
Utilities:
When constructing a ship, you must take into account your crew size. There are two classes of ship: Fighter for a one-man crew, and Frigate for 2 or 3 men crews. Fighters are generally sleeker in shape, with a thin profile and concealed weaponry and utilities. Frigates tend to be more on the "space-bus" spectrum of design.
When it comes to choosing components for your ship, you will have a Weight Capacity (WC) and an Energy Capacity (EC). This is affected by both the ship class and the faction you are part of (or that your ship is part of if it is stolen in-lore). You can find these values listed below.
Fighters
- WC: 12
- EC: 10
Frigates
- WC: 18
- EC: 12
- WC: 12
- EC: 10
Frigates
- WC: 18
- EC: 12
Zealots
- 1 less EC requirement applied to all forms of propulsion
- 1 less WC requirement applied to all forms of weaponry
Empire
- All ships receive +3 max WC
- Frigates receive +1 max EC
Pirates
- All ships receive +2 max EC
- Can "overload" ships WC (Fighters by 2, Frigates by 4) but higher risk of irreparable damage to hull or mount
- 1 less EC requirement applied to all forms of propulsion
- 1 less WC requirement applied to all forms of weaponry
Empire
- All ships receive +3 max WC
- Frigates receive +1 max EC
Pirates
- All ships receive +2 max EC
- Can "overload" ships WC (Fighters by 2, Frigates by 4) but higher risk of irreparable damage to hull or mount
You need a few different components; a form of Propulsion, a level of Armour, and some degree of Weaponry. Utilities are also available but entirely optional. Below listed is each level and form of each component; feel free to pick and choose as long as they fit within the WC and EC of your vessel.
The speed value denoted for each thruster is simply used during RP to find who can outspeed who; e.g. if a Frigate with 2 speed is trying to chase a Fighter with 4 speed, they won't get very far.
TIER 1
- WC = 2
- EC = 0
- Speed = 1
TIER 2
- WC = 2
- EC = 1
- Speed = 2
TIER 3
- WC = 3
- EC = 1
- Speed = 3
- WC = 2
- EC = 0
- Speed = 1
TIER 2
- WC = 2
- EC = 1
- Speed = 2
TIER 3
- WC = 3
- EC = 1
- Speed = 3
TIER 1
- WC = 0
- EC = 2
- Speed = 1
TIER 2
- WC = 1
- EC = 2
- Speed = 2
TIER 3
- WC = 2
- EC = 3
- Speed = 4
- WC = 0
- EC = 2
- Speed = 1
TIER 2
- WC = 1
- EC = 2
- Speed = 2
TIER 3
- WC = 2
- EC = 3
- Speed = 4
TIER 1
- WC = 1
- EC = 1
- Speed = 1
TIER 2
- WC = 2
- EC = 2
- Speed = 3
TIER 3
- WC = 3
- EC = 3
- Speed = 5
- WC = 1
- EC = 1
- Speed = 1
TIER 2
- WC = 2
- EC = 2
- Speed = 3
TIER 3
- WC = 3
- EC = 3
- Speed = 5
This is where that new rock-paper-scissors style weakness system comes into play. There are three types of both Armour and Weapons: Heat, Energy and Physical. Please refer to the table at the bottom of this post for strengths and weaknesses. If you ram into another ship then your armour is considered the weapon for calculating who takes more damage.
Physical-type Armour protects the ship against Energy Weapons but takes more damage from Heat Weapons, and is neutral to Physical Weapons.
Each layer costs 1 WC, and every 3rd layer also costs 1 EC. Each layer protects from
Each layer costs 1 WC, and every 3rd layer also costs 1 EC. Each layer protects from
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