STGOD 2K8 mk. II Planning Thread

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Rogue 9
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Post by Rogue 9 »

Who runs the mininations, anyway, and when are they going to start doing stuff?
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Dark Hellion
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Post by Dark Hellion »

Mininations are ran by whoever the creator wants to run them. They can act whenever they want, but I think most are going to become active when we start turn 2. I would really like a bit of diplomacy to happen first, but I'll start turn 2 by midnext week if the group doesn't get it started before that. Just send around Pms and stuff, and then post 1 post settling your turn 1 diplomacy in the Summit thread. Turn 2 will be the action turn for many I believe. We have a few invasions and counter invasions shaping up, and a lot of random mininations to piss big powers off.
A teenage girl is just a teenage boy who can get laid.
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We're not just doing this for money; we're doing this for a shitload of money!
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Rogue 9
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Post by Rogue 9 »

Turn 2 spending:

Fleet Maintenance: 449 points

Ships: 396 points

Guardian -10+5O+5C3=20 x3

Polaris - 5+5D+5C3=15 x11
Bandit - 5+5O+5C3=15 x5
Shadow - 5+10S+5C3=20 x3

Mammoth - 1+5T=6 x6

Infrastructure Improvements:

+8 Improved Shipyard (155 points)
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Raj Ahten
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Post by Raj Ahten »

Ok a rundown of the numbers for the Chicago System fight. The defenders are both mini nations in the system, the Attackers are the combined Melconian/Chamaran fleets.

754+16I+5C3I+20O+15D
Defending
150 damage a turn 4D a turn

1048+186D+134C3I+170O+38I+20B
Attack
210 damage a turn 46D a turn 34O a turn

Turn one:
Defenders take 207 Damage from Fleet Weight. Attacker’s O destroys the Harry Caray class battleship, One Ultra light Support Frigate, and brings the other one to 1 health.

Attackers take 104 damage. Defenders O is can not be targeted due to extensive Melconian/Chamaran D assets in system.

Turn Two:
Defenders: 513+16I+15O(worthless)+5D
103 damage output from fleet weight 1D a turn

Attackers: 944+186D+134C3I+170O+20B
189 Damage output from Fleet weight 46D a turn. O targets and finishes off Last Ultra-Light support frigate and 33 more points of shipping, including all enemy interdictors.

Turn Three:
Defenders: 292+15O(worthless)
58 damage for fleet weight

Attackers: 887+186D+134C3I+170O+20B
177 damage a turn for fleet weight. 46D a turn. 34O targets “random” ships, including last ship with O capability.


Turn four:
Defenders: 84+10O(worthless)
17 damage to fleet weight.

Attackers: 875+186D+13C3I+170O+20B
175 damage for fleet weight. 34O finishes off enemy fleet.

Total Losses:
Defender: Whole fleet destroyed. Could withdraw some ship if they leave early enough. Not enough interdictor ships to stop them all.
Attackers: Lose 173 base weight in shipping. These numbers reflect no damage destroying individual ships. Damage would be reassigned in order to keep full fleet O and D resources available. However for story telling purposes I would write up some ships as totally destroyed.
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Tanasinn
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Post by Tanasinn »

My updated production for this turn, now that I'm sure no more changes are gonna be made:

Production for the Humanist Union, End of Turn One

400 Points: Fleet Maintenance

600 Points As Follows:

Each Mobile Unit Will Gain
30 (29 base, 1C3)- "500-Paladin": 1
22 (20 base, 2D) - "340-Cheetah": 2
15 (13 base, 2D)- "255-Broadsword": 2
10 (10 base)- "202-Stiletto": 2
8 (4 base, 2C3, 2I)- "150-Albatross": 2
5 (4 base, 1D)- "121-Wolf": 2

80 Points Refunded Due to Logistics Spent as Follows:

2 (1+1T)- Armed Merchantmen: 10
10 (10 base)- "202-Stiletto": 4
5 (4 base, 1D)- "121-Wolf": 4


Total Gains
4 Paladin-class
8 Cheetah-class
8 Broadsword-class
12 Stiletto-class
8 Albatross-class
12 Wolf-class
10 Unnamed Armed Merchantmen

The merchant ships will receive a name at some point in the near future. The forces projected to join each mobile unit will probably shift around following my engagement with Ohma, but under "ideal conditions," things would be split as shown above.
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