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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 5780 times)

Ghazkull

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Re: The First Solar War 6/10 (OOC Sign-Ups) Not enough Pyl- uh Players.
« Reply #75 on: January 31, 2016, 05:48:57 am »

It might seem that way yes, but they are still superior to marines in planetary assaults and general defense, plus we are at a stage of the game where TSF are still considered experimental ;P

It's a bit like the Tiger or Panther in World War II, those were potentially great tanks who had a lot of kinks that needed fixing.

Kashyyk: yep that is possible if you need quickly merged Regiments.
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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 #76 on: January 31, 2016, 01:00:18 pm »

Does it costs supplies or IC to replenish depleted Regiments? Does it cost supplies to build ships? When assaulting a fortress, if you have fewer troops assaulting at a time than the fortress has slots, do those slots 'rotate' in to replace depleted slots? If that makes any sense?

Do you use anything in specific to run battles? (I find myself highly in favor of the health=Combat Strength idea, and trying to figure out a way it wouldn't be stupid amounts of effort for you :/ probably nothing to be done about it, though. Oh well)

Oh, and I realized that with the way I was talking about Peacekeepers and Templars, it might be better for my elite units to be called those, rather than baseline. I can adjust my turn if you want, too.

EDIT: Adjusted my orders a bit in the IC, since I believe there's still time. If there isn't, I guess that works too.
« Last Edit: January 31, 2016, 01:35:30 pm by Rolepgeek »
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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 #77 on: January 31, 2016, 05:00:16 pm »

dont worry im still stuck at the Kashyyk, Voidslayer battle.

I don't use anything specific for battles, i just roll it all.

Depleted Regiments only need manpower, nothing else. Ships only cost whats on the tin: IC.

Yes fortresses do rotate fresh troops in like that attackers do. However a fortress has only five slots, no more. Once those are destroyed they are gone.

So a small fortress has 2/2/2/2/2 and once thats gone its gone. this makes automated defenses and orbitald efense cannons that much more important since they can rip significant gaps into otherwise overhelming amounts of Orbital Drop Troops. Similiarly mroe fortresses are always good.
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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 #78 on: January 31, 2016, 05:19:56 pm »

Oh.

Huh.

So wait, what does the garrison do/matter?
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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 #79 on: January 31, 2016, 05:23:43 pm »

The Garrison for one makes sure that the orbital weapons keep firing and for two are safe from bombardement.
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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 #80 on: January 31, 2016, 05:28:07 pm »

But beyond the first five, if you're just fighting on the ground, keeping a garrison is useless?

You might want to edit the OP, because right now it says Small Fortresses provide 2 level of protection to 10 units, and goes on to say that means the defending units can lose 2 battles each without getting damaged/destroyed. This is...rather confusing, to say the least.
« Last Edit: January 31, 2016, 05:34:02 pm by Rolepgeek »
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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 #81 on: January 31, 2016, 05:34:04 pm »

It means you have more soldiers to throw at the problem, but they don't get the benefits of the fortress.
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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 #82 on: January 31, 2016, 05:36:13 pm »

Right, but there's no point in them actually being in the garrison, as compared to just sitting about and waiting.

It also doesn't specify how many un-garrisoned regiments a single Orbital Weapon kills, but I'm guessing/hope it's not automatically all of them. Ten, though, maybe.
And:
You might want to edit the OP, because right now it says Small Fortresses provide 2 level of protection to 10 units, and goes on to say that means the defending units can lose 2 battles each without getting damaged/destroyed. This is...rather confusing, to say the least.
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Ghazkull

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Re: The First Solar War 8/10 (OOC Sign-Ups)
« Reply #83 on: February 01, 2016, 01:38:50 pm »

Ungarrisoned Troops die under Orbital Bombardement. One WMD kills 100 Regiments(ungarrisoned ones that is).

In other news i don't know what i said before but here some changes on Rules to make stuff a wee bit easier for me(they don't apply to the ongoing turn though):

Troops you built in turn 2 cannot be used in turn 2, they can be deployed and will take part in defensive actions but you cannot send them around. Why? because the turn update as you will see is huuuuuge and i have to search like 3 minutes everytime you give orders to non-existant units, first to place them somewhere, then realizing that there are orders to move them and then i have to look for the place they are actually supposed to go. 3 Minutes doesnt sound like much but if i do that eight times i end up at half an hour extra time...multiply that with the number of troops and armies moving around getting higher each turn and we won't see updates on a weekly but more on a bi-annual basis.

Also another change, Multiple Fronts is gone, thats turning out far too complicated than i anticipated. Sorry to Rolepgeek it may or may not bite you in the ass but it simply would make the battles uselessly more complicated.

Also another clarification before the situation arises: Automated Defenses WILL Fire upon fleeing units causing extra damage. Defending Regiments WILL only do so at a successfull opposed strength/d6 roll.

EDIT: well shit
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« Last Edit: February 01, 2016, 03:51:48 pm by Ghazkull »
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Salsacookies

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Re: The First Solar War 8/10 (OOC Sign-Ups)
« Reply #84 on: February 01, 2016, 04:07:38 pm »

((Where's Monopol's actions?))
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AbstractTraitorHero

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Re: The First Solar War 8/10 (OOC Sign-Ups)
« Reply #85 on: February 01, 2016, 04:14:06 pm »

What's TSF?
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Ghazkull

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Re: The First Solar War 8/10 (OOC Sign-Ups)
« Reply #86 on: February 01, 2016, 04:18:39 pm »

Abstract read in troop descriptions at the bottom of the second half of the update and you will be enlightened :P

Salsacookies, your orders have been fulfilled as far as possible, troops cannot transport supplies, they will be automatically delivered according to orders. Since Earth never answered any of your calls i presumed that you would want to keep those 500 supplies.

I won't post build orders in the upper parts of the turn update since they are not of interest and need no resolving beyond being actually placed in your nations infos. Only battles, events and important diplomatic ongoings go into the upper part.
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Salsacookies

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Re: The First Solar War 8/10 (OOC Sign-Ups)
« Reply #87 on: February 01, 2016, 04:27:05 pm »

Thanks
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AbstractTraitorHero

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Re: The First Solar War 8/10 (OOC Sign-Ups)
« Reply #88 on: February 01, 2016, 04:35:11 pm »

I like em though a new name will be needed  bloody lamentation? The grieving  Knights? The lamentation of the fallen?
Fallen Salvitores?
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Kashyyk

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Re: The First Solar War 8/10 (OOC Sign-Ups)
« Reply #89 on: February 01, 2016, 05:11:34 pm »

What are the costs for repairing things? (Ships/fortresses/etc)
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