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Hey guys im putting this up as an idea to be reveiwed and maybe incorporated into Ancerious to help solve some of the problems between factions in conflicts. A few people have suggested to me that Ancerious would be better if we introduced 'stats' to each individual unit but this is impractical. The sheer amount of units and ships in ancerious would make it very hard to do and so I thought about it for a while.

While we cannot give and devise accurate stats for ALL the units in Ancerious I thought about giving each nation a generalise stat line in different technological areas. In this respect it will help solve somethings like the old 'Your empire seems to have so many strengths but little weaknesses' arguments that pop up occasionally.  Now this wont solve it totally but it will help show who needs to tone down or who needs an upgrade.

So. All of the stats which are shown below will be rated from 0-10. 0 being you dont have any of the stat (say you have 0 stealth you have no stealth capabilities for example) while 10 is the epitome of the stat so having 10 stealth for example (like the Flux or the Sicarii) means you will only ever be effectively detected by very very few things (unless you go waving your arms about screaming of course)

So here are the stats I have devised however more may be added on or amended:

Weapons: This is the stat to determine the power level of your weapons, so having a low grade from 2-4 means your weapons are under par and might not be able to contest with other nations shields or armour however you still may have some around that does damage. 5-6 on the scale means you have pretty average weapons while 7 upwards will mean your weapons are to be feared and will do serious damage to the enemy. A level 10 weapon stat will be very powerful indeed and only the most high end armour and shields will stop it. Of course these weapons may be balanced by having a long recharge time or something etc. if you need to balance them.

Armour: This stat is to determine the effectiveness of your armour composites. Having a low grade means your armour isnt very effective and so most weapon systems will penetrate it. Having an average grade will mean its partially effective and having a very high grade will mean the armour is incredibly good and able to withstand much firepower. They way you could think about it is that say your armour rating is 6 then it would absorb 60% of the weapons fire against it.

Shields: Much the same as Armour though of course the shields will be taking say if your grade 6 60% if the total weapons fire and the armour can then absorb 60% of whatever gets through or when the shields go down 60% of it again. Either way defenses if effective will allow your ships to survive more (obviously)

Speed: The sublight speed of your empires ships, if high then your ships will run rings around other factions and if slow they will only be able to go slowly. As a note if your ship size stat is over 6 then your speed stat will need to be lower than 6 mass does have a place in space and so if your ships are stupendously large then you obviously wont be going very fast in comparison to smaller ships.

Stealth: the stealth stat is how good your empire is at hiding itself, if the enemies sensor stat is higher than your stealth then they will be able to detect you most of the time. If its equal then you will be able to occasionally detect them. And if its lower depending on how much lower they will be able to only detect you with extreme rarity.

FTL: this stat determines the effectiveness of your nations FTL. If its low then your nation will take some time getting to its target and hense reaction will be slower, if the stat is average then you will  be able to respond fairly quickly and if its very high your FTL will allow your ships to be able to redeploy and move with extreme speed and efficiency. Obviously this stat all depends on what type of FTL your faction uses, fold drive and instant travel devices will obviously be high end while more traditional hyper space and slipspace travel will be lower.

Numbers: the number of ships that are typically deployed in a fleet or the total number of ships deployed for you in Ancerious if you have small fleets then obviously the stat will be low if your fleet sizes are average then a middle stat is needed and if your empire deploys huge waves of ships a high stat is needed. This is more to do with telling people what size your fleets are rather than a comparison stat though of course numbers count. (a small fleet is around the 5-40 mark, average is 40-200 and large fleets can be anywhere upwards. Though these numbers can be debated)

Point defense: this stat determines how good the nations point defense is against missiles and other incoming projectiles, if you dont have PD then put a 0 if yours isnt brilliant a low stat is good and do on. A PD of 10 would indicate your point defense is very close to infallible with 99% of incoming missiles, torpedoes and other projectiles being shot down.

Sensors: this determines how good you can detect stealth and other anomalies, if your sensors are low then 1-4 is in order, average sensors are 5-7 and high end sensors are 8-10 though a sensor rating of 10 would be able to detect pretty much everything though those with a stealth rating of 10 would be able to offer still some serious detection problems.

Size of ships: again this isnt a comparison stat more like a indication to people on how big your ships are, with such a wide variety of size in Ancerious its best put into these catagories:

0: max sizes of 2km
1: max sizes of up to 5km
2 Max sizes of up to 10km
3: max sizes o up to 15km
4 Mx sizes of up to 20km
5: Max sizes of up to 25km
6: Max sizes of up to 35km
7: Max sizes of up to 80km
8: Max sizes of up to 120km
9: Max sizes of up to 200km
10: Max sizes over 200km....

These again are very experimental and subject to much change.

Ground Forces: Here to determine the effectiveness of planetary and ground based forces, a low stat will obviously mean your forces are not well versed or geared for ground combat and so will be less effective vs other ground forces, an average stat indicates your armies are good enough as the norm for ground forces, and a high stat indicates your faction is more geared towards ground combat than maybe space combat. And a stat of 10 indicates your ground forces are the epitome of power (Take the Sicarii their ground force stat is 10 to indicate one of their people taking on entire companies of other troops)

Magic: To show the power and amount of magic a race has access to so a low stat means the race has little access to magic while a average stat means you have access to it and use it just as much as a normal weapon. A high stat indicates your race has powerful magic and it is one of your prime attributes, while a stat of 10 means your race is literally the epitome of magic in Ancerious.



As said these are not fixed or finished and is meant to be a founding basis of an idea for stats in Ancerious these have the capacity to be changed and debated and I hope if stats are made they are somewhat balanced to some degree, for an example I will do the Unions here:


Weapons: 6 (our weapons are pretty average mainly the usual will some extra bits)

Armour: 8 (our armour composites are very effective at what they do)

Shields: 9 (Again our shields are pretty damn effective as we focus on defense in space)

Speed: 5 (we use Ion drives and so our speed is average in combat)

Stealth: 3 (the reason this stat is low is our stealth is good but we HARDLY use it, and so its very low)

FTL: 5 (again we use slipspace and so its pretty average)

Numbers: 3 (our fleets are pretty small mainly 40- 70 ships at most for our usual fleets)

Point Defense: 9 (Again defense is very high)

Sensors: 6 (their good but not insane)

Size of ships: 5 (max Union sizes are 25km which is mainly Average from what I have observed in Ancerious)

Ground forces: 7 (Our ground forces are well versed and well trained/equipped)

Magic: 0 (we dont use or have access to magic)



So this is just an example, if you have any questions, suggestions, or want to do your own please do so below. I know this will spark some debate and I hope for this to be fine tuned with the help of suggestions.

Please comment
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:iconsartanis:
Sartanis Featured By Owner Feb 16, 2014  Hobbyist General Artist
Weapons: 8 --- The Vistasi make use of a mixture of particle beam, energy/plasma, and crystalline missile-based weapons. They pack a punch, as they should. 
Armour: 

* Carriers/Dreadnoughts --- 5
* Drone Fighters --- 3



Shields: 4 --- [i]The will of the many will survive the death of the one. [/i]

Speed/Maneuverability: 10 --- [i] We are like lightning; stir the nest and you will be struck.[/i] 

Stealth: 2 --- [i] We have little use for stealth. Come to us directly, if you wish, and we will reciprocate. [/i] 

FTL: 8 --- The Vitasi make use of space-bridge technology, which allows very rapid FTL travel between spaces. 

Numbers: 10 --- [i] We are the Swarm. [/i] 

Point defense: 4 --- [i] You will run out of missiles; we will not run out of soldiers. [/i]  

Sensors: 4 --- [i] Hide from us, if you wish. You will emerge from the shadows eventually, and we will strike.[/i] 

Size of ships: Hugely varied. The drone ships are itty-bitty but numerous, the carriers average-sized but relatively unarmed, and the super dreadnoughts are large and in charge. 

Ground Forces: 5 --- [i] We are innumerable. [/i] 

Magic: 5 --- Biologically, the Vitasi possess psionic abilities that are more on the end of power psychokinesis and telepathy than 'magic'. They do not view these abilities as 'magic', but as a simple extension of their biology.


[[ So, basically, they are hella fast, there are a helluva lot of them, and the pack a helluva punch. The strength of their fleet depends on numbers, speed, and offensively geared tactics to overwhelm the enemy. While they are empathetic and each loss is felt throughout the entire collective mind, in the end, each soldier and ship is expendable for the greater good of the race. ]]

 

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:icon0verlordofyou:
0verlordofyou Featured By Owner Dec 28, 2013
I've read some of the others. They seem... unbalanced. A lot of very high numbers for no real reason. I mean, this is what I've got.

Expeditionary Fleet Stats:

Weapons: 5 (Whoo! Average!)
Hull Points: 7 (Tough and thick. Works great!)
Shields: 5 (It helps, but the IE doesn’t focus on shielding)
Speed: 5 (Whoo! Average!)
Maneuverability: 4 (Like a whale with an eating disorder.)
Stealth: 0 (What is this ‘stealth’ you speak of?)
FTL: 7 (Hyperspace travel, to be explained later.)
Numbers: 3 (General fleet size is anywhere from 10 to 150.)
Point Defense: 8 (Ships are bristling with it.)
Sensors: 7 (Sensors may not be powerful, but each ship has a lot of them.)
Size of ships: 5 (They are of average size, at least in Ancerious.)
Magic: 0.5 (Under development.)


Warfleet Stats:

Weapons: 7 (Disruptor weapons have the ability to bleed through shielding. Which is fun. Weapons are bigger, more powerful, and slightly more varied. And I.R.K. cannons, which are guns the size of ships.)
Hull Points: 9 (It’s like trying to hammer through a brick wall with an orange!)
Shields: 7 (It helps, but the IE doesn’t focus on shielding.)
Speed: 6 (Two engine types: Plasma Burst Engines and Warp Field Generators.)
Maneuverability: 3 (Like a necrotic whale with an eating disorder.)
Stealth: 1 (IF I YELL LOUD ENOUGH YOU CAN’T SEE ME!)
FTL: 8 (Hyperspace, to be explained later.)
Numbers: 8 (Warfleet size: 250)
Point Defense: 9 (So many lasers. It’s like a rave in space!)
Sensors: 7 (Sensors aren’t strong, but there sure are a lot of them.)
Size of ships: 7 (Bigger is better.)
Magic: 0.5 (Under development.)

Void Fleet Stats:

Weapons: 10 (Tactical Void Distortion Cannons + Total Conversion Cannons + Shield Disruptors = Ouch.)
Hull Points: 1 (“We don’ need no armor. We’re so fast nothin’ but light can catch us, and that’s debatable.”)
Shields: 10 (Special Snowflake Shielding + Void Shielding = Can’t touch this.)
Speed: 9 or 10 (“We race light for sport.”)
Maneuverability: 10 (“We can dance across the ordinance of any enemy. No, really. This one guy actually danced his ship across enemy fire. It was crazy!”)
Stealth: 0 (“We don’t need to be stealthy, we’re fast!”)
FTL: 9 (Hyperspace, to be explained later.)
Numbers: 1 (There are only 300 in all of Ancerious.)
Point Defense: 5 (Whoo! Average!)
Sensors: 7 (Sensors aren’t strong, but there are a quite a lot of them.)
Size of ships: 2 (Bigger isn’t better.)
Magic: 0.5 (Under development.)

Hunter Fleet Stats:

Weapons: 3 at a distance. 9 in melee. (Limited to lasers and claws.)
“Hull” Points: 8 (Armor isn’t that tough, but it does grow back.)
Shields: 0 (Can’t mount shielding.)
Speed: 6 (Slightly better than average acceleration, for catching cowards.)
Maneuverability: 6 (Slightly better than average, for catching wily cowards.)
Stealth: 1 (Only optical camouflage.)
FTL: 4 (FTL is hard to do when you’re only working with living material.)
Numbers: 10 (The IE will drown the enemy in them.)
Point Defense: 3 (Can only support limit numbers.)
Sensors: 1 (They have eyes. Good eyes, but they’re still just eyes.)
Size of ships: 1 (The absolute largest may reach 1.5 miles in length.)
Magic: 0.5 (Under development.)

Ground Forces

Infantry: 8 (Excellent power armor, good training, excellent gear, and ¾ of the soldiers are tougher than nails. And so far they’re the only basic infantry that have their own shielding, I think.)
Vehicle: 6 (Powerful weapons, good adaptability, tough defenses, and fairly quick.)
Mech: 5 (Not one of the IE’s strong points, but what mechs they do have are strong.)
Aircraft: 4 (Mostly drones, with a few piloted aircraft. Personally, I plan to update the IE’s flyers soon.)
Magic: 0.5 (Under Development.)

Possible Stats

Cannon Fodder: 10 (In space, there are drones. On the surface, more drones. These drones do more than just attack and draw fire, they support the main force in various ways. On the ground, which I’ve yet to release, there are drones that project shield domes, repair vehicles, heal soldiers, act as mobile point defenses, support anti-air, etc. The basic cyborg soldier is easily the equivalent of most nations’ basic infantry. They are incredibly fast, numerous, tough, well armored, fairly well armed, easily replaced and suicidally brave.)
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:iconathalai-haust:
Athalai-Haust Featured By Owner Dec 28, 2013  Student General Artist
I'm with you on this on. These are some very well rounded statistics that make a lot of sense, and your use of multiple fleets is rather clever.
I might use this as a strong Reference base for when i submit mine.
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:iconemperormyric:
EmperorMyric Featured By Owner Dec 28, 2013  Student General Artist
well taking out all the extra stuff and looking at your empire stats.

My freind yours is the most balanced yet, and i 100% agree with you, alot of high stats for no discernable reason at all alright yes a few deserve high stats on certain parts but not on everything.

Im currently thinking into a stat allocation system (Set number and you allocate to stuff)
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:iconrafael-domination:
Rafael-Domination Featured By Owner Dec 28, 2013  Hobbyist General Artist
Is it safe to assume that a faction with 0 Weapons Stat and 0.055 Numbers Stat needs some serious boosting in the other areas to survive this RP?
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:iconemperormyric:
EmperorMyric Featured By Owner Dec 28, 2013  Student General Artist
yep though we are currently working something else to help this all
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:iconrafael-domination:
Rafael-Domination Featured By Owner Dec 28, 2013  Hobbyist General Artist
I shall stay tuned, good sir! :D
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:icon0verlordofyou:
0verlordofyou Featured By Owner Dec 28, 2013
If you do include a set number, make it so that the 'Numbers Stat' doesn't use up any points.
After all, we all have roughly the same number of ships, or are limited to a certain number for various reasons. This means that the number of ships in a fleet is more of an individual preference than a stat. After all, fleets can be combined or split depending on the situation.
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:iconemperormyric:
EmperorMyric Featured By Owner Dec 28, 2013  Student General Artist
oh dont worry ship size and number of ships wont be an allocation stat. 
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:icongratefulreflex:
GratefulReflex Featured By Owner Dec 28, 2013  Hobbyist Digital Artist
I thought this was supposed to be for your empire as a whole? Splitting it up like this LOOKS balanced, but added back together as one might when fighting a battle it's crooked.
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:icon0verlordofyou:
0verlordofyou Featured By Owner Dec 29, 2013
One stat sheet works great for the other empires. But not for the IE. The sheer variety of ships at their disposal makes it impractical to use one set of stats. After all, there's the exploration fleet, the warfleet, void fleet, hunter fleet, and the four Cerebian fleets. One set of stats would paint too broad a stroke. If the various ships were all similar then I'd use one set of stats. But since 'Immortal Empire is most creative Empire' I can't. At least that's my excuse.
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:icongratefulreflex:
GratefulReflex Featured By Owner Dec 29, 2013  Hobbyist Digital Artist
Your route was tested and found unsatisfactory before you even posted overlord. Were I to start down the road of defining my fleets individually (I've got more sub fleets and task forces then you) my stats by average would be solid 10's and 9's. What you've done was tried and proven faulty before you did it.  the fact is that the stats are best as an average of all those numbers to give an accurate read of a given empire. Anything less is propaganda and self-embellishment.

As a side note, based on ship design the immortal empire is about as creative as a box of bricks. Ignoring base styles I'd give the creative crown first to the Flux, DCI and then to the Coalition in that order. All of them make far more aesthetically challenging ships then you and thus are more creative in the design department.
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:icon0verlordofyou:
0verlordofyou Featured By Owner Dec 29, 2013
Er, okay? What route was that? Currently there are too many options.
But let's start from the top.
The averaged numbers for my empire are as follows:
Weapons: 6.25
Hull Points/Armor: 6.25
Shield: 5.5
Speed: 6.25
Stealth: 0.5
FTL: 7
Numbers: 5.5
Point Defense: 6.25
Sensors: 5.5
Size of Ships: 3.75
Ground Forces: 5.75
Magic: 0.5

Well, that looks like a whole lot of nothing. Also tells you nothing about capabilities.
You have more sub fleets? ...So. From what I've seen so far most of your ship are relatively similar. They follow somewhat similar designs , weapon load out, shielding, etc. Similar not meaning the same. Immortal Empire vessels don't. Sure you've only seen the first two fleets, and those are very similar. But the Void fleet is completely different. Different design, different weapons, different way of fighting. Again, the hunter fleet is completely different from the other three. Large, living creatures that fly around space eating laser and explosions. There is too much variety. Smashing them all together doesn't show enough detail to be of any use. That is if this is even used.

As for the 'Immortal Empire is most creative Empire' thing. It refers to the empire itself being more creative than the rest. The DCI have been refining the same technology for millennia. The UoW has massive fleets, but its all made by the state and follows a set of guide lines (I assume. Only deviations that occur are when they create a joint project.) The Immortal Empire is different. There are thousands and thousands of lords, each one responsible for creating their own army. With each lord employing one or more companies to make the gear for that army. In Ancerious, Wizengurd has Kabur Industries. They decided to go with big bulky things with lots of big guns. However, [random company name] working for [random lord name] may make small, agile craft that specialize in stealth. Another may go even bigger than Kabur does, with each ship being several hundred miles across. Not to mention it is a joke. Truthfully, I think  the most creative would have to be Sheathes-10. But they are pretty much made from imagination, so that's hardly fair.
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(2 Replies)
:iconemperormyric:
EmperorMyric Featured By Owner Dec 28, 2013  Student General Artist
this method isnt 100% yet, it needs alot more first. Overlord just wanted to do it how he wanted though he also did the right method first
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:iconrafael-domination:
Rafael-Domination Featured By Owner Dec 28, 2013  Hobbyist General Artist
'Magic: Under Development'

I just fanboyed.
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:icondaniellandrom:
daniellandrom Featured By Owner Dec 28, 2013  Hobbyist General Artist
i think that weapons and shields should be put into types, like weapons put into energy and projectile, and shields kinetic and energy
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:icondaniellandrom:
daniellandrom Featured By Owner Dec 27, 2013  Hobbyist General Artist
weapons: 8(carnaith uses a combination of energy and projectile weapons on the same platforms, making them effective all-round)
armor: 6-8(we use several alloys, the 6 is equivalent to standard S-grade cover titanium, and 8 is equivalent to Aurulum)
sheilds: 10(we use multi-layered shields, making them invulnerable to phase missiles that phase through only one layer, and making it a requirement to sustain fire on a single area)
speed: 6(we use heavy evasive rockets when needed, and use pulse solaris engines for standard travel)
stealth: 6(we use decent stealth alloys, and numerous stealth field types, but are still average-ish on stealth ships)
FTL: 7(we use warp-type drives in short bursts of FTL, allowing for extremely quick and precise travel)
numbers: 3-5(we use 30-70 ships for defenses, and use numbers of about 130-150 for assaults)
point defense: 6(we use anything from AAA cannons to spore clouds for point defense, making us slightly above average)
sensors: 6(we use two types of sensors; long-range laser burst detection, and close/medium range spore dispersal detection which falters at longer ranges, but is top-of-the-line at close range
size: 3-5(we use a MASSIVELY varied selection of sizes, from small 300-foot prowlers, to gargantuan dreadnaughts)
ground forces: 8(we use a wide range of tactics, equipment, and armors for personnel and vehicles on the ground, and specialize differently depending on the battalions' training type)
magic: 4(carnaithian mages do exist, and this number would be around 8 if restrictions on powerful magic weren't in place)
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:iconrafael-domination:
Rafael-Domination Featured By Owner Dec 27, 2013  Hobbyist General Artist
I submit this for the admins' approval. :nod:



Weapons:
- SHEATHES-10 Forces within the STABS-2 Ancerious Galactic Colony: 0 (They are an Exploration-Oriented SHEATHES. Fights are not something they wish to start with anyone. Do note that this stat is only for others in the RP. When it comes to War Game Sessions, which the Monarchs only wage against each other, this stat most certainly goes by a different number. If ever we get into a scuffle, I guarantee that you will lose precisely zero ships in any given engagement)
- Goodwill Gifts to SHEATHES-10 Acquaintances: Variable. May range from 0 to 10 depending on who's using them. (Do note that Subjects given to other factions are not the Monarch's servants anymore, and as such the latter cannot be help responsible for their usage)

Armor:
- SHEATHES-10 Forces within the STABS-2 Ancerious Galactic Colony: Variable. 5, on average. (I'm assuming this includes armor after it has been imbued by additional effects. See, the armor rating on an Elven Longboat is 1.5 naturally, but when augmented by Defensive Spells, it becomes a 6.5, and when augmented by Divine Protection Wards (only used in the direst situations), it becomes a 9.5. I'm saying that SHEATHES-10 durability is a 5.5. on average because many Subjects have weak defenses naturally, but when used in tandem with something else, they are boosted to a whole new level. IMPORTANT NOTE: SHEATHES-10 Subjects rely on a lot more than Shielding, Point Defense, Evasion and Armor for protection. Many of them use Special Abilities, Passive Abilities, and Transformation Abilities to 'disjoint', 'nullify', 'fool' or 'even' befriend an attack or negative effect)
- SHEATHES-10 Forces within the STABS-2 Ancerious Galactic Colony under the Territorial Isolationism Grand Escutcheon: 9.9 (All Subjects protected by this GE can only be reached by a faction's Superweapon. Note that the power of the Superweapon doesn't matter. If the Superweapon of a faction is a crossbow, then it will reach its intended Target/s)
- SHEATHES-10 Forces within the STABS-2 Ancerious Galactic Colony under the Individual Isolationism Grand Escutcheon: ∞ (This GE may only be applied to 3 Hospital Ships, one from each Monarch. Under the effects of this GE, all interaction with all outsider factions is impossible. These Hospital Ships must tow a Transportation Device along with them with which to rescue the injured, since they cannot interact with said injured directly. This will allow SHEATHES-10 to help all participants of a battle without getting in anyone's way)
- Goodwill Gifts to SHEATHES-10 Acquaintances: Variable. May range from 0 to 10 depending on who's using them.

Shields:
- See Armor.

Speed:
- SHEATHES-10 Forces within the STABS-2 Ancerious Galactic Colony: Variable. 5, on average. (Some ships move at a Speed of 1, while some can move at 10. Note that as of the Locking Glyphs document, Transcausality Speeds cannot be achieved by the Monarchs, that is, they can move so fast that they have achieved the Effect before they performed the Cause)
- Goodwill Gifts to SHEATHES-10 Acquaintances: Variable. May range from 0 to 10 depending on who's using them.

Stealth:
- SHEATHES-10 Forces within the STABS-2 Ancerious Galactic Colony outside Monarch Territory: 0 (They cannot venture outside Monarch Territory in the first place)
- SHEATHES-10 Forces within the STABS-2 Ancerious Galactic Colony within Monarch Territory: 10 (Monarchs are able to partially dismiss their Subjects, literally severing their existence from the current one, eliminating all forms of scent, energy trails and dimensional clues to their whereabouts)
- Goodwill Gifts to SHEATHES-10 Acquaintances: Variable. May range from 0 to 10 depending on who's using them.

Numbers:
- SHEATHES-10 Forces within the STABS-2 Ancerious Galactic Colony: 0.055 (A maximum of 75 Subjects of each Type per Monarch may exist in STABS-2 at any given time. This includes ships, personnel and structures. 75 Troops, Vessels and Constructs per Monarch comes up to a grand total of 225 Ships, 225 Personnel and 225 Structures. Not a whole lot compared to the thousands of other factions)
- Goodwill Gifts to SHEATHES-10 Acquaintances: 0.025 (The Monarchs cannot give away too many Goodwill Gifts, so their numbers will be quite rare)

Point Defense:
- See Armor

Sensors:
- SHEATHES-10 Forces within the STABS-2 Ancerious Galactic Colony outside Monarch Territory: 0.5 (Monarchs are practically blind to anything outside their Territories. Only when data enters their borders can they sense it, like light from stars, for example. They must use the senses of their Patron to even see anything 1 cm from their Territory Borders)
- SHEATHES-10 Forces within the STABS-2 Ancerious Galactic Colony within Monarch Territory: 8.5 (Once something is in their Territory, however, trying to hide from the Monarchs is like trying to hide in plain sight. Only those with extreme stealth capabilities, like the Flux for example, can properly hide from them in their own Turf)
- Goodwill Gifts to SHEATHES-10 Acquaintances: Variable. May range from 0 to 10 depending on who's using them.

Size of Ships:
- SHEATHES-10 Forces within the STABS-2 Ancerious Galactic Colony: 1 (Intimidation will be detrimental to exploration)
- Goodwill Gifts to SHEATHES-10 Acquaintances: Variable. May range from 0 to 10 depending on who's using them.

Ground Forces:
- SHEATHES-10 Forces within the STABS-2 Ancerious Galactic Colony: Variable. 7.5, on average. (The Monarchs will almost always be employing Medics only. However, when it comes to their job, their Medics are top-notch. The Locking Glyphs have reduced their effectiveness from a 10 to a 7.5, but they will still be able to help everyone in need)
- Goodwill Gifts to SHEATHES-10 Acquaintances: Variable. May range from 0 to 10 depending on who's using them.

Magic:
- SHEATHES-10 Forces within the STABS-2 Ancerious Galactic Colony as a whole: 3.3333333333..... (As of the Locking Glyphs, Empress Hecate's Magic has been bound to more Physical+Logical bases. Also, since the Arcana State is only 1/3 of the whole package, when looked as a whole, the Monarchs only use Magic 1/3 as often as others do. However...)
- SHEATHES-10 Arcana State within STABS-2 by itself: 9 (However, the Arcana State is still an entire civilization devoted to Magic, the same way the Machina State is devoted to Technology and the Natura State is devoted to Nature. Empress Hecate is literally the embodiment of Magic within her Territory, so to say she's extremely well-versed in all forms of Magic would be an understatement. The Locking Glyphs have reduced her power vastly, otherwise her stat would be an 100; the reason for such a ridiculous number is because within Monarch Territory, namely the Yggdrasil Galactic Triumvirate, Empress Hecate IS Magic itself. She defines what Magic is, and what it can and cannot do within her Territory. Of course, that only works within her Territory, and not in the Ancerious Galaxy, but still, even with the Locking Glyphs, her Stats is still a 10 in terms of quality, but a 1 in terms of quantity)
- Goodwill Gifts to SHEATHES-10 Acquaintances: Variable. May range from 0 to 10 depending on who's using them. However, see above paragraph for a generalized idea.
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:iconjb1992:
JB1992 Featured By Owner Dec 27, 2013  Hobbyist Digital Artist
Weapons: 8 (Eramon weapons are somewhat above average in fire power, their weapons are mostly made for disabling enemy ships, not for instantly destroying them.)

Armour: 8 (Eramon Armour is almost identical to Union quantum lattice plating, so this is basically the same in class)

Shields: 9 (Eramon shields are very effective against the most powerful larger caliber weapon types but they are not efficiency against the weakest of weapon types like small caliber fire.)

Speed: 9 (Eramons use Quantum drive, space time warping and wormholes to get from A to B.)

Stealth: 5 (Eramon stealth tech is normal and functions by decreasing the electronic footprint in space, yet this is up to a minimum of 100 meters, so sensors of other vessels can spot a Eramon vessels but they don't have the know-how of how big they are,

FTL: 9 (quantum drive, warp 10 and wormhole technology)

Numbers: 3 (Eramon fleets are pretty small mainly 20 - 80 ships at most)

Point Defense: 10 (Eramons defensive capabilities are tremendously high basically every cannon has a AA function)

Sensors: 6 (Normal)

Size of ships: 5 (Eramon max SHIP sizes is 20km)

Ground forces: ... (Under construction)

Magic: 0 (Eramons don't use true magic.)
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:icontoby-phealin:
Toby-Phealin Featured By Owner Dec 26, 2013
Weapons: 7 (Coalition Weapons are generally run of the Mill, a unique blend of energy and kinetic damage. However, some specialty weapons like the HVSDLs are quite dangerous. This brings the number up.)

Armour: 6 (Coalition FERUDIN III Armor  is effective, but Generally no more so than average.)

Shields: 7 (Coalition Shielding Systems, while Average in Strength, are managed with a better philosophy than most. This Brings their effectiveness up, allowing them to stay up longer)

Speed: 6 (Coalition uses Energy-guzzling Graviton Drives with standard Ion-Drive Auxiliaries. Graviton drives are hard to disable due to lack of exhaust ports, but require a higher amount of Fusion Cores. Balancing this down to 6)

Stealth: 10 (Coalition Stealth is Top of the line, an Art and Trade they take pride in and use to protect everything they have.)

FTL: 5 (Coalition uses Slipspace FTL Drives, rather Standard.)

Numbers: 1 (Coalition Fleets are typically small, discounting the logical imbalance of the Homefleets. Typically Patrol Fleets number 10-15, with 'enhanced' highs of 20.)

Point Defense: 10 (Coalition Point Defense systems, due to their inherent style of combat are some of the best in the Galaxy, oft. time forcing the enemy into "Knife fight" range for Ballistic/Energy Weapons)

Sensors: 9 (In the Coalition, to see is to survive. Everything about their existance is in waiting for the arrival of a hidden enemy. To miss a stealthed ship or cloaked enemy is to allow death to find them.)

Size of ships: 0 (Rarely will you find a Coalition ship over 500 meters, let alone over a single Kilometer. Their ships are woefully tiny compared to most nations. A fleet of Mice.)

Ground forces: 3 (Coalition Ground Forces as well equipped, but small of number, and even smaller on combat experience. Good training brings this up from a 2, counteracting lack of experience.)

Magic: 1 (The Coalition has minor access to magic, moreso on the front of 'Defending Against" magic than actually wielding it.)
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:icondaniellandrom:
daniellandrom Featured By Owner Dec 26, 2013  Hobbyist General Artist
i'm all for it! i'll add my opinions in a bit
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:icon0verlordofyou:
0verlordofyou Featured By Owner Dec 26, 2013
I would recommend expanding the ground force rating to differentiate between the strength of infantry, vehicles, aircraft, and mechs. If someone has it, they could include a naval force rating.
For example, I'd say that IE Infantry would be rated at about 8 or 9, while their vehicles would be around 6 or 7. Mechs would be 5 and aircraft 4.
Otherwise I'd have to say IE Ground Forces: 6
Which doesn't say a lot.

I would also recommend expanding speed to Speed and Maneuverability. Mainly because the two aren't related. The average IE space ship has decent acceleration and stopping power, but turns like a necrotic whale with an eating disorder. So Speed: 6, Maneuverability: 3.

And maybe allow people to add their own stats? Things that may be unique to their empire, or something other empires may share. For example, in addition to regular infantry, the IE has cyborgs, which are little more than cannon fodder. Capitol also has cannon fodder infantry. So I'd say:
IE Cannon Fodder: 10 (High numbers, very tough, easily replaced, suicidally brave, and fairly well armed and armored)
Capitol Cannon Fodder: 6 (Very High numbers, sub par toughness, easily replaced, requires commissars to bolster fortitude, and poorly armed and armored)

This rating system could also be applied to individual ships. Of course, super ships would need their own rating system.
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:iconemperormyric:
EmperorMyric Featured By Owner Dec 27, 2013  Student General Artist
this is a good idea however we dont want it to get more complex too quickly However i DO think what your saying will be the next step.

We shall see peoples base stats first before any new stuff
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:icondrakenhothrepublik:
DrakenhothRepublik Featured By Owner Dec 26, 2013  Hobbyist Artist
/me watches from the side lines, not sure what to make of it all
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:iconmeowmeowmeow21:
Meowmeowmeow21 Featured By Owner Dec 26, 2013
Hm... armor should be how difficult the ship itself is to destroy without shields. Eos ships have almost no defense but the size of their ships still gives them some measure of protection 
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:iconemperormyric:
EmperorMyric Featured By Owner Dec 26, 2013  Student General Artist
agreed we can change Armour to Hull points so it gauges how difficult ships are destroy hull wise.
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