I have heard that the station may be added so I've been doing some research and i've noticed that the station does not have much of a background, so i thought i would do a little brainstorming on what it might be armed with, abilities, and things of the sort.
Base Station stats (no Upgrade)
- Hull: 3000
- Armor: 6
- Antimatter: 0
- Average AA helix gun damage: 25
- Average Railgun Damage: 500
Armament
For Anti Fighter duty, one would logically call upon pointdefense cannons, i was thinking around 8-16 located on the top and bottom each divided about the station in groups of two
For combating vessels, perhaps 2 rail gun turrets, while i realize this is not cannon I think it would still be realistic to have some form of anti ship defense. Perhaps having a slow amount of fire at 500 damage each.
Abilities
Ok it will go like this
NAME (LEVEL #-#)
- STAT
- STAT
- STAT
- DESCRIP LEVEL 1
- DESCRIP LEVEL 2 (IF ANY)
- DESCRIP LEVEL 3 (IF ANY)
- DESCRIP LEVEL 4 (IF ANY)
Armor (level 1-4)
- Add about 2000-3000 hull points each upgrade
- Adds 1-2 Armor per upgrade
- Increases hull repair rate by 2%-5% per upgrade
- Increases hull strength, armor, and repair rate. (level 1-4 descrip)
Hangar (level 1-2)
- Add 2 fighter squadrons per upgrade
Slipspace detection (level 1)
- Allows slipspace jumps to be detected a extra gravity well away (ie on a planet with fully upgraded slipspace rupture detection you would detect 3 jumps away not 2 or when deep in enemy space, can detect ships moving toward that gravity well.)
Spartan Boarding Party (level 1-2)
- Antimatter reserve increase: 150
- Antimatter cost: 75
- Cool down: 200
- (Level 2) Antimatter resrve increase: 300
- (Level 2) Antimatter cost: 100
- (Level 2) Cool down : 150
- (Level 1) Allows Spartans to be deployed via pelican to a enemy ship, doing damage or taking control depending on a 50-50 chance but this would not effect capitals.
- (Level 2) cool down is shortened and has a 75 percent chance to take over the ship and only a 25 percent to damage it heavily.
Systematic overload (level -1-2)
- Cool down time: 60
- Damage: 25%
- (Level 2) Cool down time: 40
- (Level 2) Damage: 12%
- (Level 2) Antimatter: 100
- (Level 2) Antimatter Regen rate: 5%
- Overloads one of four of the reactors on board in one area of the station, taking down the stations health by a quarter but doing damage in the area surrounding the station.
- (level 2) increases the amount of reactors but lestining amount of damage thus allowing more detonations at a lower damage, this also increase antimatter regen due to more reactors.
Slipspace prevention system (level 1-2)
- Cool down time: 250
- Duration: 90
- (Level 2) Cool down time: 220
- (Level 2) Duration: 120
- Uses gamma rays to slow down enemy ships approaching the gravity well.
- (level 2) lower cool down and longer effect
I will edit this as i think of more or think of new stats or changes
Thoughts? comments?