Ship classification:
Don’t need to be fulfilled fully to classify as one
torpedo launchers can only be at max 5 tubes if unguided and 3 tubes if guided
25 SP hull 50 knot max speed
RHIB: look like a RHIB, can only have 2x machine gun turrets, can carry 4 passengers
50 SP hull 45 knot max speed
Torpedo boats:
1x single barreled turret at max 30mm or 1x CIWS
2x machine gun turrets
4x torpedoes (not launchers just torpedoes), smoke screen
16x depth charges or 24x unguided rockets
75 SP hull 35 knot max speed
Gunboats and Corvette:
1x single barreled turret at max 76mm
4x box launchers or 8x VLS
2x CIWS
1x torpedo launcher
smoke screen
16x depth charges or 8x hedge hogs or 26x unguided rockets
100 SP hull 37 knot max speed
Frigates:
1 duel barreled turrets at max 130mm
4x box launchers or 8x VLS
3x CIWS
2x torpedo launchers
15x countermeasures
smoke screen
24x depth charges or 12 hedge hogs
1 helicopter
150SP hull 37 knot max speed
Destroyers:
3x duel barreled turrets at max 130mm or 6x single barreled turrets at max 127mm
2x 47mm and below single barrel or 4x 20mm and below double barrel turrets
8x machine gun turrets
6x box launchers or 32x VLS
5x CIWS
6x torpedo launchers
30x countermeasures
smoke screen
48x depth charges or 24 hedge hogs
2 helicopters
175 SP hull 36 knot max speed for light and 34 knot max speed for heavy
Gun light cruisers and heavy cruisers:
4x triple barreled turrets at max 203mm
6x duel barreled turrets at max 127mm (can be duel purpose)
10x machine gun turrets
8x AA (25mm and below)
4x torpedo launchers
64x countermeasures
250 SP hull, 35 knot max speed
Gun battle cruisers and pocket battle ships
3x triple barreled 360mm turrets or 2x triple barreled turrets at max 406mm
8x duel 127mm turrets
20x machine gun turrets
14x AA (25mm and below)
2x torpedo launchers
64x countermeasures
275 SP hull 37 knot max speed
Guided missile cruisers
4x triple barreled turrets at max 203mm
6x duel barreled turrets at max 127mm (can be duel purpose)
10x machine gun turrets
8x box launchers or 48 VLS
6x CIWS
4x torpedo launchers
64x countermeasures
3 helicopters
375 SP hull 37 knot max speed
Guided missile battle cruisers:
2x duel barreled turrets at max 130mm
5x duel barreled turrets at max 76mm
20x machine gun turrets
12x box launchers
80x VLS
20x SAM VLS
10x CIWS
6x missile CIWS
4x torpedo launchers
128x countermeasures
4 helicopters
375 SP hull 33 knot max speed
Battle ships:
4x triple barreled turrets at max 460mm
4x triple barreled turrets at max 203mm
8x twin barreled duel purpose turrets (can have normal shells or flak) at max 127mm
8x duel barreled turrets at max 25mm (anti air auto cannons)
20x machine gun turrets
2 recon planes (must be a small sea plane with interceptor or attacker rules, no missiles)
425 SP hull 33 knot max speed
Modernized Battleships:
4x triple barreled turrets at max 460mm
4x triple barreled turrets at max 203mm
8x duel barreled turrets at max 76mm
8x twin barreled duel purpose turrets (can have normal shells or flak) at max 130mm
8x CIWS
12x box launchers or 64x VLS
128x countermeasures
2 helicopters
200 SP Hull cost, 28 knot max speed
WW2 Submarines:
6x torpedo tubes
18x unguided torpedoes
1x deck gun at max 127mm
1x machine gun turret
Must be able to submerge
300 SP Hull cost 33knot max speed
Modern submarines
8 torpedo tubes
48 guided torpedoes
40x VLS
8x noise makers (torpedo flares)
Must be able to submerge
250 hull cost 23 knot max speed
WW1 submarines
1x duel barrel turret at max 305mm
4x torpedo tubes
8x unguided torpedoes
4x machine gun turrets
Must be able to submerge
500 hull cost 31 knot max speed
submarine carriers
4x torpedo tubes
24x torpedoes (can be guided or unguided)
8x machine gun turrets
3x CIWS
8 noise makers (torpedo flares)
64x countermeasures
27 planes
Due to physics in simple planes, planes can not stay dry in the ocean so the planes only has to fit on the ship, they don’t need to stay in it when it submerges, but the ship has to be able to submerge
v This will probably not be accepted and by probably I meant 95% no v
1000 SP hull 37 knot max speed
wonder-weapon
1x ION cannon (1 SP per mm) at max 1750mm, max velocity of inf
8x triple barreled turrets at max 500mm
12x triple barreled turrets at max 203mm
18x duel barreled turrets at max 76mm
18x twin barreled duel purpose turrets (can have normal shells or flak) at max 130mm
40 machine gun turrets
16x CIWS
8x missile CIWS
4x torpedo launchers
12x box launchers
128x VLS
25x SAM VLS
256x countermeasures
44 aircraft
4 helicopters (helicopter counts as aircraft)
30x depth charges or 15x hedge hogs or 120x unguided rockets
Can submerge
100 SP hull cost 33 knot max speed
Supply ships:
It’s a supply ship, It carries stuff, Sp depends on how much stuff it can carry, each tank carried is 25 sp
Turret cost:
1 barrel Turret cost: 1.0x SP
2 barrel turret cost: 1.5x SP
3 barrel turret cost: 2.5x SP
Barrel MM cost: 0.5 SP per mm
Velocity don’t have a cost but the max on turrets is 1000m/s (unless ur using a rail gun or something weird, make it looks like it too, not just a normal barrel)
Whole turret cost: barrel mm x turret SP multiplier
Example:
1. if 20mm duel barrel
10 x 1.5 = 15 SP per 20mm duel barrel turret
2. if 406mm triple barrel
203 x 2.5 = 507.5 round to the nearest 10 510 SP per 460mm triple barreled turret
Autoloaders:
Just be realistic, no rules or SP cost here but please do not make a 460mm reload in like 2 seconds, that’s not realistic, no shells reloading in 2 minutes either, too boring, if it takes 120 seconds to reload in real life make it reload in 60 seconds
CIWS cost:
1 barrel CIWS: 50 SP
2 barrel CIWS: 75 SP
3 barrel CIWS: 100 SP
Each barrel except the first one costs 25 sp, the first barrel costs 50 sp
Missile CIWS costs 50 SP for each missile on said CIWS, no starting cost
Missile cost:
missiles need to be reloaded after fired, this reload will cost SP
Box launcher: 25 SP each (one missile) can be duel purpose
VLS: 50 SP each (one missile) can be duel purpose
AAM VLS: 25 SP each (one missile) !can’t! be duel purpose
Depth charges, hedge hogs, and rocket costs:
Needs to be reloaded after use, reload costs SP
Depth charges: 5 sp each (use cannons with xml shell life and velocity of 5)
Hedge hogs: 10 sp each (use cannons with velocity of 5-25 and xml shell life)
Rockets: no custom explosion scale 5 sp each (add a xml called firingDelay and set it to 0.1 or it will take days to fire those rockets)
Carrier:
Carrier must be able to carry planes physically, planes will not be included with carrier, planes will be ordered to land on the carrier and special planes like helicopters, drones and bombers counts to the max amount of aircraft the carrier can carry
Carriers can have any amount of CIWS, just keep in mind how much you really want on a ship, CIWS is not the cheapest thing ever, plus this will impact your carrying capacity, keep in mind that your carrier has to stay afloat when carrying all those planes and adding CIWS helps it live longer but it also adds weight so get a balance between those two
Aircraft capacity:
Escort carrier: max of 24 planes / hull cost 750 Sp
LHD: max of 24 planes or 30 VTOL planes, can carry troops / hull cost 1000 SP
Fleet carrier: Max of 60 planes / hull cost 2000 SP
Super carrier: Max of 115 planes, 3 helicopters, 1 AWACS, 2 light bombers, 1 medium bomber / hull cost 2500 SP
Nuclear super carrier: needs space for a nuclear generator: Max of 150 planes, 3 helicopters, 2 drones, 1 AWACS, 2 light bombers, 2 medium bombers, 1 heavy bomber / hull cost 3000 SP
ION cannons reload speed
If your ion cannon is 500mm it will reload in 50 seconds, if it is 1750 mm it will reload in 175 seconds
I spent like 30 minutes sitting in a chair none stop typing lol
@Aarav i'd take that as yes
Modern submarines
8 torpedo tubes
48 guided torpedoes
40x VLS
8x noise makers (torpedo flares)
Submarine carriers
Must be able to submerge
4x torpedo tubes
24x torpedoes (can be guided or unguided)
8x machine gun turrets
3x CIWS
8 noise makers (torpedo flares)
64x countermeasures
10 planes
@yourlocalhuman how this sound?
@Hiimakeplanes I appreciate your effort at this
But I need to tell you
This is where the extensive cost system takes place
Each naval entry would have to be thoroughly checked , hence slowing deployment and even building
Secondly, this challenge I'm hosting is not a joint challenge , so developing a story , thinking about deployment and individually checking each entry becomes difficult
I will soon look into this matter and propose somebody trying to volunteer for the challenge.
Thanks!
@Aarav there’s probably some flaws but here’s the proposal for naval rules