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Post by Lord Hellus, Council Chairman on Jun 29, 2007 18:42:05 GMT -5
That's the idea
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Post by Count Blademaster on Jun 29, 2007 18:45:14 GMT -5
Nice. If you already have something worked out let me know. Its a very interesting concept that can add many layers to the game, which means the lesser skilled at flying can prove their value somewhere else.
I would also like to get back to coding the automated campaign, which has been put in the freezer at least until my life gets back together.
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Post by Lord Hellus, Council Chairman on Jun 29, 2007 18:49:09 GMT -5
I had another campaign planned with just that idea, but shelved it to do a two-sided war. Clear cut objectives, and bonuses for achieving them. I would try to do the same with my next campaign. Is Lyran- Fed the major choice?
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Post by DeathFrog on Jun 29, 2007 21:11:25 GMT -5
I would be fine with any, but Fed-Lyran works for me ehehehe.
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Post by Evil Spock on Jun 30, 2007 9:37:54 GMT -5
Sounds like some nice ideals in the works,.. keep it up !
Maybe all players can vote for overall leaders (even a secret vote sent to the ref's) the two players with the most votes become team leaders, then they choose their teams in secret by the old school yard pick method. You want team leaders that folks want to work under. This way you get at least the highest percentage of that goal.
Some players work better on a team level and others I predict would not. Just one point (of many) is,.. it would take a lot of time to coordinate an entire team. Be carefull to,.. that team leaders do not just take over and order the subs around. With the bad scenario you end up with one player making all the plots for the entire nation. Although that may be logical and have the highest chance of doing well it would result in less fun for the sub commanders. Orders to subs should not be direct plot orders.
I really like where this sounds like it is headed. Sounds like an updated improved version of the AOW campaign.
One more thing, maybe we could even have a player in team A have a Pirate ship in teams B's space gathering intel, working behind lines etc. With a little thought the front line may become more nebulous.
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Post by Evil Spock on Jun 30, 2007 9:41:01 GMT -5
Anyone up for making more bases,.. I like bases and the points of logistics they present.
Research base would be one ideal,.. maybe limited repair even. Some weapons, a place where you roll SD rolls. Just one base that all nations use, skip the heavy weapons,.. maybe just like 3x phaser 4's.
Stuff like that would be cool.
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Post by Maximus Plasma on Jun 30, 2007 12:10:30 GMT -5
Scott brings up some interesting points. The vote for leaders idea,i like that! The old school yard picking for teams works for me too. Just have the two leaders on TS and a pool from them to pick from. If we do allow the refs to fly in this 2 sided game. Then i think that there should be one flying for each team . Bases would be great. A another idea we started in our old VG campaign. back in my old fleet was minefields. We have the random # generator i am sure we could devise a method to employ minefields. In my mind they would be a viable alternative. To having the blockade of bases. But would not have to be limited to just base hexes. perhaps planets or even asteroids also. Any evp producing site or base. They also could be used in a defensive mode by the site/base owner. Example abase commander lays out his minefield. Any enemy ships attacking the base would first roll to see if their science officer .Finds the minefield before they entered it. legendary officer gets a bonus for that. As would a scout ship and a legendary officer on a scout ship would automatically detect it. If they did discover it then they get a bonus on rolling for crossing it safely. If they do not discover it . Then the crossing roll for making it across safely is more difficult. Then 1, they make it safely,or 2 the damage roll . If a damage roll occurs . Roll once for each ship. and have a damage chart for the rolls. the chart would be done in % damage done to the ship. or even totally destroyed.
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Post by Maximus Plasma on Jun 30, 2007 12:12:08 GMT -5
Perhaps would it be possible to have repair vessels?/ FRD's?
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Post by Head Fur Shalafi on Jun 30, 2007 12:50:06 GMT -5
the "return to B5" campaign I've been tinkering with would use FRD's... as no team would start with a homeworld
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Post by Evil Spock on Jun 30, 2007 13:06:55 GMT -5
Mine fields seem doable,.. a set EP cost to deploy around a point of interest (EP source, base, other) Detection rules to follow, lack of detection ='s damage amounts to possible ships. Don't get carried away with the damage amounts. Damage would be pre battle and not part of actual combat as we cannot do that.
Historically a minefield would be lucky to damage one ship. Most were a waste but they were cheap to produce. Not that our game should be that way. Cheap means they will be everywhere.
In order to avoid hurt feelings if we go with the team pick ideal, picks should be between the ref's and Race Leaders, players should not know how that went down.
I would much prefer to boot the planetary repair which I strongly disagree with and instead introduce FRD's and or Repair ships. The issue arrises that FRD's do not import into sector assault if there is no base. I think that if the FRD's got imported into the regular shiplist that would work but then do they take up a ship slot ? FRD's would have to be extensively tested.
One last thought is that FRD's and Repair ships could be off the board items. Meaning if a three ship fleet travels with them, they are not actually represented in the combat game. So if my three ship fleet with a FRD encounters and opposing fleet my FRD lives if I win the battle. If I lose the FRD is lost. They never actually see combat. OR say they do not count towards the stack limit. If a repair ship is forced to take up a combat ship slot, that would be bad. This would make for a 4 unit stack,.. Gulp!
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Post by 6 of 9 on Jun 30, 2007 13:53:29 GMT -5
an FRD could be flown by an AI, since it has no weps the AI takes good care of managing the ECM and keeping a reinforced shield towards the enemy. Having an FRD in the battle gives the attacking units the advantage of not having to take out the defending fleets in order to take out the FRD, this would mean that the defensive players would have to play a much different game, much like protecting a base but without the ph4's. About the stacking limits, I believe that an exception with FRD's can be done, 3 ships plus the FRD
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Post by DeathFrog on Jun 30, 2007 16:09:06 GMT -5
As per minefields, I believe that any group of ships traversing one would almost never have more than 1 ship damaged by it. Here is the reasoning behind this. Once any ship gets damaged by a mine, all ships would come to a complete stop. Then they would reinforce front shields and follow in a single line to prevent more damage until they cleared the area. If you feel that would be too much timeloss in the timeline, remember an impulse is like a month, not an hour. Even if the moving fleet slowed to cross a small section of space(as a minefield wont be several lightyears long) they can make it back up with faster warp for a short duration.
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Post by Lord Hellus, Council Chairman on Jun 30, 2007 16:09:58 GMT -5
I like the base ideas, and I was already thinking of pirates in the campaign. If we go schoolyard picks, we will need to decide who gets first pick which would be decided by lesser player picking first. Sorry D'Fly, there is a heavy penalty for being the best. Also which side is Lyran? Do we say the lesser player gets first pick of either the race or player? I had hoped to run the next campaign myself, but would still need the tech help. I would like to see everyone play. Limited players could be outside the theater and run encounters, or other events. (I have a few ideas)
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Post by Maximus Plasma on Jun 30, 2007 16:23:29 GMT -5
Well i see D'fly point about only one ship taking damage. So instead of each ship rolling. A roll for all three ships .Using a designator for each ship to see which one took damage? Like the spy rolls
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Post by Evil Spock on Jun 30, 2007 21:27:34 GMT -5
Agreed : the AI is a nice ideal for FRD's,.. repair ships can cause some real issues with that though. AI will run at you opponents even if it is a silly repair ship. I think our games are ready to allow for 4 ships in battle to add in the repair vessels. It is pretty much a non combat vessel anyways.
Agreed : one ship damage on minefield for sure. Once it is known counter measures could be taken. Smallest ship,.. Players choice if they hit, just say, what ship leads the fleet in formation when a mine detonates. One could argue that they would travel in a single line to avoid major mine issues. So if a fleet gets hit, just ask the player what ship is the point in this fleet. A chart may have to be made cause 50% damage from a mine on a DD should not be the same as if a DN takes the hit ? Ya know what I mean ?
Not sure : One more thing,.. on the leader picks. One of my natural choices for a race leader, hypothetically of course would be Dfly. If I was only allowed one pick I could not help in the choice for the second commander. I might then skew my vote thinking others will pick Dlfy so I will cast my vote for the secondary player.
That could cause issues if others did that same thought. I suggest that all players get 3 picks for race leaders. The picks are sent to the Ref's who tally up all votes. Top two take it. Just my thoughts.
I do not know that I like the ideal of trying to decide the better race leader and then letting the other guy get first race pick. Random or maybe agreement between the race leaders may be better. Not sure there. No easy answer. In the end I think any players or race leader will have fun running whatever race they are given as PizzaCamp has demonstrated.
Excellent ideals folks,..
I also suggest we mount a advertising campaign for new players for this round. I was a bit hesistant with Pizza as it was a basic get Georges feet wet game. I think the next one will be better in scope and feel.
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