User blog comment:WolfgangBSC/The Random Chat Room/@comment-29048862-20150503021536

Hit Point Based Rp System
This is an rp system based on hitpointd rather than a set of our current intangibles. This system will provide a more defined set of rp roe but it may become harder for newer members to grasp.

Naval Types: There are three main types of naval classes. Military: Funded by a nation, these navies will have better weaponry at the beginning and recieve bonuses towards damage and travel points. They however have increased detection points.

Corporate: Usually an independent navy that profits from buisness and trade, these navies recieve bonuses to income and research rates however have lower damage points.

Ghost/Guerilla: Secret, terrorist like navies. Usually have a smaller fleet and recieve less income than the latter two. They have a lower chance of detection and are less suceptible to espionage and survelliance.

Naval Attribute Types: Income: Determines the amount of money avaliable Resource: Determines the amount of resources avaliable Research: Determines the time and sucess rate of researching new tech Detection: The chance that a navies fleet will be detected by the opposer Espionage: Determines the success and effectiveness of espionage Travel: The speed at which a navies ships will travel (also affected by the number of ships)

Battle Atrribute Types: Armor: Grants a weaponry effectiveness/in-effectiveness rate towards different ammunition. Also increases Hit-Points Hit-Points: The amount of damage before a ship is rendered sunk or in-operable Speed: How fast a ship will be able to travel (faster ships grand a higher miss-rate) Accuracy: Determines the chance of landing a succesful and or critical hit towards a ship (a crit does 50% more damage) Miss Rate: The chance a shell will hit/miss the target.

This is just part of it, I shall add numbers and other information as follows