SDNWorld Redux: Moderator proclaimations.
Posted: 2008-08-25 04:48pm
Because the OOC thread is so long and unwieldy, this is going to be the location that I list all moderator proclamations for convenience. Please keep the chatter down.
Here's a current list:
1. Promotions require you to be 100 posts from the level you're being promoted to AND have 3 years of seniority, OR to be 250 posts from the level you're being promoted to AND have 4 years of seniority, but promotions already made will not count towards this. Note that is effective based on when you join the game, so if you meet the requirements now but are already inside of it, sorry.
2. Naval helicopters mostly don't cost points. I see no possible rationale in making the vital and in some cases only offensive weapons system of a surface warship cost more, when that weapons system is sold in groups of four and almost no naval warships can even operate 4 helicopters, and that weapons system frequently takes up 30% of the volume of the ship, and possibly more. For every operational slot on a ship you get two ASW helicopters; for ships which can carry substantially more helicopters, like carriers and amphibs and so on, you need to purchase S&R helicopters, AEW helicopters, and any troop landing helicopters for the amphibs. You need at least one dedicated S&R and one dedicated AEW helicopter on any ship capable of carrying more than 12 aircraft; on any ship capable of carrying more than 20 aircraft, you need two of each. The one dedicated S&R and one dedicated AEW helicopter, purchased together, cost .5 point. Note that if your ship is a fixed-wing full sized carrier catapult-fitted carrier that can operate AEW aircraft, you can buy those and just spend .5 point on 6 x S&R helicopters instead (to be distributed between two ships with two as spares). Note also that LHDs and LHAs also only need S&R helicopters. You will need to purchase additional AEW/S&R helicopter pairs at .5 point for spares for your ships that need them, generally at a 2:1 ratio of operational helicopters of those types to spares.
3. Militia/National Guard troops cost half as much as their active-duty counterparts, but ready reserve troops do not. Note that militia/NG troops will always have lower quality, readiness, and response times.
4. Ships under construction at the start of the game cannot commission for at least a year in-game and cost half the points of a commissioned warship.
5. The nuclear 2x is simply completely out of proportion with the actual costs involved. It's hereby lowered to 1.5x.
6. Revisions to OOBs can continue until the finalized world map has been posted. At that point, they will not be permitted and will indeed be aggressively punished if you try to rejigger things around. I will inform you here when that period is closed off with a specific post announcing the map and OOBs have been frozen.
7. The ban against SSGs/SSGNs makes absolutely no sense at all, and has been lifted; built them to your heart's content. SSBNs are still banned because there's no plausible reason for them when there's no nuclear weapons, and nobody would have extensively developed long range missiles except for a deterrent force due to their massive inaccuracy, making them more or less useless.
7b. SSGNs cost 6 points, SSGIs cost 5 points, SSGs cost 4 points.
8. Gas and bio-warfare attacks can be announced but the damage cannot be stated in the attacker's post--I will make a direct ruling on how much damage was caused by special weapon attacks. That includes nukes should they appear, as well as incendiary raids on cities.
9. Nuclear development is regulated by the moderator. You must receive permission from me to announce that you have developed nuclear weapons, and I will strictly follow historical development timelines and current estimates on requirements for the preparation and development of nuclear weapons.
10. Your nation does not necessarily love you and will not always obey you--you're the leader of the nation, but it's like if you've been handed a leader-job in the real world. You can fuckup and get removed from power. If you do something batshit motherfucking insane with no in-game reason having been built up in advance, your own generals will coup your ass and stop it from happening. Should that happen I'll run your nation until I can work out an arrangement with you so that there's either a storyline where you manage to return to power or else you start running the nation from the perspective of whomever took over.
11. All moderator decisions, particularly in regard to No.10, can be debated until I say they can't be debated anymore, then they're final. But I will give you time to disagree and talk me out of. Generally speaking, I will NEVER break consensus. If everyone is mad at me from using Ruling 10, say, I'll reverse it and let whatever the player did stand. But if a general consensus supports my action, you can whine all you want but it won't change a thing.
12. Viz: Submarine costs; SSNs still cost 4 points. SSIs cost 3 points, and SSKs cost 2 points. This is due to the fact that upgrading an SSK with nuclear power at x1.5 = 3 points is more representative of putting a hull plug into an SSK design which has lots more batteries and a small 200 kW nuclear reactor for improved under the ice performance.
13. The Untamed Continent is named Velestria, for those who don't know.
14. Since MRBMs exist, satellites exist. Assume prototypes only to date and useless propaganda stunts, because the throw-weight is about right for Sputnik and not much else, but the ballistic missiles some powers have can definitely put tiny satellits into orbit already.
15. Okay, latest proclaimation is that this planet has three moons. One is the size of Miranda, and has a similar crater to Mimas (Q's sense of humour--it's the Death Star looking down on you!). It is however as rocky and dense as our moon. Two more are captured asteroids, about the size of Phobos and Deimos. Miranda-equiv is about at a lunar-ish orbit, the asteroid moons are in erratic orbits with the closest approach almost to the equivalent of geosynchronous orbit.
16. Gravity of this world is .92 Earth Normal.
17. Fucklands preliminary rulings:
17a.
Okay, so new computers is reasonable, but you DIDN'T specify MORE DISTRIBUTED command networks, so I'm going to assume that, at the BEST, you have the following, Shep:
1. The SAGE centers themselves, and,
2. The launch sites,
as the distributed network control points for your BOMARC grid, okay? And that is official.
Those are your targets, Wilkens--the control points for the BOMARC are both backup radars and computers at each site so they can still independently engage when the SAGE is knocked out, but at substantially reduced capability, and the SAGE centres themselves. So there's no distributed command group, but we'll generously assume that local control of the missiles is possible and will have a reasonable success rate, if being rather disorganized, once the SAGE centres are knocked out. But they won't be firing blind, either--I think it's quite reasonable that he posted some radar and computer elements at the launch site as a backup to the SAGE centres, but there's no distributed network since he didn't claim one, so that just means that with the SAGE gone the local control will be much better than it could have been, but still local.
17b. Beowulf only shot down about 300 - 320 of Shep's bombers, not 600. He should accept a reasonable degree of damage from the operations of the remaining bombers against their targets, or Shep should work out what his remaining aircraft did. Assume the actual strike portions of the package were selectively disproportionately targeted, though, to attrite their capability.
17c. Yes, Shep does having Bi-static radars.
Here's a current list:
1. Promotions require you to be 100 posts from the level you're being promoted to AND have 3 years of seniority, OR to be 250 posts from the level you're being promoted to AND have 4 years of seniority, but promotions already made will not count towards this. Note that is effective based on when you join the game, so if you meet the requirements now but are already inside of it, sorry.
2. Naval helicopters mostly don't cost points. I see no possible rationale in making the vital and in some cases only offensive weapons system of a surface warship cost more, when that weapons system is sold in groups of four and almost no naval warships can even operate 4 helicopters, and that weapons system frequently takes up 30% of the volume of the ship, and possibly more. For every operational slot on a ship you get two ASW helicopters; for ships which can carry substantially more helicopters, like carriers and amphibs and so on, you need to purchase S&R helicopters, AEW helicopters, and any troop landing helicopters for the amphibs. You need at least one dedicated S&R and one dedicated AEW helicopter on any ship capable of carrying more than 12 aircraft; on any ship capable of carrying more than 20 aircraft, you need two of each. The one dedicated S&R and one dedicated AEW helicopter, purchased together, cost .5 point. Note that if your ship is a fixed-wing full sized carrier catapult-fitted carrier that can operate AEW aircraft, you can buy those and just spend .5 point on 6 x S&R helicopters instead (to be distributed between two ships with two as spares). Note also that LHDs and LHAs also only need S&R helicopters. You will need to purchase additional AEW/S&R helicopter pairs at .5 point for spares for your ships that need them, generally at a 2:1 ratio of operational helicopters of those types to spares.
3. Militia/National Guard troops cost half as much as their active-duty counterparts, but ready reserve troops do not. Note that militia/NG troops will always have lower quality, readiness, and response times.
4. Ships under construction at the start of the game cannot commission for at least a year in-game and cost half the points of a commissioned warship.
5. The nuclear 2x is simply completely out of proportion with the actual costs involved. It's hereby lowered to 1.5x.
6. Revisions to OOBs can continue until the finalized world map has been posted. At that point, they will not be permitted and will indeed be aggressively punished if you try to rejigger things around. I will inform you here when that period is closed off with a specific post announcing the map and OOBs have been frozen.
7. The ban against SSGs/SSGNs makes absolutely no sense at all, and has been lifted; built them to your heart's content. SSBNs are still banned because there's no plausible reason for them when there's no nuclear weapons, and nobody would have extensively developed long range missiles except for a deterrent force due to their massive inaccuracy, making them more or less useless.
7b. SSGNs cost 6 points, SSGIs cost 5 points, SSGs cost 4 points.
8. Gas and bio-warfare attacks can be announced but the damage cannot be stated in the attacker's post--I will make a direct ruling on how much damage was caused by special weapon attacks. That includes nukes should they appear, as well as incendiary raids on cities.
9. Nuclear development is regulated by the moderator. You must receive permission from me to announce that you have developed nuclear weapons, and I will strictly follow historical development timelines and current estimates on requirements for the preparation and development of nuclear weapons.
10. Your nation does not necessarily love you and will not always obey you--you're the leader of the nation, but it's like if you've been handed a leader-job in the real world. You can fuckup and get removed from power. If you do something batshit motherfucking insane with no in-game reason having been built up in advance, your own generals will coup your ass and stop it from happening. Should that happen I'll run your nation until I can work out an arrangement with you so that there's either a storyline where you manage to return to power or else you start running the nation from the perspective of whomever took over.
11. All moderator decisions, particularly in regard to No.10, can be debated until I say they can't be debated anymore, then they're final. But I will give you time to disagree and talk me out of. Generally speaking, I will NEVER break consensus. If everyone is mad at me from using Ruling 10, say, I'll reverse it and let whatever the player did stand. But if a general consensus supports my action, you can whine all you want but it won't change a thing.
12. Viz: Submarine costs; SSNs still cost 4 points. SSIs cost 3 points, and SSKs cost 2 points. This is due to the fact that upgrading an SSK with nuclear power at x1.5 = 3 points is more representative of putting a hull plug into an SSK design which has lots more batteries and a small 200 kW nuclear reactor for improved under the ice performance.
13. The Untamed Continent is named Velestria, for those who don't know.
14. Since MRBMs exist, satellites exist. Assume prototypes only to date and useless propaganda stunts, because the throw-weight is about right for Sputnik and not much else, but the ballistic missiles some powers have can definitely put tiny satellits into orbit already.
15. Okay, latest proclaimation is that this planet has three moons. One is the size of Miranda, and has a similar crater to Mimas (Q's sense of humour--it's the Death Star looking down on you!). It is however as rocky and dense as our moon. Two more are captured asteroids, about the size of Phobos and Deimos. Miranda-equiv is about at a lunar-ish orbit, the asteroid moons are in erratic orbits with the closest approach almost to the equivalent of geosynchronous orbit.
16. Gravity of this world is .92 Earth Normal.
17. Fucklands preliminary rulings:
17a.
Okay, so new computers is reasonable, but you DIDN'T specify MORE DISTRIBUTED command networks, so I'm going to assume that, at the BEST, you have the following, Shep:
1. The SAGE centers themselves, and,
2. The launch sites,
as the distributed network control points for your BOMARC grid, okay? And that is official.
Those are your targets, Wilkens--the control points for the BOMARC are both backup radars and computers at each site so they can still independently engage when the SAGE is knocked out, but at substantially reduced capability, and the SAGE centres themselves. So there's no distributed command group, but we'll generously assume that local control of the missiles is possible and will have a reasonable success rate, if being rather disorganized, once the SAGE centres are knocked out. But they won't be firing blind, either--I think it's quite reasonable that he posted some radar and computer elements at the launch site as a backup to the SAGE centres, but there's no distributed network since he didn't claim one, so that just means that with the SAGE gone the local control will be much better than it could have been, but still local.
17b. Beowulf only shot down about 300 - 320 of Shep's bombers, not 600. He should accept a reasonable degree of damage from the operations of the remaining bombers against their targets, or Shep should work out what his remaining aircraft did. Assume the actual strike portions of the package were selectively disproportionately targeted, though, to attrite their capability.
17c. Yes, Shep does having Bi-static radars.