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Ship Combat:

 

Ship combat is a system that requies everyone to work together. The combat works in that everyone has a position and works together to take down the enemy before the ship's HP hits 0 and is disabled, then destroyed. Right now there are a few ships in The Alien Wars 6 with varying shield strengths and HP, but I will go into that later. First will go over how the battle system works for the ship.

 

Battle System: Roles

The battle system works in that everyone has a role. I will go through the roles in the combat and how everyone can work together. As well as which type of chatacters work best in what situation.

Captain: This role is probably one of the most important roles. They are able to call out orders and help with any station, because they know everything works. This means that being the Captain allows them to

Give Orders: Boosts other's tasks effiency. Depending on the Captain's Stats, it may effect the player's stats.
Use Any Station: They can do any job if they do not want to give out an order and help out that way.

XO/Right Hand: The person who sits next to the Captain and helps gives orders, or carries them out when the Captain is busy. They can be Captain if the Captain is not on deck for whatever reason

Give Orders: They can perform job functions if the Captain is busy, but lack the stat buffing if the Captain is on deck
Use Any Station: They can do any job if they do not want to give out an order and help out that way.
Give a Turn: They are able to give any player another turn if need be in a situation instead of their own

Navigator: The person who flies the ship and controls them. One of the most important jobs. A person with good speed is usually good for this or a stat that compliments it.

Movement: The navigator is able to do any type of movement (the types will be listed below).
Jumps: The navigator is able to initiate the various jumps to help the Aquarius to escape

Gunner: The person using the weapons typically needs a high Strength to do massive damage using the weapons, or a skill to compliment the weapons. The more they use the weapons, the more they will get used to it.

Using the Weapons: The Gunner can use the weapons to attack freely.This includes any type of weapon.
Targetting: The Gunner can try to lock onto weak points for weak points

Systems: The person watching and using the systems to give power to the guns/shields/engines needs to have a high Mind usually to be able to go back and forth in giving power between them when necessary depending on the situation:

Power: The player balances the power between the 3 main systems to give whatever is most needed
Scanning: The player can scan the area for weaknesses and other such things
???: TBA

Engines/Systems: While Mireille usually handles things like this, sometimes when the Engines gets damaged they might need to be repaired on the fly. If you don't have the Mind stat, you can do OGs or other games.

Engine Repair: Can repair the engines if they are needed
Jump System: Can help get the Jump systems to reach 100% faster depending on what system
Spirit System: TBA

Comms: Handle communications for the ship. Boring? Maybe?

Communications: Handles all hailing and communications in battle
Comm Hacking: Can try to hack enemy communication in battle.

These roles can be leveled up as a player uses them and each level up can be be used to do an extra damage as time goes on, or become more efficent in their tasks to do succeed easier.

 

 

Battle System: Basics

The battle system works in this way. The ship has three stats: Hull (HP), Shields (Armor), Energy. You will be balancing those three stats in the battle to do battle. Each ship has moves that use up a lot of Energy, Shields eat up Energy, jumping into Hyperspace or Tiger Space eats up Energy, attacks and normal movement, etc. Meaning you have to conserve your energy and make sure you do not eat it all up in battle.

Shields and energy can have their energy put back and forth into each other to help boost each other and those managing Systems and Engines/Systems typically handle that, though the Captain and XO can it in a pinch. When energy is running low, one can move energy from shields to restore it. There is a recharge of energy every two turns of 50 energy and there are other means to gain it.

 

The combat system is done in turns with speed order much like normal combat, just to keep things simple; you can increase your speed ,though it eats up energy. Using the Aquarius for example, if you start the battle off at the speed of 4 and want to spool up the Spirit Engines, which are some of the fastest engines in the universe, you need to get the Spirit Engines online and charge them.

The Engines have varying types of Energy consumptions and some can be used nearly instantly, and others take a few turns. You will learn more about them below.

 

 

 

Battle Mode: Combat

The combat system is a variation of the player combat system. Each ship has it's own Hull, Shield, Energy bars and you do not want the Hull and Energy bars to reach 0. The players will be using their stations to operate their ship to either destroy the enemy ship by using attacks, or power up moves for the the next player to do their actions.

It does not always mean one has to take out all the enemies, sometimes one merely needs to get past a group of enemies to reach a safe point to do a Jump. Meaning you will start from Point A and have to reach Point B to spool up one of the Jumps to escape.

For example, the Tiger Engine can be used at the end of one turn to escape and does not need to get past enemy combatants, but uses a massive amount of energy and cannot have been used in story.

It will come down to the Navigator being able to either fly around, up, or under enemies, while the others help attack and destroy them while trying to reach whatever nav point is needes to escape based on what type of engine you are planning to use. If you are faster than the enemy ship, you can try to get around them or juke them in combat without blowing them up.

 

 

Aquarius: The so called strongest and fastest ship in the universe. It's Captain is Erica Hildegard and it's Ship Spirit is Mireille. Below are it's Stats:

Hull: 750
Shields: 500
Energy: 700

Captain: Erica Hildegard - Level. 10
XO: Yuki Hildehard - Level 10

Navigator:
Gunner 1: Pepper - Level 5
Gunner 2:
Systems: Airym - Level 8
Engines/Systems:
Comms:

Spirit: Mireille - Level 10

Attacks:
Standard Attacks: (Uses 20 Energy) Gunner Lv. x Strength Stat = Damage Output

Spirit Charged Attacks: (Uses 100 Energy) 7 x Gunner Lv. x Strength Stat = Damage Output

Shields:
Standard Shield Increase (Uses 20 Energy) Systems Lv. x Mind Strength = Shield Increase

Spirit Shields: (Uses 100 Energy) 7 x Systems Lv. x Strength Stat = Shield Increase

Movement Moves:
Aquarius Basic Movement: (Uses 30 Energy) Navigator Lv x Speed Stat ÷ 2 = Speed.

Aquarius Advanced Movement: (Uses 75 Energy - Needs Spirit Engine) 7 x Navigator Lv x Speed Stat ÷ 2= Speed.

Engines:
Spirit Engines: (uses 100 Energy) 1 turn wait. Can be used at any point in combat. Doubles Speed for 2 turns.

Tiger Engines: (uses 400 Energy) 1 turn wait. Can be used at any point in combat.

Spirit Jump Engines: (uses 150 Energy (or 50 more if already using them in combat) 2 turn wait. Used at Nav point only. (1 turn at Nav. point if using Engines during combat)

Hyperspace Engines: 50 Energy: 3 turn wait. Can only be used at nav point.

more moves to come as players/Sara help me think of them

 

 

Mew Mew Ship: Some claim this is the fastest ship in the galaxy, even over the Aquarius, due to the fact it has two Spirit Engines. However if both run for too long it risks burning out. It's Captain is Chelsea Sweet and it's Ship Spirits are Aimée and Melodie.

Hull: 500
Shields: 400
Energy: 800

Captain: Chelsea Sweet - Level 4
XO: Cypher Sweet - Level 2
Navigator:

Gunner 1:
Gunner 2:
Systems:
Engines/Systems:
Comms:

Primary Spirit: Aimée
Secondry Spirit: Mélodie

Attacks:
Standard Attacks: (Uses 20 Energy) Gunner Lv. x Strength Stat = Damage Output

Spirit Charged Attacks: (Uses 100 Energy) 7 x Gunner Lv. x Strength Stat = Damage Output

Shields:
Standard Shield Increase (Uses 20 Energy) Systems Lv. x Mind Strength = Shield Increase

Spirit Shields: (Uses 100 Energy) 7 x Systems Lv. x Strength Stat = Shield Increase

Movement Moves:
Mew Mew Basic Movement: (Uses 30 Energy) Navigator Lv x Speed Stat ÷ 2 = Speed.

Mew Advanced Movement: (Uses 75 Energy - Needs Spirit Engine) 7 x Navigator Lv x Speed Stat ÷ 2= Speed.

Mew Dual Movement: (Uses 150 Energy - Needs Dual Energy: 14 x Navigator Lv x Speed Stat ÷ 2= Speed.

Engines:
Spirit Engines: (uses 100 Energy) 1 turn wait. Can be used at any point in combat. Doubles Speed for 2 turns.

Dual Engines: (uses 200 engines) 2 turn wait. 32 Speed x Navigator Lv ÷ 2 = Speed

Spirit Jump Engines: (uses 150 Energy (or 50 more if already using them in combat) 2 turn wait. Used at Nav point only. (1 turn at Nav. point if using Engines during combat)

Hyperspace Engines: 50 Energy: 3 turn wait. Can only be used at nav point.

more moves to come as players/Sara help me think of them

 

 

 

 

 

TAW is © 1997-2018 Kevin T. Bell

TAW6 Special Thanks: Sara
Special Thanks: In Memory of Ryan Cross