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Poll

Change Fortress and Defense Systems?

Keep the Current Systems
- 0 (0%)
Change to a Defense in Depth System (<- preferred option)
- 8 (100%)
Change to a Defense in Width System
- 0 (0%)

Total Members Voted: 8


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Author Topic: The First Solar War (OOC Sign-Ups)  (Read 5786 times)

AbstractTraitorHero

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #60 on: January 26, 2016, 06:03:33 pm »

Where does diplomacy go in that the other or the movement?
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Rolepgeek

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #61 on: January 26, 2016, 09:30:04 pm »

Do I really have so few supplies?

I mean...128,000 for 65, but only 4,000 for 40? And even then, it lists 2,000 on my actual nation page; 4,000 is only for the region I control. :/ If it's true, that's fine, I'm just wondering about which one is the true number.
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Ghazkull

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #62 on: January 27, 2016, 05:50:06 am »

yep your supplies are at 4000

Since stocked supplies has very few later game advantages (since you use them all up, while industry and defenses stay with you through the whole game), they grow exponentially once you cross a threshold. Once that threshold is crossed (because you basically spent huge amounts on minuscle supplies otherwise) you get exceedingly more supplies. That is to give players who spent huge points on stocked supplies get at least some advantage in the regard that they have immense supplies.
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Rolepgeek

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #63 on: January 27, 2016, 10:13:05 am »

Makes sense.
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Ghazkull

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #64 on: January 28, 2016, 04:52:33 am »

Info: sllight delays due to not complete Turn Orders.

If possible and in the interest of efficiency could you folks send me a pm with your fleet Orders when it comes to combat?
That means i need three Actions for the fleet during a combat:

example: Pedro has a fleet of 4 Heavy Frigates and attacks 5 Light Frigates of the AI:
1. Weapon Overclock
2. Magnetic Shielding
3. Nano-Repairs

you can post them openly in your orders spoiler or send them to me via pm if you are fighting against another player.

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Knave

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #65 on: January 28, 2016, 04:13:18 pm »

PM sent!
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VoidSlayer

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #66 on: January 28, 2016, 09:17:46 pm »

Edit: ignore!

Here is what I posted as an edit to my orders.  Are these okay or is there some specific list we should be using?

For the fleet:
1. Rapid sneak attack on the enemy fleet
2. Prioritize 5 heavy cruisers forcing the enemy fleet to engage
3. Troop heavy cruisers move to drop marines directly while combat is ongoing

For the ground forces:
1. Fight opportunistically and defensively, looking to establish a fortified beachhead
2. "Orbital" bombardment against fortified enemy positions, ignore damage to industry and population.
3. Capture high value hostages and threaten or execute to reduce moral or compel surrender


Edit: wow sorry been a while since I read the op, never mind I will figure something else out.
« Last Edit: January 28, 2016, 09:20:50 pm by VoidSlayer »
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Rolepgeek

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #67 on: January 28, 2016, 10:47:59 pm »

Kinda sad I chose the distribution I did, since I think I wasted my points on Supply quite thoroughly. :P 1 point for 100 supplies would be better spent on IC, after all. Oh well. If I had, I might have had two provinces, each with less, than I will now.

At least this will make it interesting...
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Rolepgeek

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #68 on: January 28, 2016, 11:19:21 pm »

How does Ground Combat Work? The Strength vs. Strength+1d5 isn't really very descriptive. Do the defenders get +1d5? Do the attackers get it, because attacking in modern warfare is usually advantageous (but countered by fortresses)? If it's conscripts attacking Regular troops, 5v5, how would they ever win, if it's just flat victory or defeat? Is it a measure of how much damage you inflict on the opposing forces? If so, how does the measure of defeats work for fortresses? How many times they can take an amount of damage equal to their health and not actually be hurt? Or bonus health added to each garrisoned unit?

Does Orbit->Ground count as an additional front? How many troops can you load into the same transports in a single turn?, for ferrying troops between areas not connected by land? Can they travel by sea? How much is a Division compared to a Regiment?
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Ghazkull

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #69 on: January 29, 2016, 06:22:52 am »

The Division thing is a carry over mistake, its still just Regiments.

Ground Combat:

Regiment vs. Opfor: 1d6+Bonus vs. 1d6+Bonus = Win: Cause 1 Damage, Lose: Suffer 1 Damage, Draw: Both suffer 1 Damage
Regiment vs. Opfor: 1d6+Bonus vs. 1d6+Bonus
Regiment vs. Opfor: 1d6+Bonus vs. 1d6+Bonus
Regiment vs. Opfor: 1d6+Bonus vs. 1d6+Bonus
Regiment vs. Opfor: 1d6+Bonus vs. 1d6+Bonus

Damaged Regiments temporarily retreat out of battle and are replaced by fresh Regiments.
The 1d5 is a writing mistake on my side. Its a d6.
Space counts as an additional front.

Fortresses work as follows:

Small Fortress (2,2,2,2,2) <- thats the protection it gives to each Regiment in the FIghting Slot. If the Garrison loses a battle that value drops by one point:
Small Fortress (1,1,0,2,2) <- Here the first three defending regiments lost 1 battle and 2 battles respectively. Instead of suffering damage the Fortress will soak it up. Once one slot reaches zero, units can still defend it, however the won't get any protection anymore.
Once the Garrison has fled or is dead, the fortress is captured in whatever state you capture it.

You can load troops only once per turn. Troops can however travel by sea.
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Ghazkull

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #70 on: January 30, 2016, 04:52:16 pm »

VoidSlayer if you could pm me your finalized orders that would be nice and we could finally get to the next turn.
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Rolepgeek

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #71 on: January 30, 2016, 05:44:04 pm »

What happens to Damaged Regiments after a battle? How much health do regiments have (is it equal to their combat strength?)
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Ghazkull

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #72 on: January 30, 2016, 06:25:36 pm »

originally i planned on regiments having health equal to their combat strength. However that turned into a fucking hassle to keep track of so it will only have two states:

Normal and Depleted/Damaged. -> to fix regiments you need to invest 500 manpower. Damaged Regiments will fight on as well as normal ones but are depleted, if they are damaged one more time they are destroyed.

Conscript Regiments have no Depleted/Damaged Status, they simply go fubar.

Also there is a chance that regiments damaged in battle will merge to form a veteran or elite unit. Veterans or Elites are a) stronger at the same price for supplies and b) hae more health (in the case of the elite status)

Exemption are the Whiteshields which will turn into Guardsmen which allows them to be damaged without dying.

If some of you feel left out because only Earth is getting fancy unique units so far do not fret, as the game progresses i will propably introduce more of those, as long as they don't turn it into immense extra bureaucracy for me. For now however Datum Earth will have the only fancy UU. In return he doesnt get marines though  ;D
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Kashyyk

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #73 on: January 30, 2016, 07:49:46 pm »

Are we able to merge depleted units manually (even if only to get a standard grade unit out of it)?
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Rolepgeek

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #74 on: January 30, 2016, 09:08:24 pm »

I would call them Blackguards if I were you, Ghazkull. :P

Alright, cool, so basically all units have 2 'health', except Whiteshields/Conscripts, who have 1, and Fortresses give bonus 'health' as ablative 'armor'.

So, uh, TSF basically just suck now, right?
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