Webstory play
Dëscription:
Maximus Insurrectum takes place during a "flare-up" of warfare-the border skirmishes and minor raids have heated up immensely since the beginning of the original war. The campaigns planned by both sides have come to completion, and with the new fleets both sides have ordered, this will be one of the most intense periods of warfare seen in the galaxy.
Rëquirments:
Seven players, three for the Confeds, three for Rebels, and one for the Pirates. Extras can be mercenaries.
Rüles:
Common sense to be used at all times.
Killing another player's character is not allowed without their permission.
Real-time will be used for research.
Currency won't be used beyond the original naval construction.
Research is heavily limited-it is superior to refit your ships than to research new ones, generally. If some tech and a refit is done, the tech will only be allowed to be added on for another refit. You cannot schedule new tech to be in your next refit; you'll have to wait a round.
Governments can research up to two things-however, you must have defined testing grounds outside of research systems. In the event of a blockade (such as the one Ruby has), the information can be forwarded to another outpost.
No single-post battles, except in extreme cases (one Manta fighter versus a hundred Confed Cruisers with support ships). All research prototypes will take at least two posts regardless of size or escort. Moderation will deal with the others.
All players are to be treated as if their crews are the same in every way. This means none of the "My crews are more experienced than yours, therefore I can wipe out almost all of your capital ships instantly with the loss of only one ship" garbage. An addition to this is that ships may not exploit bugs in EV or have obvious tactical distortions-no Mantas launching, firing their missiles and redocking or other such uses like the Monty Python maneuver and ships just dancing around their enemies without any possible damage. Ships should generally seek to do direct battle, in other words.
Fifty Cruiser-classes or above is three jumps, twenty-five Cruiser-classes or above for four jumps, ten Cruiser-classes or above for five jumps, and anything below for six. To take over a planet, you must have a level two fleet (ten Cruiser-classes or above). Border systems may not be bypassed.
Effective Scanning Range is no more than a two system radius.
Players can appeal to moderation-since I intend to be pretty reasonable in this webstory, it should work out.
Follow the spirit of the law, not just the letter.
*Military vessels have had their prices changed considerably:
Confederation Patrol Ship: 500,000 credits
Manta Fighter: 450,000 credits
Confederation Gunboat: 750,000 credits
Confederation Frigate: 2,500,000 credits
Rebel Destroyer: 3,000,000 credits
Confederation Cruiser: 16,000,000 credits
Rebel Cruiser: 12,000,000 credits
Starting Funds:
Anything that is not spent is wasted. The cash amounts are listed below.
Confederation: 2,000M
*Confederation Core Region (Government leader): 500M
*Confederation Southern Division: 750M
*Confederation Northern Division: 750M
Rebellion: 1,800M
*Rebellion Capital Region (Government leader):600M
*Rebellion Southern Division: 600M
*Rebellion Eastern Division: 600M
Pirates: 1,000M
*Split the credits into fourths, so 250M worth per Pirate system
Independent Captains: 50M
*Put everything you want in your fleet-within reason. Don't just get fifty million Defenders-have a variety of ships. To help with this problem, the effects of heavy rockets against such fighters will be exaggerated.
*Mercenaries, if their entire fleet is wiped out, get fifty million back. Governments may pay up to one million total for mercenaries on a day to day basis. The cash doesn't add up, so use all of it each day.
Winning the War:
To "win" the war, you must take and hold all regional capitals of a government for four days, or control their capital for three. Destruction of all enemy ships is not in itself a victory, but due to their lack of defense systems, you can easily achieve your objectives.
Time:
A typical webstory in the "Maximus Insurrectum" series is composed of three one-week rounds. At the beginning of each new round, all ships will be refitted automatically and may be redeployed among their government as the players wish. And their tech will be added in too, unless it was specified that it wouldn't be. By the end of the third round, the "winner" is the government that has made the most progress and damage. If the Confederation, for instance, takes Tiber with minimal losses, this could be considered superior to the Rebellion taking Rigel and Polaris, but with the loss of more than half the Rebel navy. In any event, another webstory will probably be formed afterwards, if things worked out well enough.
Research
Research may be conducted, but with some limitations.
- You must set up a "testing ground" for your technology, preferably an uninhabited system.
- You must not reveal the identity of your technology in public before it starts. To conduct new research, message me or any other moderator. After the research project begins, you can if you wish, at your own risk.
- Technology refitting/recalibration, which is conducted along the same lines as research (but is much easier and generally risk-free) is superior and more common than normal research. You don't need an entirely new fighter class if a modified version of your-or an Indie-one will serve the same purpose. Also note that exaggeration will not be allowed in technology-such as with a certain person in Endless War, who had invincible anti-missile technology. An EMP blaster, for instance, might do some electronic damage, but not none at all or a complete disable. Anti-missile guns might destroy some missiles, but not all of them or none of them.
Testing Grounds
A nearby system must be selected for your research projects. It is advisable to utilize a remote system, or one within your space-just be warned that if things go wrong, you may have problems if you test equipment inside your space. For a minor project, you may only need one or two tests-for long-term projects, however, it will require many tests and much time. It might require that you wait until continuations in the game series to see it come to completion, much less enter deployment.
Fleets
Get as many fleets as you want with your (admittedly limited) credits. Just don't make a bunch of stupid fleets with one ship each to escape the jump limits.
Pläyer List
The below are officer slots, with the players in them listed to the right.
Confederation Core Command: Fleet Commander Dash Rantic
Confederation Southern Division Office: Prime Bureaucrat Mackilroy (Presumed gone, region currently under my command-fleets will be turned over to Dash Rantic as soon as the southern fleet issue is resolved. Slot available.)
Confederation Northern War Department: Conqueror Bob (Slot available)
--
Rebellion High Command: Speaker Apple Core
Rebellion Southern Supply Administrator: Administrator Ace Rimmer
Rebellion Eastern Military Department: Empty (Region under the control of Apple Core)
--
Pirates-
Evildrome Guildmaster: Pirate Lord Swithich
Blackthorne Guildmaster: Pirate Lord Visitor
Privateer's Haven Guildmaster: Pirate Lord Katana
--
Mercenaries-
Swordfish
Maximus Insurrectum Map:
http://bob.studio-14...WebstoryMap.jpg
Make your fleets, players.
-Bob
This post has been edited by Consul Bob : 03 January 2006 - 01:32 AM