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Offline Spoon

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Forum game: Rules/Discussion
This is the general thread for discussing strategy among each other and for asking questions about the game or rules. The second and third post will be updated as the game progresses. The third post will always display the current turn.
This is not the actual game thread.

Fleet orders:

A fleet can take one major and one minor action each turn. The order in which you declare these actions matter.

Major Action:
Engage enemy: Orders the fleet to fight target enemy fleet in the same system.
Defend: Fleet takes up defensive positions in friendly controlled system giving a +2 bonus to attack strength for the next battle in that system.
Secure: Turns a hostile system into a friendly system. The system can only be secured if no enemy fleets are present.
Travel: Moves a fleet from one system to another.
 - If a fleet moves from a contested system to an other system it is considered a retreat. If there are no friendly fleets to cover the retreat the retreating fleet will take damage.
 - If a fleet is in a contested system with an enemy fleet it cannot move to an enemy control system.
   - The exceptions to this rule are the Aquarius nebula system and the Sol Force Blitz ability.
 - A fleet can move from one contested system to an other contested system. This also counts as a retreat.
Resupply: Can only be done in a friendly system with an open supply route, resupplying will replenish 30% of the fleet's strength and raise the morale back to the fleet's base stat if it was lower than that. Take care not to get attacked while resupplying, its bad for morale and your fleet will take extra damage. Resupplying takes 10 resouces from the global resource pool.

Minor Action:
Travel
Resupply
Use Special:
Uses your fleet's special ability.

Fleet Abilities:

Blitz: Allows a fleet to break through enemy lines and advance into a nearby system.
When using Blitz you must target one enemy fleet and the target system that you want to move into. You will deal half damage to the targeted fleet.
Cooldown: 2 turns

Prepare Barrage: Uses heavy weaponry to deal extra damage to enemy capital ships the next time the fleet does battle. (+4 to next capital ship attack)
Cooldown: 2 turns

Zeal: Raises morale by one step.
Cooldown: 2 turns

Mercs: At the cost of 10 resources, bolsters your fleet with mercenary forces. Adding 75% fighter strength and 50% capital strength
Every turn you contract these mercenaries costs 5 resources upkeep. You can dismiss the mercenaries earlier but you will need to wait out the cooldown before you can contract them again.
Can only be used in friendly controlled systems.
Cooldown: 3 turns (renews contract for 10 resources)

Combined Arms: Using all of the tools available, the LSF fleet gains a +1 to attack strength and takes -2 damage in the next battle.
Cooldown: 2 turns

Global resources:
Each turn every friendly controlled system produces resources that go into the global resource pool. Contracting mercenaries and resupplying take away from this resource pool, but there may also be other events that can affect how much resources will come in or get spend.

Morale:
Fleet morale plays an important factor and it can be affected by a number of things. Scoring important victories, capturing systems and the like will raise morale while losing battles and systems will likely drop it. But there may also be other events that can affect morale that are not directly within your control.
The various states of morale are:
 -Zealous: +3
 -Very high: +2
 -High: +1
 -Normal: 0
 -Low: -1
 -Very low: -2
 -Critical: -3

Systems:
Systems can be Friendly. Meaning they are in your control, if they have a open supply route to Sol these systems will provide resources and can be used to resupply your fleet in.
A system is Contested if there is a fleet of the opposite side in it. If there are no fleets defending it, a contested system can be secured. If the fleet moves out of the system without securing it, it returns to the state it was before it was contested. A contested system that was friendly before it was contested and has an open supply route will produce resources half of its normal value rounded down.
If the system is Hostile it means the Hierarchy has taken it. This system will not do anything good for your side until it has been taken back.

There can be only three fleets of each side in a system at once.

The Aquarius system is shrouded in a thick nebula and has some special rules.
 - Fleets can freely travel to nearby hostile systems. (No need to Blitz)
 - Fleets can retreat out of the system without taking damage.
 - Fleets fighting inside the nebula have a -5 penalty to attack strength.


Admiral ranks&Traits
Rear Admiral: Starting rank
Vice Admiral
Fleet Admiral
High Fleet Admiral

When granted a promotion you can choose 1 of the following traits.

Breakthrough Specialist: Take no damage on a retreat or Blitz
Master in logistics: Resupply recovers 50% instead of 30%
Inspirational leader: Your fleet's base morale goes up by +1. Your fleet becomes more resistant to morale shocks.
Fortification expert: When using the Defense action, the bonus becomes +6 instead of +2
Aggressive leader: +2 to fighter and capital ship attack strength
Glorious bastard: Your Admiral becomes Steele

Player fleet destruction
Your fleet is considered destroyed when your capitalship strength reaches 0%. With your flagship being the last thing that gets destroyed.
When this happens you'll get the choice to continue playing with a new fleet or if for some reason an other fleet is without an admiral, you can immediately jump over to that.
It will take some time for a new fleet to be constructed however and this new fleet will be back to base stats. Depending on how well your faction thinks of you (some factions are more tolerante of failure than others) you may also face a demotion (and lose the last trait you've gained)
« Last Edit: October 30, 2013, 08:09:04 am by Spoon »
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Spoon

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Re: Forum game: Rules/Discussion
Friendly Fleet base stats:

SF Fleet
Fighter attack strength: 20 (18+2)
Capital attack strength: 18 (18)

Fighters at 100% Strength, 3rd Gen
Capital ships at 100% Strength
Morale: Normal
Special: Blitz

--------------------

DD Fleet
Fighter attack strength: 17 (18-1)
Capital attack strength: 16 (17-1)

Fighters at 100% Strength, 2nd Gen
Capital ships at 100% Strength
Morale: Low
Special: Prepare Barrage

--------------------

CRF Fleet
Fighter attack strength: 19 (16+2+1)
Capital attack strength: 18 (17+1)

Fighters at 100% Strength, 3rd Gen
Capital ships at 100% Strength
Morale: High
Special: Zeal

--------------------

UGC Fleet
Fighter attack strength: 15 (13+2)
Capital attack strength: 15 (15)

Fighters at 100% Strength, 3rd Gen
Capital ships at 100% Strength
Morale: Normal
Special: Mercs

With mercs
Fighter attack strength: 25 (13+2)
Capital attack strength: 22 (15)

Fighters at 175% Strength, 3rd Gen
Capital ships at 150% Strength

--------------------

LSF Fleet
Fighter attack strength: 23 (20+2+1)
Capital attack strength: 15 (14+1)

Fighters at 100% Strength, 3rd Gen
Capital ships at 100% Strength
Morale: High
Special: Combined Arms

--------------------

CSA Fleet
Fighter attack strength: 23 (23)
Capital attack strength: 20 (20)

Fighters at 100% Strength
Capital ships at 100% Strength
Morale: Normal
Special: Acting Smug

Hostile Fleet base stats:

Nordera Fleet
Fighter attack strength: 12 (10+2)
Capital attack strength: 10 (8+2)
Morale: Very High
Special: Kamikaze - 60% Capitalship damage

--------------------

Cordi Fleet
Fighter attack strength: 20 (20)
Capital attack strength: 12 (12)
Morale: Normal

--------------------

Fura'ngle Fleet
Fighter attack strength: 14 (16-2)
Capital attack strength: 18 (20-2)
Morale: Very low

--------------------

Zy Fleet
Fighter attack strength: 22 (21+1)
Capital attack strength: 21 (20+1)
Morale: High
Special: Slipstream

--------------------

Combined Zy&Fura fleet
Fighter attack strength: 15 (15)
Capital attack strength: 25 (25)
Morale: Normal

--------------------

Hertak Fleet
Fighter attack strength: 22 (22)
Capital attack strength: 30 (30)
Morale: Normal
« Last Edit: December 06, 2013, 08:29:25 pm by Spoon »
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

  

Offline Spoon

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Re: Forum game: Rules/Discussion
Current Turn: 15




Sol Force: 4/4
1st Fleet - under the command of Vice Admiral Dovorek Iera (CommanderDJ) on the flagship Hand of Absolution (Master in Logistics)
2nd Fleet - under the command of Vice Admiral Xeus L. Fremont (X3N0-Life-Form) on the flagship Swift (Master in Logistics)
3rd Fleet - under the command of Vice Admiral Aaron Soryu (mobcdmoc3) on the flagship Sovereign (Aggressive leader)
4th Fleet - 'Battlegroup 11' under the command of Vice Admiral Jason Windforce (Jellyfish) on the flagship Firelance (Breakthrough Specialist)

Delest Defense: 3/3
1st Fleet - 'Fist of Silva' under the command of Fleet Admiral Jason Ralwood (AdmiralRalwood) on the flagship Aurora (Inspirational Leader, Aggressive leader)
2nd Fleet - under the command of Fleet Admiral Georgiy Kuznetsov (Admiral MS) on the flagship Nova (Inspirational Leader, Master of Logistics)
3rd Fleet - under the command of High Fleet Admiral Ivan Dimitrievic Kalazonitov (Enioch) on the flagship Katyusha  (Inspirational Leader, Master in Logistics, Breakthrough Specialist)

Commonwealth Royal Fleet: 4/4
1st Fleet - under the command of Fleet Admiral Veers on the flagship Silver Arrow (Aggressive leader, Master in Logistics)
2nd Fleet - under the command of Fleet Admiral Lorric on the flagship Soaring Spirit (Master in Logistics, Breakthrough Specialist)
3rd Fleet - 'Task Force 765'  under the command of Vice Admiral Hilda Alcott (Hartzaden) on the flagship Hood (Aggressive Leader)
4th Fleet - under the command of Vice Admiral Carlos Santiago (Lepanto) on the flagship St. Louis IX (Aggressive leader, Master of Logistics)

United Guilds of Commerce Regulars: 2/2
1st Fleet - 'The Feather Ones' under the command of Fleet Admiral Andrew Bradwater (Andrewofdoom) on the flagship Garuda (Aggressive leader, Master in Logistics)
2nd Fleet - 'The 88's' under the command of Fleet Admiral Yuen Ah Luc (niffiwan) on the flaghship Inevitably Successful in All Circumstances (Master in Logistics, Breakthrough Specialist)

League Star Forces: 2/2
1st Fleet - under the command of Rear Admiral SpardaSon21 on the flagship Dire Wolf
2nd Fleet - 'The Stormlords' under the command of Rear Admiral Augustus Corvus (Dragon) on the flagship Scimitar

Cyrvan Star Armada: 1/1
1st Fleet - under the command of Admiral Freyalis Elsperth Almereya (Droid803) on the flagship Ataraxia (Breakthrough Specialist)
« Last Edit: February 14, 2014, 09:10:42 pm by Spoon »
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Lorric

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Re: Forum game: Rules/Discussion
Well now Andrewofdoom, it looks like you and I have a bug problem to deal with. There’s no one else anywhere near there, so it’s up to us. (I’m 2nd CRF in the middle of the map on Virgo.)

Aldebaran seems like a key location to hold since if they get past there they can go and take two of the most valuable systems.

EDIT: I see X3N0-Life-Form can get to Aldebaran too in one turn. There are 5 allied fleets on the top and 5 on the bottom. Maybe the three SF fleets could head to Aldebaran. mobcdmoc3's 3rd SF Fleet could get to Virgo on the first turn, then have a choice of where to go next if the bottom needed reinforcing, the bottom looks harder to control. But I think we need at least 4 on the top, 3 to fight on the front and 1 in reserve to take over when someone has to pull back and reinforce, those are my early impressions. I hope we can all have fun!  :)

Hi Spoon! I have questions for you. If I use Zeal, will my morale stay at Very High as long as nothing knocks it down, or will it drop down back down to High after 2 turns? Also, if not and it’s still very high and I use it again after 2 turns, will it rise to Zealous?

Also, to clarify, does every CRF fleet have zeal on a 2 turn cooldown, or if I was to use it, would all the other CRF fleets be deprived of it’s usage for 2 turns?

Again, to clarify, if I use it on turn 0, will it be usable again on turn 2, or turn 3? I’m not sure whether the cooldown means in 2 turns (0-2) or after 2 turns (0-3).

What happens if we take the enemy systems and make the whole map green? Can we do that?

Global resources, if none are spent or lost, will we have a total of 133 next turn? (I think all the numbers add up to 83, did the math twice plus the 50 we have.)
« Last Edit: July 14, 2013, 10:59:44 pm by Lorric »

 

Offline Spoon

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Re: Forum game: Rules/Discussion
Hi Spoon! I have questions for you. If I use Zeal, will my morale stay at Very High as long as nothing knocks it down, or will it drop down back down to High after 2 turns? Also, if not and it’s still very high and I use it again after 2 turns, will it rise to Zealous?
The morale of the Britannia knights is hard to break. It is indeed possible to use Zeal to raise your fleets morale to Zealous. Morale will not drop for no reason.

Also, to clarify, does every CRF fleet have zeal on a 2 turn cooldown, or if I was to use it, would all the other CRF fleets be deprived of it’s usage for 2 turns?
It's on a fleet to fleet basis. Abilities do not have a global cooldown.

Again, to clarify, if I use it on turn 0, will it be usable again on turn 2, or turn 3? I’m not sure whether the cooldown means in 2 turns (0-2) or after 2 turns (0-3).
A good question, I have not made that very clear. It's after 2 turns. So if you were to use it on turn 0 it would be available again on turn 3.

What happens if we take the enemy systems and make the whole map green? Can we do that?
It's possible, thought it will not immediately win you the game. New enemy fleets will continue to arrive from the red starlances. Though if you guys are really kicking that much ass it might be needed to expand the starmap and give you guys the opportunity to start a counter offensive. But I'll doubt it'll go that smoothly!

Global resources, if none are spent or lost, will we have a total of 133 next turn? (I think all the numbers add up to 83, did the math twice plus the 50 we have.)
Correcto.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Lorric

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Re: Forum game: Rules/Discussion
Hi Spoon! I have questions for you. If I use Zeal, will my morale stay at Very High as long as nothing knocks it down, or will it drop down back down to High after 2 turns? Also, if not and it’s still very high and I use it again after 2 turns, will it rise to Zealous?
The morale of the Britannia knights is hard to break. It is indeed possible to use Zeal to raise your fleets morale to Zealous. Morale will not drop for no reason.

Also, to clarify, does every CRF fleet have zeal on a 2 turn cooldown, or if I was to use it, would all the other CRF fleets be deprived of it’s usage for 2 turns?
It's on a fleet to fleet basis. Abilities do not have a global cooldown.

Again, to clarify, if I use it on turn 0, will it be usable again on turn 2, or turn 3? I’m not sure whether the cooldown means in 2 turns (0-2) or after 2 turns (0-3).
A good question, I have not made that very clear. It's after 2 turns. So if you were to use it on turn 0 it would be available again on turn 3.

What happens if we take the enemy systems and make the whole map green? Can we do that?
It's possible, thought it will not immediately win you the game. New enemy fleets will continue to arrive from the red starlances. Though if you guys are really kicking that much ass it might be needed to expand the starmap and give you guys the opportunity to start a counter offensive. But I'll doubt it'll go that smoothly!

Global resources, if none are spent or lost, will we have a total of 133 next turn? (I think all the numbers add up to 83, did the math twice plus the 50 we have.)
Correcto.

Excellent.

Excellent again.

I thought 0-2 would be generous. Thanks for clarifying.

Oooh, I like the sound of that! I'd be happy to defend Aldebaran at my end, though there's a tasty +5 up for grabs. But the team below it would surely be to their advantage to take Kardoen so they don't have to protect three systems. I hope you can extend the map in the event of a conquest, so we can see what lies beyond, rather than having no idea what's coming as we're at the edge of the map...

Great. Looks like using the mercs won't put too much of a drain on the global pool then.

Thanks for those. I have some more questions for you:

Defend, if you use it, can you choose to attack fleets in your system if you are defending, or would you lose the bonus if you attacked? And do you have to choose defend again after one battle to get the bonus back, or will it stay active as long as you remain in system?

Can you pick your target if there are multiple targets? If it was 3 v 3 would all 3 attack 1, or would they pair off with each other?

Are there any random elements to the combat, or is it simple math with a 100% result?

As long as you have 1% strength, are you alive? If your fleet is wiped out, is there any way to rebuild that fleet, or is it game over for that individual?

As long as there is another ally fleet in your contested system, you can retreat safely, am I understanding that right?

 

Offline Spoon

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Re: Forum game: Rules/Discussion
Defend, if you use it, can you choose to attack fleets in your system if you are defending, or would you lose the bonus if you attacked? And do you have to choose defend again after one battle to get the bonus back, or will it stay active as long as you remain in system?
"Defend: Fleet takes up defensive positions in friendly controlled system giving a +2 bonus to attack strength for the next battle in that system."
Key words highlighted.

Can you pick your target if there are multiple targets? If it was 3 v 3 would all 3 attack 1, or would they pair off with each other?
"Engage enemy: Orders the fleet to fight target enemy fleet in the same system."
Again, keywords highlighted.

Are there any random elements to the combat, or is it simple math with a 100% result?
For the majority of the battles its simple math. Though there may be some events that can add a random factor.

As long as you have 1% strength, are you alive? If your fleet is wiped out, is there any way to rebuild that fleet, or is it game over for that individual?
Good question, something I forgot to elaborate on in the first post.
As long as you have 1% Capital ship strength left you are considered alive. (The last 1% representing your flagship battered and bruised, hanging on by a thread) If your flagship is destroyed the survival of your admiral will depend on if the player is willing to continue playing. It may take a fair amount of time to assemble a new fleet (if the global resource pool allows for it) and you may face a demotion (some factions will be more tolerant of failure than others). You'll also start with a new fleet, so base stats.
I'll add this to the first post.

As long as there is another ally fleet in your contested system, you can retreat safely, am I understanding that right?
Yes
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Veers

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Re: Forum game: Rules/Discussion

 But the team below it would surely be to their advantage to take Kardoen so they don't have to protect three systems.


Will be interesting to defend Algol as the top fleets can reach it easier than the bottom fleets. While Taking Kardoen would be easier to defend 1 systems than 2, 3 or more, other than Tauri above the reinforcement points are fairly low. So resupplying fleets could be come an issue rather quickly.

On top of that, if it is going to be really easy to take the first enemy systems and hold it. I think Spoon will have a way of forcing us back. Otherwise the game will be seriously overpowered in our advantage.

Guess we'll see soon enough! :)

Spoon, anything in regards to obtaining intelligence about the enemy fleet, movements, reinforcements etcetc? Random chance or nup.
Current Activities/Projects: Ideas and some storyline completed.

ArmA 2&3 Mission Designer and player.


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Offline Lorric

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Re: Forum game: Rules/Discussion
Defend, if you use it, can you choose to attack fleets in your system if you are defending, or would you lose the bonus if you attacked? And do you have to choose defend again after one battle to get the bonus back, or will it stay active as long as you remain in system?
"Defend: Fleet takes up defensive positions in friendly controlled system giving a +2 bonus to attack strength for the next battle in that system."
Key words highlighted.

Can you pick your target if there are multiple targets? If it was 3 v 3 would all 3 attack 1, or would they pair off with each other?
"Engage enemy: Orders the fleet to fight target enemy fleet in the same system."
Again, keywords highlighted.

Are there any random elements to the combat, or is it simple math with a 100% result?
For the majority of the battles its simple math. Though there may be some events that can add a random factor.

As long as you have 1% strength, are you alive? If your fleet is wiped out, is there any way to rebuild that fleet, or is it game over for that individual?
Good question, something I forgot to elaborate on in the first post.
As long as you have 1% Capital ship strength left you are considered alive. (The last 1% representing your flagship battered and bruised, hanging on by a thread) If your flagship is destroyed the survival of your admiral will depend on if the player is willing to continue playing. It may take a fair amount of time to assemble a new fleet (if the global resource pool allows for it) and you may face a demotion (some factions will be more tolerant of failure than others). You'll also start with a new fleet, so base stats.
I'll add this to the first post.

As long as there is another ally fleet in your contested system, you can retreat safely, am I understanding that right?
Yes

Understood.

Sorry. Should have got that one on my own.

Thanks.

Interesting. I'm glad about that, a second chance at life. I guess we can get to the mechanisms of that when someone actually gets taken out.

Thanks.

Two more:

The extra damage if you get attacked on a resupply, do you know how that will work, how much extra damage?

Do the hierarchy fleets also pull back and resupply, or will they just come straight on until they die?

I’m also curious about the promotions and such, but I’m sure there’s plenty of time for that. Thanks again for answering.


But the team below it would surely be to their advantage to take Kardoen so they don't have to protect three systems.


Will be interesting to defend Algol as the top fleets can reach it easier than the bottom fleets. While Taking Kardoen would be easier to defend 1 systems than 2, 3 or more, other than Tauri above the reinforcement points are fairly low. So resupplying fleets could be come an issue rather quickly.

On top of that, if it is going to be really easy to take the first enemy systems and hold it. I think Spoon will have a way of forcing us back. Otherwise the game will be seriously overpowered in our advantage.

Guess we'll see soon enough! :)

Spoon, anything in regards to obtaining intelligence about the enemy fleet, movements, reinforcements etcetc? Random chance or nup.

Yes, I’m hoping they don’t come up and swamp us up here, we’ll only be able to defend Aldebaran at first. If that happens, we’ll be in trouble, so I think all the Sol forces for sure need to move on Aldebaran. Reinforcements can always be sent down if necessary. There’s no question of us at the top launching an attack with our flank exposed like that. If we can feed more fleets into the area, then it can be secured.

As for Spoon, he does have a way. The Hertak…

 

Offline Lepanto

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Re: Forum game: Rules/Discussion
A fluff question, if you'd please. What kind of carriers are the allied fleets using? The Guardian Angel was the only LSF carrier class mentioned in WoD as far as I recall, and there was only one in service during the war.
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Blue Planet: The Battle Captains: Missions starring the Admirals of BP: WiH
Frontlines 2334+2335: T-V War campaign
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Player-Controlled Capship Modding Tutorial

 

Offline Veers

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Re: Forum game: Rules/Discussion
As for Spoon, he does have a way. The Hertak…

Of course the Hertak are going to be our biggest threat, at least until we identify any other new additions/changes. I'm interested to see what we will be up against, more enemy ability wise
Current Activities/Projects: Ideas and some storyline completed.

ArmA 2&3 Mission Designer and player.


WoD - I like Crystal. <3

 

Offline Lorric

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Re: Forum game: Rules/Discussion
As for Spoon, he does have a way. The Hertak…

Of course the Hertak are going to be our biggest threat, at least until we identify any other new additions/changes. I'm interested to see what we will be up against, more enemy ability wise

I imagine it will go as it did in the mod. Cordera to start with, then the Fura'ngle, then the Zy, then the Hertak.

It wouldn't surprise me if Zy fleets were superior to ours. I expect the Fura'ngle to have low, maybe even very low morale, so I'd think we might have the edge there.

 
Re: Forum game: Rules/Discussion
I'll be moving over to Draco to see if I can hold the line there.  I'd appreciate it if 2nd LSF Fleet were to fortify Hydra, so assuming we can hold the line well enough we can both push on Kardoen and bottle them up.

My own strategy for this defense if I were in charge: Algol is probably a lost cause as its between the two enemy entry points with no good connections, so 1st UGC and 2nd CRF should focus on Aldebaran.  1st CRF and 1st DD should each take a branch and advance as 2nd DD stays at Tamy as a reserve fleet to bolster whichever line starts to sag more.  2nd and 3rd SF should advance to Aldebaran as 1st SF moves to Virgo as another reserve fleet for when lines start to inevitably sag.
17:37:02   Quanto: I want to have sexual intercourse with every space elf in existence
17:37:11   SpardaSon21: even the males?
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[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems

 

Offline Veers

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Re: Forum game: Rules/Discussion
If making a move towards the front lines, I'll take the 1st CRF towards Vega to reinforce the 1st LSF. Just putting it out there :) (One possible move anyway)
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Offline Jellyfish

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Re: Forum game: Rules/Discussion
Welp, looks like I'm on standby for the time being.

Question: can a retreating enemy fleet be Blitzed? Does Blitz reduce 50% of what the enemy has (for example, if it has 4 out of 8 remaining, after the Blitz they have 2), or 50% of its maximum regardless of what strength they currently are at (for example, if the maximum is 16, and after a battle they retreat with 8, Blitz would deal the other 8 damage, destroying that fleet)?
« Last Edit: July 15, 2013, 12:10:23 am by Jellyfish »
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Offline Enioch

  • 210
  • Alternative History Word Writer
Re: Forum game: Rules/Discussion
"It takes half damage" probably means that both fleets deal damage to another equal to half of the damage that would have been dealt in a normal fight.

D&D 4th ed rules, yo.

So, if you have 8 remaining, in order for you to survive, the enemy fleet must inflict less than 16 damage to you (rounded down to half).



Looks like I'm part of the reserves too. Oh well.

E-hem:

I am currently sitting in the porch of my manor in Novoye Ligovo with my staff, cursing the REMFs who delayed the supplying of the fleet and instructing my beautiful secretary / executive officer on the proper procedures for exiling them to the crystal mines. I am not in my flagship bridge, as it is currently inoperable, thanks to the aforementioned REMFs' reluctance to properly maintain ships of reserve fleets. Where is the Motherland headed to, I ask you?

I am also drafting a letter to my good friend and academy schoolmate, R.Ad. Georgiy Kuznetsov, informing him of the unforeseen delays, imploring him not to get himself killed until I can reinforce him and requesting his assessment of the front-line situation.
« Last Edit: July 15, 2013, 12:58:12 am by Enioch »
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline niffiwan

  • 211
  • Eluder Class
Re: Forum game: Rules/Discussion
I have some questions about UGC Mercs :)

1) The ability says +50% fighters & +25% capital.  However, the base fleet stats seem to be increased by 75%/50%?  Should the stats be:

Quote
UGC Fleet
...
With mercs
Fighter attack strength: 25 (13+2)
Capital attack strength: 19 (15)

Fighters at 150% Strength, 3rd Gen
Capital ships at 125% Strength

2) When the mercs contract ends where are losses taken from?  e.g.

Starting state with Mercs:
Fighters at 150%
Capital Ships at 125%

Fight, fight, fight, take losses
Fighters at 108% (42% losses)
Capital Ships at 90% (35% losses)

When the Mercs leave, is it:
a) Mercs take all losses
Fighters at 100%
Capital Ships at 90%

b) Relative split of losses between Mercs & Regulars (this probably makes the most sense to me)
Fighters at 72% (100 - 42 * 2/3, 50/100)
Capital Ships at 72% (100 - 35 * 1/5, 25/100)

c) Regulars take all losses
Fighters at 58%
Capital Ships at 65%

d) Something else?



3) Similar question except for hiring mercs when below 100% strength. I'd guess that's as follows:

Starting with:
Fighters at 72%
Capital Ships at 72%

Hiring Mercs gives:
Fighters at 122% (72+50)
Capital Ships at 97% (72+25)

Instead of:
Fighters at 108% (72 * 1.5)
Capital Ships at 90% (92 * 1.25)


4) Lastly, can you choose not to pay the upkeep in order to dismiss the Mercs early?  If you've taken a pounding & can retreat to resupply while other fleets hold the line, it would be good to avoid draining the resource pool.  On the other hand, if the contract must be for 3 turns, then No Retreating with Mercs Active!  Yaaaarrrrh!!

Thanks :D

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Re: Forum game: Rules/Discussion
I think I'll be making my way over to Virgo so that I can intercept any move made by the Cordi, and disappear/retreat into Aquarius if need be.

 

Offline Torchwood

  • 27
  • Mechanical Templar
Re: Forum game: Rules/Discussion
Looks like I'll have to wait for a turn. I blame the REMFs.

Oh well, at least I'll have time to prepare some heroic speeches when it's time to use Zeal.

Now, we can't be sure of this, but judging from the enemy's psych profile, the Nordera will charge and fight to the death. The Cordi have a bit more self-preservation and will likely retreat and regroup if they take too many losses. If my unit is due to encounter Cordi, I'll make sure to drill my fighter pilots in gunnery lessons until they can reliably hit those bloody agile fighters.
« Last Edit: July 15, 2013, 02:23:43 am by Torchwood »

 

Offline Lorric

  • 212
Re: Forum game: Rules/Discussion
You know, I don't think any of the starting people need to think about being in reserve when there'll be 5 more fleets on the map in just 2 turns. For me, the starting fleets need to immediately head to the front and engage the enemy. Within 4 turns every fleet in the game will be able to reach the front line.