I think it must be Res-Edit stats, Ipvy came up with the numbers for me and they should be about an additional 20% on each ship's base shields.
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I think Admiral Benden's numbers are inaccurate. The story started six days ago. He had 5 Crescent Warships. Taking this multiplied .05, he should get 1 (it's .25, so 1 a day would do) a day, but he has 25 and is getting 5 a day. He is also producing exclusively South Tip Warships. Is is possible to give up all other production to get warships and, if so, where was this made known?
Also, I'd like to give up leading the South Tip Renegades and rejoin as a mercenary instead, is that possible? If not, I'll probably stop anyway. I'd appreciate a prompt response on this.
Please, may I have a response on this?
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Yeah. Ipvy, you really ought to respond to Selax.
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Okay, today I confused the first name of my main character with the last name of my science officer. I assume everybody else is having more problems (if they read my plot posts) so I'll post a character list here.
Lthe: Miranu genius. Scientist working with "Ray." Naďve pacifist.
Zigrabar Emalphus III: Zidigar tactical genius. Pain in the ***.
Gręthul Urvön: Homeless thats in way over his head. Commander of Tibidat military.
Yeshla: Duios priest
Tr. Grűthner: Military man stuck in charge of scientists. Not too bright.
Kitra (translated to High Igadzra as "Dead Exile": Member of the ruling Society, ex-Igadzra revolutionary. Carries more weapons then the rest of the ST put together.
"Ray": Female Azdgari scientist. Hates all men, especially Azdgari men. Scary.
Yetraitnoshkaresa: Azdgari sadist. Member of the ruling Society. Fast reaction time, even for an Azdgari.
This post has been edited by Paranoid : 15 February 2005 - 11:36 PM
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What, may I ask, Paranoid, is the veldegrass project? I can't find it anywhere.
Oh, and LuRay too. What's it doing taking up a 4th research slot?
This post has been edited by grunadulater : 16 February 2005 - 12:24 AM
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They're just names I made up for the projects I'm running. The names that my scientists called each other were Lou and Ray so I got LuRay and Veldegrass is the name I'm going to give to the chemical project that I've been working on since the beginning. Sorry, and I condensed the refitting into one project since it wouldn't take long in any case.
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Hey Carno, this battle's supposed to be going a bit more in your favor. The high risk nature of my strategy, and your effective response to it should have resulted in higher losses to my ships.
Knock off about twice the Zidaras.
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Consul Bob: I finally got around to reading your battle post, and I have to say... there are some major problems.
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Yelts System
The battle began as a division of U.E. Destroyers on the right side of the fleet started firing their hunter missiles at two Turncoat groups. On the bridge of the main Destroyer, the Steadfast, Captain Cavaticus frowned at the radar screen.
This is funny, she said, looking up. Those ships are releasing these little capsules of sorts...the missiles have stopped targetting the enemy vessels.
The first officer, a veteran of countless battles, looked up from his terminal.
Probably an interferance device of some sort. Use the hunter missiles as rockets; theyre better than the old rockets against renegades, anyway.
A warning was issued fleet-wide before long, but some vessels didnt notice the message immediately, causing some hunter missiles to get wasted by careful dodgers.
The Admiral ordered that the battle resume. U.E. Fighters darted inwards and outwards, taking out many Kraits and several Helians that didnt react quickly enough. However, the renegades, forgetting the tactics that they had spent so long preparing to use, fell back and reformed, and for a time forced the U.E. backwards. Unfortunately, the Destroyers began to barge into the middle of the renegade force, using their superior firepower and numbers to blast renegade after renegade into oblivion. The superior U.E. Fighters blew away attacking Kraits and Helians, although the needle fire emerging from special versions of the former and from the latter took out several wings of fighters flying too far away from the powerful Destroyers. Admiral Rivers finally called the U.E. ships back to reform, and the renegades took their chance, falling backwards to prepare for a last stand.U.E. Losses:
8 U.E. Destroyers
22 U.E. FightersRenegade Losses:
12 Turncoats
32 Helians
93 KraitsItalics: Okay wait, Wing specificly stated that his kriats would evade your fighters and only attack larger targets of opportunity. Revoked. As for the Helians, they're escorting the Turncoats, so if you're going to get that close to 'em you're going take heavy losses going up against them alone.
Bold: This part is totally ridiculous. No player, under any circumstances, is allowed to overturn another player's stated behaviors of their own ships. Revoked, Renegades use the tactics Wing layed out earlier.
Underlined: As far as supierior firepower, take a look at these numbers, then repeat that.
Earth Force (Controlled by Admiral Rivers)
15 U.E. Carriers
30 U.E. Destroyers
100 U.E. Fighters
Location: Yelts24 Turncoats
36 Helians (100 Missiles each)
225 Kraits (170 Needle Armed, 50 missiles each)Since Wing specificly stated that he outfitted his ships with extra needles, he has enough weaponry there to totally destroy your entire force more than twice over.
You need to re-work your entire post, and take those things into consideration.
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I'd also like to say that Selax's post is going to get modded as well (as soon as Ipvy gets back, that is). As such, I'm going to hold off replying to that utterly ridiculous post.
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I agree that it will probably be "modded".
But what part are you referring to as ridiculous?
1. I did have 25 Crescent Fighters patrolling around the systems. This would have been enough for advance warning. I posted that two posts ago, but I forgot to post it in my previous post.
2. I was planning to flee to the north if something like this happened; therefore, it is the Renegade's contingency plan. Riomor is the only place that I can go through.
3. The Renegades would almost certainly have had a self-destruct for all of their bases. Therefore, I can activate it on DSN-6107.
4. The Igadzra attacking Groned would be seen by the Strandless in exactly the same way the Renegade's attack on Groned was seen. The Strandless might resent it even more. In all likelihood, the people in Groned would hate and fear takeover by a Strand worse than takeover by the Renegades. Especially since the idea is that they have a fully independent government and would probably believe that the Igadzra were going to establish some sort of dictatorship. If the Strandless feared that the Renegades attacking Groned meant that they would take over the whole South Tip, they would fear the same with the Igadzra.
5. I am within my rights to flee all of my systems and leave them undefended. As I understand one is able to take several days in hyperspace.
6. I am assuming that one gets basic production no matter what. Adding independent contractors to account for this makes sense to me.This post has been edited by Selax : 16 February 2005 - 10:52 PM
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I'll save my rant for later.
Just to let you all know, the map has undergone a big update. Of course, now with the thing with Selax's renegades all running away with their tails between their legs, I'll have to edit it again, but here it is regardless.
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I personally think running from a large, hostile, and extremely powerful empire against which one stands absolutely no chance (especially with another fleet building up to the west) is a wise course of action. Also, I am moving to a better location, rather than staying where my forces are divided, hard to concentrate, and are vulnerable. Fighting and commiting suicide is not my idea of a wise course of action.
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Selax, on Feb 16 2005, 09:47 PM, said:
I agree that it will probably be "modded".
But what part are you referring to as ridiculous?
1. I did have 25 Crescent Fighters patrolling around the systems. This would have been enough for advance warning. I posted that two posts ago, but I forgot to post it in my previous post.I'm not sure about this one because I havn't closely read all of your posts looking for things like this. If you could, find where you stated this, and PM it too me. For now I'm granting that you could have gotten a few days warning before Carno's ships could have arrived.
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2. I was planning to flee to the north if something like this happened; therefore, it is the Renegade's contingency plan. Riomor is the only place that I can go through.
I don't recall you posting a "contingency plan" that involved the evacuation of entire planetary populations. I'm not going to allow you to get away with transporting an millions of people away from Groned, which is what their population undoubtedly is. You don't even have any freighters, and player fiat only goes so far into controlling what people will and will not do. I don't think you've presented a convincing case for having Groned follow you into exile. You can have a few thousand loyalists or something, but not what you've described.
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3. The Renegades would almost certainly have had a self-destruct for all of their bases. Therefore, I can activate it on DSN-6107.
It's your right to retreat and and dismantle what facilities you chose too. The self-destruct stands with regards to essential facilities like shipyards and outfitters, but I doubt you would have blown up the entire moon.
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4. The Igadzra attacking Groned would be seen by the Strandless in exactly the same way the Renegade's attack on Groned was seen. The Strandless might resent it even more. In all likelihood, the people in Groned would hate and fear takeover by a Strand worse than takeover by the Renegades. Especially since the idea is that they have a fully independent government and would probably believe that the Igadzra were going to establish some sort of dictatorship. If the Strandless feared that the Renegades attacking Groned meant that they would take over the whole South Tip, they would fear the same with the Igadzra.
This isn't really your decision, but that does appear to be the type of feeling from most of the South Tip players. Feviry excluded.
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5. I am within my rights to flee all of my systems and leave them undefended. As I understand one is able to take several days in hyperspace.
Not sure what you mean by the last part, but retreat is definatly within your rights.
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6. I am assuming that one gets basic production no matter what. Adding independent contractors to account for this makes sense to me.
View PostHere you are assumeing wrong. Abandoning your bases means you're abandoning your capability to produce ships as well as your ability to research and develop new technology. Until you go and conqure Iothe or soemthing... you're not going to be getting anything from them.
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I'm not sure about this one because I havn't closely read all of your posts looking for things like this. If you could, find where you stated this, and PM it too me. For now I'm granting that you could have gotten a few days warning before Carno's ships could have arrived.
Ok, I can do that.
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I don't recall you posting a "contingency plan" that involved the evacuation of entire planetary populations. I'm not going to allow you to get away with transporting an millions of people away from Groned, which is what their population undoubtedly is. You don't even have any freighters, and player fiat only goes so far into controlling what people will and will not do. I don't think you've presented a convincing case for having Groned follow you into exile. You can have a few thousand loyalists or something, but not what you've described.
Ok, I'll edit it. I was assuming the local population had the freighters and were desperate to get away from the Igadzra.
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It's your right to retreat and and dismantle what facilities you chose too. The self-destruct stands with regards to essential facilities like shipyards and outfitters, but I doubt you would have blown up the entire moon.
I didn't blow up the moon. I sealed the tunnels and destroyed all of the vital facilities.
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Not sure what you mean by the last part, but retreat is definatly within your rights.
The last part means that I use the several days in hyperspace to reach Riomor.
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Here you are assumeing wrong. Abandoning your bases means you're abandoning your capability to produce ships as well as your ability to research and develop new technology. Until you go and conqure Iothe or soemthing... you're not going to be getting anything from them.
Ok, I can live with that. I'll keep the production and the research from Mavs for today, if that is acceptable.
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Well, seeing as all the real renegades are occupied, you're probably fighting a group that splintered off before the start of the webstory, or maybe are militia officers gone bad. Either way, they can't be my people. I would take control of them, but I'm a little bit busy right now, with battles going down at Gorky and Freeport.
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I have several issues with your post, Wing-of-no-Wing.
1. I know you developed a jammer for the hunter missile but where did you develop a jammer for the SAD module?
2. Over 500 Crescent Fighters would pound the slow-moving, slow-firing turncoats to pieces. The kraits would stand little chance either. How are the blaze turrets hitting the Crescent Fighters without damaging their own minefield?
3. Cargo transports can catch up with aradas? Why can't the damaged aradas destroy their own pursuers if they are the same speed?
4. How do the much slower moving human renegade ships and much more inaccurate blaze turrets deal out that much damage to the Renegade ships?
5. If the mines are stationary and they are using human ships (much slower than the Crescent ships) for suicide ships how do they avoid much more of these getting destroyed? -
Okay, Herr Wing, I'll take control of them.
That "militia officers gone bad" thing might actually make a good plot thing and change my planned story...Thanks for putting that in, Wing.
Oh, and Selax, as a partial answer to your fourth question, a lot of Blaze bolts pelted at a target will eventually hit it. The fire discipline for UE ships is the same with the Royal Navy back in WWI - exchanging accuracy for rapid fire.
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Selax, on Feb 18 2005, 03:28 AM, said:
1. I know you developed a jammer for the hunter missile but where did you develop a jammer for the SAD module?
The device in question is an interference capsule system, which works by releasing a burst of interference into the surroundings to cause a projectile to lose targeting. SAD modules have seeker flags $040C, which means (among other attributes) that they are affected by interference. Therefore, the same jamming system for the hunter missiles would be effective against SAD modules.
Selax, on Feb 18 2005, 03:28 AM, said:
2. Over 500 Crescent Fighters would pound the slow-moving, slow-firing turncoats to pieces. The kraits would stand little chance either. How are the blaze turrets hitting the Crescent Fighters without damaging their own minefield?
I have, in the secure databank of each and every ship, a complete, adaptive model of the minefield, complete with the position and drift rate of every mine, so that I can avoid hitting them. Sure, mines that got too close to the station would be destroyed...there's probably about a blaze-range worth of distance between the mines and my ships.
The minefield means that formation flying for your ships (which you didn't order, anyhow) would be nearly impossible, if not dangerous because of the blast radius of the mines. Thus, they'd be coming out of the minefield individually or in small groups, and would be immediately subjected to an incredibly concentrated hail of blaze fire; the impact value of the blaze cannons means that you'd have to be using nearly all of your manuverability just to keep from being thrown back into the mines. Thus impaired, your small groups of ships would not have the time or opportunity to get off any significant amount of fire before being destroyed. If there were no minefield, and you could mass attack the formation with all of your light ships, you probably would have done vastly more damage. As things were, you should consider yourself fortunate that I thought highly enough of your Crescent Fighters to allow a few of them to break into the middle of the formation.
Incidentally, Turncoats are not slow firing. Blaze weaponry fires twice as fast as phase weaponry.
Selax, on Feb 18 2005, 03:28 AM, said:
3. Cargo transports can catch up with aradas? Why can't the damaged aradas destroy their own pursuers if they are the same speed?
Cargo transporters and renegade aradas both have a speed value of 300. Renegade Aradas are only armed with forward-firing weaponry even when undamaged.
Selax, on Feb 18 2005, 03:28 AM, said:
4. How do the much slower moving human renegade ships and much more inaccurate blaze turrets deal out that much damage to the Renegade ships?
What Ryuu said. You're flying into a solid wall of blaze fire. If you try and hold back to exploit the superior range of your phase cannons, you'll be in the minefield again, and if you stop to fire far enough back to reduce the effect of the blaze cannons, a mine will drift into your ship and wipe it from existence. The inaccuracy of the blaze turrets is actually helping me in this situation, because it means that the entire area around a target ship will be filled with fire, making it effectively impossible for your vessels to avoid my fire.
Selax, on Feb 18 2005, 03:28 AM, said:
5. If the mines are stationary and they are using human ships (much slower than the Crescent ships) for suicide ships how do they avoid much more of these getting destroyed?
EVO mines drift around the system, forming a dynamic minefield. The suicide ships which saw the most use so far were the Cargo Transporters, which can match your second-fastest ships for speed. Also, your minesweeper ships are getting needled into the mines.