Oh well! Just so you know in advance!
------------------
Join Starbase Delta at
(url="http://"http://pub101.ezboard.com/bstarbasedelta")StarBase Delta (/url)
Oh well! Just so you know in advance!
------------------
Join Starbase Delta at
(url="http://"http://pub101.ezboard.com/bstarbasedelta")StarBase Delta (/url)
I hereby defect to the Aliens.
Rank: Fleet Commander
Initials: SV
Government: Alien
Fleet:
30 BattleCruisers
40 Cruisers
80 Heavy Fighters
Total: 150
Shouldn't the BattleCruiser have some more fighters? It only carries 16 (unless I read something wrong) while the Carrier can have up to 1000. That seems a little mismatched. Also, I think that either the Heavy Fighter should be faster, or that there should be a faster, less heavily armed Light Fighter.
Nice map, by the way.
------------------
People who live in glass houses shouldn't throw stones.
People who live in grass houses shouldn't stow thrones.
Quote
Originally posted by Macavenger:
**
Also, The Alien Battlecruiser doesn't look to me like it comes with a rediculous number of fighters, so I think it should come with some. Anyway, can I modify the stats on those a bit? Another thing you should consider adding to those stats is shield recharge. My original concept for the Rebel Supercruiser on the other thread had shields of 750 and a shield recharge of 30 , which would actually give it the most powerful shields in the game, by far. I've since knocked that back to 60 after 3 Confed Cruisers of Class III couldn't knock its shields much under 90%, and that was an AI vs. AI battle.
Also, I take it you aren't using the designs for things with the same names from the Original thread? Your SuperKestrel is pretty much exactly like what David's Osprey looked like, just more textured. My Supercruiser has the wrong stats and looks for what it was originally designed to be.
I may morph the plug into a TC for this thread, since this one seems to use almost all new technology. With turreted torpedoes it may even have to go on the Nova engine. The old thread, I will admit, got a little disjointed and with a lot of new tech towards the end, and would have been hard to build a coherent plug for. This one should be easier, since the rules are well laid out (Learned after the first one, did you?). Are we going to have thread moderators, and if so, anyone other than Skyblade? Maybe the presidents of all 3 Governments would be mods, for balance?
I'm thinking I had one more question, but I can't remember, so I'll post it later if I think of it.
**
Actually, if you notice how powerful the alien heavy fighter is, you'll realize that one of those things is as powerful as a human Confederation cruiser. All alien vessels have a nasty shield and armor recharge rate, and the only downside to their vessels is that they are slow. So I think the rule that the alien battlecruiser comes with no fighters should remain.
Nope, you don't need to give us any information of yourself since you are an alien, and thus have yet to be discovered (you get to attack us first). You do, however, need to tell us the number of ships and what kind of vessels are in your fleet.
Yes, maybe we should have thread moderators (like Carno did with "Golden Horizons", Seemed to work pretty well). For now, I guess you and I will be the thread moderators, unless we find someone else familiar enough with the rules.
(url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics &forum;=Escape+Velocity+web+board&number;=6")-The Unfinished War-(/url) | (url="http://"http://tmgmedia.net/jpayne/TheUnfinishedWarMap.jpg")Map(/url)
(url="http://"http://tmgmedia.net/jpayne/HumanConfederationShipyard.html")Human Confederacy Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/PirateShipyard.html")Pirate Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/AlienShipyard.html")Alien Empire Shipyard(/url)
Quote
Originally posted by rebel council:
**Rank:Fleet Commander
Map Initials:RC
Race:Alien
Fleet:Explorational
20 BattleCruisers
30 Cruisers
50 Fighters
Total: 100
Start Location:Unexplored AAAI
**
Your fleet numbers and ships are all we need to know. Seems like you didn't read the rules, since you listed both your starting location, and you put 20 battlecruisers in your fleet. A Maximum of one battlecruiser (and one carrier for the Human Confederation) is allowed for fleets at the start of the game. More can be purchased and added to fleets as the games progresses, however...
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(url="http://"http://tmgmedia.net/jpayne/HumanConfederationShipyard.html")Human Confederacy Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/PirateShipyard.html")Pirate Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/AlienShipyard.html")Alien Empire Shipyard(/url)
Quote
Originally posted by Macavenger:
**
I remembered my question (I think it's the same one), which is, if the Aliens don't have any worlds on there, how do we get worlds? Do we have some that aren't known? If so, how many? If not, how do we get money?
**
The aliens do have worlds...beyond the Serpens nubula. But your question is logical, since we haven't yet decided how much money the aliens get per topic page...
Let's leave it at this: Since the Human Confederation makes 132 million credits per topic page, and have 66 worlds, the aliens will be the same. Beyond (and pretty far back behind) the Serpens Nubula, a maximum of 66 alien worlds can be discovered. For all you Human Confederation and Pirate players who explore the space beyond the nebula, be sure to remember that. 66 alien worlds maximum.
(url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics &forum;=Escape+Velocity+web+board&number;=6")-The Unfinished War-(/url) | (url="http://"http://tmgmedia.net/jpayne/TheUnfinishedWarMap.jpg")Map(/url)
(url="http://"http://tmgmedia.net/jpayne/HumanConfederationShipyard.html")Human Confederacy Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/PirateShipyard.html")Pirate Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/AlienShipyard.html")Alien Empire Shipyard(/url)
Quote
Originally posted by Clueless:
**Hmm, I'd very much like to be Alien Shipbuilder, if Macavenger agreed. I am experienced in 3D graphics, so that's no problem.
**
I'm sure Mac will let you be the alien shipbuilder...After seeing the awesome Confederation Cruiser you sent me via e-mail, you'd do just fine.
Also, a new rule (applies to all governments, so listen up). Each government also has a weapon's developer who designs new outfits and weapons for their own government. Therefore, anyone selected as a Weapon's Developer must have graphics experience. Since we seem to be somewhat short of graphics developers, I'll go ahead and take the Human Confederation Weapon's Developer position for now (unless I pick someone else).
Speaking of weapons, I am designing weapons pages (similar to the shipyard pages) for each government, where the players can view graphics and stats of each government's weapons. This will take plenty of time, so don't be surprised if a good deal of time goes by without me posting this afternoon.
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(url="http://"http://tmgmedia.net/jpayne/HumanConfederationShipyard.html")Human Confederacy Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/PirateShipyard.html")Pirate Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/AlienShipyard.html")Alien Empire Shipyard(/url)
Quote
Originally posted by Sattomax:
**I hereby defect to the Aliens.
Rank: Fleet Commander
Initials: SV
Government: Alien
Fleet:
30 BattleCruisers
40 Cruisers
80 Heavy Fighters
Total: 150
Shouldn't the BattleCruiser have some more fighters? It only carries 16 (unless I read something wrong) while the Carrier can have up to 1000. That seems a little mismatched. Also, I think that either the Heavy Fighter should be faster, or that there should be a faster, less heavily armed Light Fighter.
Nice map, by the way.
**
As I pointed out before, only one battlecruiser per alien fleet is permitted when selected fleet vessels (the same goes for the Human Confederation Carrier).
To answer your question, the battlecruiser doesn't come with sixteen fighters since they (the fighters) are so dangerous. The alien heavy fighter could easilly destroy a pair of Destroyer M5s if it played the ropes perfectly. All alien vessels have extremely fast armor and shield recharge rates, so an alien fighter is almost the equal of a capital Human Confederation vessel. This is also why alien heavy fighters are expensive. Another advantage all alien vessels hold is their dangerous weapons. Those fusion beams should tear small capital vessels to shreds in moderate amounts of time, and easilly destroy fighters instantly.
Glad you like the map. The only downside is that it's 400k...
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(url="http://"http://tmgmedia.net/jpayne/HumanConfederationShipyard.html")Human Confederacy Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/PirateShipyard.html")Pirate Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/AlienShipyard.html")Alien Empire Shipyard(/url)
Quote
Originally posted by discmannn@hotmail.com:
**Where do you download Battle For Sol 2?
**
Currently, "Battle for Sol 2" is not a plugin, but a webstory. We may turn it into a plugin someday, however, so keep your eyes open.
Quote
Originally posted by Captain Skyblade:
**I'm sure Mac will let you be the alien shipbuilder...After seeing the awesome Confederation Cruiser you sent me via e-mail, you'd do just fine.:)
Also, a new rule (applies to all governments, so listen up). Each government also has a weapon's developer who designs new outfits and weapons for their own government. Therefore, anyone selected as a Weapon's Developer must have graphics experience. Since we seem to be somewhat short of graphics developers, I'll go ahead and take the Human Confederation Weapon's Developer position for now (unless I pick someone else).
Speaking of weapons, I am designing weapons pages (similar to the shipyard pages) for each government, where the players can view graphics and stats of each government's weapons. This will take plenty of time, so don't be surprised if a good deal of time goes by without me posting this afternoon.
**
We'll see about the shipbuilder, I have some experience with 3D and am pretty good at it, just haven't had software at home. I'll probably download Strata and start playing with it tomorrow. I'll temporarily take weapon developer too, but since Clueless is interested I'll let him have one or the other, I just want to play with Strata first and decide which. Does Weapon developer get a fleet? And, can I modify your stats somewhat? I'd like to make them a bit more true to alien technology from the game. not to make stuff much more powerful, but shields instead of armor, a bit faster, more true to the original aliens.
Anyway, I will give you my fleet to start with:
Map Initials: MA
1 Battlecruiser
48 Cruisers
100 fighters
Can I dock 16 of those fighters on the battlecruiser, but they still count toward my limit? And the regular Cruisers do come with fighters, right?
------------------
Almost doesn't count, but barely does.
"The problem with the designated driver program, it's not a desirable job. But if you ever get sucked into doing it, have fun with it. At the end of the night, drop them off at the wrong house."
- Jeff Foxworthy
Quote
Originally posted by Macavenger:
We'll see about the shipbuilder
Yah, I'm going to send you some examples via mail soon, I think
Quote
Originally posted by Captain Skyblade:
I'm sure Mac will let you be the alien shipbuilder...After seeing the awesome Confederation Cruiser you sent me via e-mail, you'd do just fine.:)
Thanks
Rank: Freelance Commander
Map Initials:TM
Ships:
1 Battle Cruiser
5 SuperCruisers
15 Cruisers
30 Destoriers
20 Destoriers M5
10 Osprey
120 Dragonfly fighters (all carried)
91 Starcobras (16 carried, 75 partoling)
100 Mantas (all carried)
Location:Turin (picking up troopers), heading to NGC 1701.
Also this fleet can be DIRECTLY controled by the Human Confederation leader. Can not be attacked by "surpise" except by Aliens. Relies of manuvrability to win battles.
Tycho Maudd
------------------
I say what occurs to me to say when I think I hear people say things, more I cannot say.
(This message has been edited by Tycho Maudd (edited 07-30-2001).)
(This message has been edited by Tycho Maudd (edited 07-30-2001).)
Quote
Originally posted by Macavenger:
**We'll see about the shipbuilder, I have some experience with 3D and am pretty good at it, just haven't had software at home. I'll probably download Strata and start playing with it tomorrow. I'll temporarily take weapon developer too, but since Clueless is interested I'll let him have one or the other, I just want to play with Strata first and decide which. Does Weapon developer get a fleet? And, can I modify your stats somewhat? I'd like to make them a bit more true to alien technology from the game. not to make stuff much more powerful, but shields instead of armor, a bit faster, more true to the original aliens.
Anyway, I will give you my fleet to start with:
Map Initials: MA
1 Battlecruiser
48 Cruisers
100 fighters
Can I dock 16 of those fighters on the battlecruiser, but they still count toward my limit? And the regular Cruisers do come with fighters, right?
**
You may certaily dock sixteen of your fighters on the battlecruiser...All the battlecruiser rule means is that the ship does not come with sisxteen fighters when purchased, although you can load up to sixteen fighters that have already been purchased onto your battlecruiser.
As for you altering the stats a bit, what do you have in mind? Remember that all this is suppost to take place quite awhile after the last encounter with the aliens, so plenty of things have changed. Even the alien cruiser is much different, and more powerful. As for armor, I intend on giving all the alien fighter craft this armor...Since the aliens only have three classes of ships to choose from, I'm currently designing an additional fighter (similar to the original alien fighter). It won't be as powerful as the heavy fighter, but will be much cheaper to produce.
Also, this part is !!important!! You know I said that each inhabited planet of a major government produces 2 million credits per topic page? I've decided to raise this to 5 million credits per planet, since simply getting 136 million credits per topic page isn't even enough to replace heavy losses. Both the alien and Human Confederation governments now start with an income of 330 million credits.
(url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics &forum;=Escape+Velocity+web+board&number;=6")-The Unfinished War-(/url) | (url="http://"http://tmgmedia.net/jpayne/TheUnfinishedWarMap.jpg")Map(/url)
(url="http://"http://tmgmedia.net/jpayne/HumanConfederationShipyard.html")Human Confederacy Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/PirateShipyard.html")Pirate Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/AlienShipyard.html")Alien Empire Shipyard(/url)
Quote
Originally posted by Tycho Maudd:
**Rank: Freelance Commander
Map Initials:TM
Ships:
1 Battle Cruiser
5 SuperCruisers
15 Cruisers
30 Destoriers
20 Destoriers M5
10 Osprey
120 Dragonfly fighters (all carried)
91 Starcobras (16 carried, 75 partoling)
100 Mantas (all carried)
Location:Turin (picking up troopers), heading to NGC 1701.
Also this fleet can be DIRECTLY controled by the Human Confederation leader. Can not be attacked by "surpise" even by Aliens. Relies of manuvrability to win battles.
Tycho Maudd
**
A few exceptions, Maudd...Your fleet is too big. 200 vessels (including fighters) is the maximum number for starting fleets, so please re-choose your fleet.
Also, all fleets can be controlled by the government's leader. You see, we're going to build a "chain of command" once we get enough players. The leader of a major government selects his fleet commanders, and gives them one through five star command ranks. The higher the star, the power the fleet commander has. For example: I, as the Human Confederation President, order three star fleet commander General Rak to launch an offensive on the southern pirate worlds. I also give two star fleet commander Rebel Council's fleet, and two star fleet commander ErsadtSF's fleet to the offensive. Since all three fleets will be involved in the offensive, and General Rak is the highest-ranking fleet commander in the offensive, he can order Rebel Council and ErsadtSF to do anything that will aid in the offensive. He can even order them to join his own fleet if he likes. Simple example, but it should explain how this works.
Also, we need some Pirate players! I'd like to have atleast three pirate players before we begin...The pirates will be at war with both sides, so they'll have some fun. There are also pirate worlds yet to be discovered in the extreme northern and southern portions of the galaxy.
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(url="http://"http://tmgmedia.net/jpayne/HumanConfederationShipyard.html")Human Confederacy Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/PirateShipyard.html")Pirate Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/AlienShipyard.html")Alien Empire Shipyard(/url)
Quote
Orinally posted by Tycho Maudd:
Location:Turin (picking up troopers), heading to NGC 1701. Also this fleet can be DIRECTLY controled by the Human Confederation leader. Can not be attacked by "surpise" even by Aliens. Relies of manuvrability to win battles.
Isn't it a bit too early for this? And how do you intend to make it impossible to be attacked by "surprise" by aliens, they don't have any systems yet, they must attack by surprise
Quote
Originally posted by Tycho Maudd:
**Can not be attacked by "surpise" even by Aliens. Relies of manuvrability to win battles.
Tycho Maudd
**
Sorry, but any Human Confederation (and pirate) fleet can be attacked by surprise; my fleet included. This gives the aliens a "first start" advantage. After all, the aliens operated in surprise attacks in EV.
I'll update the map as soon as I can. I'm currently on my iMac, and all my graphics are on my G3 a few floors beneath me. When I get the chance, I'll try to get the weapons pages for each government on the web, as well as an updated map.
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(url="http://"http://tmgmedia.net/jpayne/HumanConfederationShipyard.html")Human Confederacy Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/PirateShipyard.html")Pirate Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/AlienShipyard.html")Alien Empire Shipyard(/url)
Quote
Originally posted by Clueless:
**
Quote
Orinally posted by Tycho Maudd:
**Location:Turin (picking up troopers), heading to NGC 1701. Also this fleet can be DIRECTLY controled by the Human Confederation leader. Can not be attacked by "surpise" even by Aliens. Relies of manuvrability to win battles.
**
Isn't it a bit too early for this? And how do you intend to make it impossible to be attacked by "surprise" by aliens, they don't have any systems yet, they must attack by surprise
**
Exactly. Since you seem to know the rules pretty well, I'll consider selecting you as a topic moderator to ensure that everyone plays according to the correct rules.
Oops...There is an error in the "kestrel" description under the "pirate shipyard..." Under the standard weapons, I forgot to mention that the kestrel carries a single Lightning Fighter Bay along with two Lightning Fighters.
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(url="http://"http://tmgmedia.net/jpayne/HumanConfederationShipyard.html")Human Confederacy Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/PirateShipyard.html")Pirate Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/AlienShipyard.html")Alien Empire Shipyard(/url)
So are we assuming that there are 66 Pirate worlds too, since you said there are more to be discovered?
Additionally, I think some set goals for each team would be good. Are we all just on "kill everyone else" type missions, or does each side have more specific objectives? How will we decide when someone has won the game? We also need rules for capturing planets I think, lay out how that is accomplished. Also, for Aliens especially, can we just "destroy" planets, render them uninhabitable, so that no one can get income from them?
Another question. If my fleet attacks a Human scouting fleet and then retreats to Alien systems where Human scouts haven't yet explored, does it go temporarily off the map, then reappear when it comes to an explored system or somone explores its system? I don't think it should scout for the Humans when doing something like that.
------------------
Almost doesn't count, but barely does.
"The problem with the designated driver program, it's not a desirable job. But if you ever get sucked into doing it, have fun with it. At the end of the night, drop them off at the wrong house."
- Jeff Foxworthy
Quote
Originally posted by Macavenger:
**So are we assuming that there are 66 Pirate worlds too, since you said there are more to be discovered?
Additionally, I think some set goals for each team would be good. Are we all just on "kill everyone else" type missions, or does each side have more specific objectives? How will we decide when someone has won the game? We also need rules for capturing planets I think, lay out how that is accomplished. Also, for Aliens especially, can we just "destroy" planets, render them uninhabitable, so that no one can get income from them?
Another question. If my fleet attacks a Human scouting fleet and then retreats to Alien systems where Human scouts haven't yet explored, does it go temporarily off the map, then reappear when it comes to an explored system or somone explores its system? I don't think it should scout for the Humans when doing something like that.
**
Lets say that there are thirty pirate worlds, none of which have been doscovered except "Saden," seen in the southern portion of the galaxy. I'll go ahead and let everyone know that the additional pirate worlds are near the edge of the northern and southern portions of the map; in otherwords, yet to be discovered. Therefore, the pirate fleet commanders have the option of placing their fleets in the already-discovered pirate worlds, or they can make surprise attacks from the yet-to-be discovered pirate worlds, just like the aliens. The pirates make 150 million credits per topic page.
As for goals to win the game, just think of this story as the previous one: Each side makes up their own goals. For example, the Rebellion's goal in the "Battle for Sol" topic was to smash the Confederation, which they did to some extent. Each government can create their own goals on here, from completely conquering one government's empire, to capturing capitals, to destroying all enemy fleets. But just because you complete one of your goals doesn't mean you win the game. The opposing player must except terms of surrender, or maybe even fight to the death.
I don't believe enabling the players to destroy enemy planets is a good idea...That could really get out of hand. Let's just leave it at "I own it" or "the enemy owns it."
To answer your question about the Human scout fleet, you have a good point, but the rules render it void. In a typical situation, the scouting party would send radio transmissions to friendly fleets or planets, telling them they are being attacked, and also reporting the alien's whereabouts. So once you make your fleet visable, it will be seen for the rest of the game. If you were able to go back into unexplored space whenever you wanted, the Human Confederation would have little if any chance in winning the game.
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(url="http://"http://tmgmedia.net/jpayne/HumanConfederationShipyard.html")Human Confederacy Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/PirateShipyard.html")Pirate Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/AlienShipyard.html")Alien Empire Shipyard(/url)
(Tycho Maudd, your fleet has been put on the map, but you still need to re-compose your fleet due to previously mentioned reasons)
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(url="http://"http://tmgmedia.net/jpayne/HumanConfederationShipyard.html")Human Confederacy Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/PirateShipyard.html")Pirate Shipyard(/url) | (url="http://"http://tmgmedia.net/jpayne/AlienShipyard.html")Alien Empire Shipyard(/url)