StarGods
StarGods is an extra-unoffical ruleset for TGOD Games. A work-in-progress of Covenant. Unlike the other TGOD pages, the discussion page here can be used for critiquing the ruleset. It is meant as an attempt to utilize the Wiki system to streamline game play, allowing players to spend more time customizing their vessels and keeping them neatly, cleanly and easily accessed on their own ImperialWiki userpage. The use of icons and verbose unit stats would be more difficult to read on the forum, but is extremely fluid on a wiki. The gameplay remains the same, with easier hotlinking (linking directly to unit pages and OOBs for the ease of your opponents) than is available on a forum alone.
This is a file in a greatly messy state. Don't even bother reading up on it yet in it's current form.
StarForge
StarForge is the StarGods unit creation system. It takes longer to create your list of units, as you need to do a few simple math equations for each one, but it makes for a quicker play experience once you're finished and ready to go. It lists stats for units in more Roleplaying Game 'attribute' format, which is fast to read and simple to work with. It is also designed to be referenced using the Wiki, relieving clutter on the board and making combat easier to run.
The mechanics of StarForge removes 'base value', or 'basic cost'. Hitpoints are replaced by a hull size attribute that also governs how many specials you can equip the unit with, it's Hyperspeed and Stealth ratings, and a few other things. Basic attack is now a purchased value, along with improved attack. Active defenses are now considered a standard component due to their omnipresent general utility, but the number of defenses you add to your vessel is up to you. The special attributes operate the same way as before, except the maximum number of special attribute points you can purchase is limited by the hull size. A larger unit can equip more.
Once you read over these guidelines, head off to the StarForge wiki entry for details. Selected elements will be listed below, but not all the extra clutter.
Unit Name
- Cost:
- Abilities
- Basic Attributes
- Special Attributes
Cost
This is the amount of production the unit requires you to expend before you can put one into play.
Size
Size determines how many Specials you can equip, and how many hitpoints you have.
There will always be objective, non-arbitrary norms of Size per technology level. The size of the unit is actually deceptive, it's the overall bulk and strength of the body that is important here. Thus, if your faction makes them small but sturdy, choose the appropriate size for a unit of that strength, even if it seems "larger" than you thought.
Your basic attributes are all rated based on size, making small units faster and big units slower for example. Large units also endure more punishment before being removed, translating into higher hitpoint values. Finally, large sizes provide more room for a wide assortment of special attributes, and many Abilities will have a minimum size as well.
Abilities
Abilities refers to the special physical characteristics of the unit that distinguish it from others, be it a Barbarian Axeman or a Guided Missile Destroyer. Generally they refer to specific missions the unit is capable of accomplishing, and you are going to be nearly required to include at least one unit with each of these Abilities. A unit with Subterfuge, for example, is the only one ready and able to provide deep recon of the enemy, and you can't do without a unit capable of Command!
Several of these require large size, but consume no actual unit equipment capacity, so you are encouraged to create armed combat support units rather than disposable 'ability box' units. Abilities can also be stacked, but be aware that extremely expensive multiple-ability units are likely to become high profile targets.
For a list of Abilities, see the StarForge sub-page.
Basic Attributes
Basic Attributes equate the unit's combat abilities, and are notable because they are listed as ratings instead of absolute values, and are unrestricted by size (see above). This means you can invest as many points into these attributes as you wish, and that their final value is determined by a modifier--usually size. Using ratings for these attributes allows for different sizes of units to have their own natural advantages and disadvantages. The only limiting factor to making a frigate with the firepower of a battleship is cost, which is based on the point investment and not the final rating. For this reason, trying to create frigates with battleship firepower can be far more expensive than creating an actual battleship.
Special Attributes
Unlike Basic Attributes, points spent in Special Attributes are given absolute values instead of ratings, meaning that the effect you gain from them is equal to the amount you've spent on them. These are often considered to be flat bonuses to the unit. The maximum amount invested into ship Special Attributes is limited by the unit's size. Special Attributes usually reflect specialized equipment, training or abilities that function "as-is" without regard to the size of the unit.