STGOD 4 OOC Thread (part 2)

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consequences
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Post by consequences »

Thirdfain wrote:... oh, yeah. Poor Frija su Candaris. Right. Poor young woman. Well, it was death at the hands of the Krynor or vvictory. She made the only choice left.
And your Matar Black ops offices


Edit: And I seem to be aiding and abetting a FUQing. Almost there.
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Post by Thirdfain »

And your Matar Black ops offices

Those didn't get blown up, they got replaced. They are still alive, probably sweeping floors or something on Eketrina- or perhaps working on evaluating their failures for a full report, so they can prepare to do better next time and go back to work.
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Post by Rogue 9 »

Thirdfain wrote:
And your Matar Black ops offices

Those didn't get blown up, they got replaced. They are still alive, probably sweeping floors or something on Eketrina- or perhaps working on evaluating their failures for a full report, so they can prepare to do better next time and go back to work.
Then you violate the Evil Overlord List! :P
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Post by Thirdfain »

Then you violate the Evil Overlord List!
Huh? I DIDN'T kill them.
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Post by consequences »

Thirdfain wrote:
Then you violate the Evil Overlord List!
Huh? I DIDN'T kill them.
You are supposed to have them fix the fuckup they caused according to the List.
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Post by Rogue 9 »

Thirdfain wrote:
Then you violate the Evil Overlord List!
Huh? I DIDN'T kill them.
No, you're supposed to not send the same bumbling minions out to attempt the task again. :P
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Post by Thirdfain »


You are supposed to have them fix the fuckup they caused according to the List.
No longer an option. Further efforts would risk having my identity revealed. Besides, I no longer had any need to harm Minmatar.


No, you're supposed to not send the same bumbling minions out to attempt the task again.
Murdering every agent who fails to do his job, even after YEARS of successful service, is a terrible idea.
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Post by Rogue 9 »

Who said anything about killing them? Don't just berate them and send them to do the same damn thing again. That doesn't necessitate their deaths. :P
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Post by frigidmagi »

Rogue I don't think Thridfain needs help in being a evil overlord...overmistress? Overundead thing? Nevermind.
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Post by Rogue 9 »

Consequences, what's the size of the force that you had out?
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Post by consequences »

Rogue 9 wrote:Consequences, what's the size of the force that you had out?
Blah, essentially half my fleet, hold on, let me check my notes:

1 mauler
2 Superdreadnoughts
4 Supercarriers
6 missile cruisers
8 heavy cruisers
8 light cruisers
16 heavy destroyers
24 light destroyers
24 frigates
80 escorts
6 interdictors
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Post by Stormbringer »

Believe it or not, I'm working on the post. It should be here some time tonight or tomorrow.
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Post by Thirdfain »

Frigid, allow me to congratulate you on the first Alliance victory of the war. Nicely played.
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Post by Thirdfain »

Oh, and b y the way- Ouster Capital firepower is divided up as follows:

I started with 14 Attack Carriers. Each one is worth 1 capship.

I started with 7 Cataphracts. Each is worth a little over 1.5 capships.

Cool?
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Post by Agent Fisher »

Finally posted my OOB.
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Post by Beowulf »

Too damn small of an army.
Hell... In the original STGOD 1, I invaded Japan with a larger army.
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Post by Stormbringer »

Agent Fisher wrote:Finally posted my OOB.
The Cutter and Corvettes go well over the numbers for even escorts. They'll be easier to swat than most people's fighters if you use them as that. Better to drop them.

Also, can you group them into Cap ships, Cruisers, and Escort categories.
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Post by Thirdfain »

Ok, let's go over this. First off, fleet limits for your power:

You are a 2/3rds strength power. That means you get a max of:

16 Capital Ships
(Carriers, Battleships, Dreadnoughts, Superdreadnoughts)

33 Cruisers
(Battlecruisers, Heavy Cruisers, Armored Cruisers, Light Cruisers)

330 Escorts
(Destroyers, Frigates, Corvettes)

Second, your nation will have 8 core worlds and 8 colony worlds, max.

Oh, and this is a game in which some of the major powers field ground armies measured in the hundred millions of line troops.
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Post by Agent Fisher »

Thirdfain wrote:Ok, let's go over this. First off, fleet limits for your power:

You are a 2/3rds strength power. That means you get a max of:

16 Capital Ships
(Carriers, Battleships, Dreadnoughts, Superdreadnoughts)

33 Cruisers
(Battlecruisers, Heavy Cruisers, Armored Cruisers, Light Cruisers)

330 Escorts
(Destroyers, Frigates, Corvettes)

Second, your nation will have 8 core worlds and 8 colony worlds, max.

Oh, and this is a game in which some of the major powers field ground armies measured in the hundred millions of line troops.
oh, ok i will fix that. sorry

and my heavy cruisers are Cap ships.
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Post by Rogue 9 »

Oh, and this is a game in which some of the major powers field ground armies measured in the hundred millions of line troops.
If it is, why was I forced to cut my army to 44 million personnel total?
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Post by Thirdfain »

Ok, turns out I lied. I've got closer to 60 milion.
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Post by Rogue 9 »

So, let's get this straight. Your fleet is suddenly refit to fire missiles built for launchers other than your own. When was all this shipyard time, anyway?
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Post by Thirdfain »

Nope, they were custom made for his tubes. I sent him a ton of devices and specialists, during the PIR incident. That whole intel op there was our people getting in touch.
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Post by Beowulf »

Agent Fisher wrote:oh, ok i will fix that. sorry

and my heavy cruisers are Cap ships.
Tip: don't call them heavy cruisers, or people will treat them like one.
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Post by Rogue 9 »

Uh huh. The technologies involved are completely different. It is not at all unreasonable to presume that Kincaid drives and conventional missile engines fit entirely different volume constraints.
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