STGOD 2K5 OOC Thread

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Post by SirNitram »

Chris OFarrell wrote:And is anyone going to respond to my request for involvment :?: :?:
I'm all for it. What're pirates without ghost ships that can force a Pyschopath off?
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Post by Rogue 9 »

Chris OFarrell wrote:And is anyone going to respond to my request for involvment :?: :?:
Define "modern battleship." :P Other than that, we've had crazier. I'd say go for it.
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Post by Beowulf »

Chris OFarrell wrote:And is anyone going to respond to my request for involvment :?: :?:
You suck. Go away. In fact, leave SD.net. I'm stealing one of your nation's trademark themes.

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Post by Dahak »

Raxmei wrote:Dahak, the Pirol is listed as being worth more than the the Hawk despite its listed stats being inferior in every way. Is that on purpose?
Oops :mrgreen:
Corrected :)
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Post by Dahak »

Rogue 9 wrote:What's with all the phallic compensators in this game, anyway? :P Some of the ship sizes are just crazy.
Well, most of the size of my big brutes goes down to the shape requirements the sublight drive excerts.
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Post by Dahak »

Alyrium Denryle wrote:Personally, I think that tactics should matte a bit more in these battles.. rahter than just "You are out-numbered. You lose" Tell that to Henry IV at Agincourt, or Edward III at crecy. Or hell, or Robert the Bruce at Bannockburn, Wallace at Stirling, Alexander at...his entire campaign against the persians...
For simplicity's sake, we might as well just go by hard, cold numbers.
Clearly no one has the time to simulate a battle with the needed depth to include clever tactics and how they react with those of the enemy.

And it would also invite pages upon pages of bickering, hair-splitting and "I kill your huge battleship with me 733t fighter just coz I have this übercool killer tactic secretly developed in my villain's lair without you knowing I had it!!!11!" that always seems to happen when too much leeway is given in those battle times...
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Post by White Haven »

Well, we could allow that stuff to be worked out in PMs between posts, and allow straight numbers as a fallback option if people get too childish about things.
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Post by Vohu Manah »

Thirdfain wrote:Up to you. Each nation has a certain ammount of total fleet effectiveness, you can split up your points as you please, either amongst a lot of weak ships or a few strong ships, or a mix of the two- or a well-balanced mean.
Do I have to include fighters and transports in the scale (for escort obviously) or are those freebies?
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Post by Alyrium Denryle »

Dahak wrote:
Alyrium Denryle wrote:Personally, I think that tactics should matte a bit more in these battles.. rahter than just "You are out-numbered. You lose" Tell that to Henry IV at Agincourt, or Edward III at crecy. Or hell, or Robert the Bruce at Bannockburn, Wallace at Stirling, Alexander at...his entire campaign against the persians...
For simplicity's sake, we might as well just go by hard, cold numbers.
Clearly no one has the time to simulate a battle with the needed depth to include clever tactics and how they react with those of the enemy.

And it would also invite pages upon pages of bickering, hair-splitting and "I kill your huge battleship with me 733t fighter just coz I have this übercool killer tactic secretly developed in my villain's lair without you knowing I had it!!!11!" that always seems to happen when too much leeway is given in those battle times...
Going by cold numbers makes the battle itself funless. Seriously, we build up for months to these wars.

there is a reason I worked out all my weapon arcs for just about every ship, so that I could alter my tactics based upon fire arcs. Using cold numbers cheapens the entire STGOD.
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Post by Alyrium Denryle »

Vohu Manah wrote:
Thirdfain wrote:Up to you. Each nation has a certain ammount of total fleet effectiveness, you can split up your points as you please, either amongst a lot of weak ships or a few strong ships, or a mix of the two- or a well-balanced mean.
Do I have to include fighters and transports in the scale (for escort obviously) or are those freebies?
fighters and transports are givens
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Post by Dahak »

Alyrium Denryle wrote:Going by cold numbers makes the battle itself funless. Seriously, we build up for months to these wars.

there is a reason I worked out all my weapon arcs for just about every ship, so that I could alter my tactics based upon fire arcs. Using cold numbers cheapens the entire STGOD.
But it also gives a haggle and bickering free way of doing battles. If I might refer to some pages-long discussions about this...
THAT was absolutely funless.
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Post by Alyrium Denryle »

Dahak wrote:
Alyrium Denryle wrote:Going by cold numbers makes the battle itself funless. Seriously, we build up for months to these wars.

there is a reason I worked out all my weapon arcs for just about every ship, so that I could alter my tactics based upon fire arcs. Using cold numbers cheapens the entire STGOD.
But it also gives a haggle and bickering free way of doing battles. If I might refer to some pages-long discussions about this...
THAT was absolutely funless.
Well that is the problem with any freeform system. We shouldnt throw out the baby with the bathwater. The comat and tactics are half the fun of an STGOD
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Post by Rogue 9 »

Dahak wrote:
Alyrium Denryle wrote:Personally, I think that tactics should matte a bit more in these battles.. rahter than just "You are out-numbered. You lose" Tell that to Henry IV at Agincourt, or Edward III at crecy. Or hell, or Robert the Bruce at Bannockburn, Wallace at Stirling, Alexander at...his entire campaign against the persians...
For simplicity's sake, we might as well just go by hard, cold numbers.
Clearly no one has the time to simulate a battle with the needed depth to include clever tactics and how they react with those of the enemy.

And it would also invite pages upon pages of bickering, hair-splitting and "I kill your huge battleship with me 733t fighter just coz I have this übercool killer tactic secretly developed in my villain's lair without you knowing I had it!!!11!" that always seems to happen when too much leeway is given in those battle times...
Easy for you to say. You're sitting pretty with enough numbers to wipe most of the other players off the map.
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Post by Ace Pace »

Chris OFarrell wrote:*snip*
Could someone else, like me, use it as another way to get into this thing, for us newbs with no experiance what so ever.

Not in that explanation obviously, but I hope you get the hint.
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Post by Thirdfain »

About the concept of using one Uber-ship:

Certainly, you can place all your points in a single warship (within limits, I'd be unhappy about a Grand power with 1 superdreadnought of uncomparable power.) The problems are rife- firstly, all your eggs are in one basket. You can't have a portion of your capital wall down for repairs or resupply (ships do need to head home for down time.) So, for those times your master ship is down for resupply or refitting, you have no fleet.

In combat, a wall of lighter vessels will have a number of advantages- they'll probably be more agile, allowing them to keep distance and pelt you with missiles- and with their being able to co-ordinate antimissile fire from multiple angles, their PD will be better than yours. Also, if they surround you from multiple directions with significant firepower, you'll be unable to concentrate shielding on one arc, and will face a hefty disavantage.

For example, say 15 1-pt BBs duel with 1 15 point SD. The BBs surround the SD from all angles, pouring fire into it. The SD will not be able to concentrate it's shields on any one arc, and while N2 will allow it to inflict heavy losses, as high as 50%, it'll die before it's attackers.

Conversely, if the same vessel were to face off, say, 5 1-point BBs, it'd win without any significant damage, where 15 1-pt BBs might take a loss, or at least some damage.

In conclusion, it's better to have a mix- units of median strength BBs and DNs, with perhaps 1 or 2 lesser SDs.

And remember- tactics are of vital importance. Keep that in mind.
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Post by Ace Pace »

Thirdfain wrote:About the concept of using one Uber-ship:

Certainly, you can place all your points in a single warship (within limits, I'd be unhappy about a Grand power with 1 superdreadnought of uncomparable power.) The problems are rife- firstly, all your eggs are in one basket. You can't have a portion of your capital wall down for repairs or resupply (ships do need to head home for down time.) So, for those times your master ship is down for resupply or refitting, you have no fleet.

In combat, a wall of lighter vessels will have a number of advantages- they'll probably be more agile, allowing them to keep distance and pelt you with missiles- and with their being able to co-ordinate antimissile fire from multiple angles, their PD will be better than yours. Also, if they surround you from multiple directions with significant firepower, you'll be unable to concentrate shielding on one arc, and will face a hefty disavantage.

For example, say 15 1-pt BBs duel with 1 15 point SD. The BBs surround the SD from all angles, pouring fire into it. The SD will not be able to concentrate it's shields on any one arc, and while N2 will allow it to inflict heavy losses, as high as 50%, it'll die before it's attackers.

Conversely, if the same vessel were to face off, say, 5 1-point BBs, it'd win without any significant damage, where 15 1-pt BBs might take a loss, or at least some damage.

In conclusion, it's better to have a mix- units of median strength BBs and DNs, with perhaps 1 or 2 lesser SDs.

And remember- tactics are of vital importance. Keep that in mind.
I wasn't planning on a single ship, maybe a VERY rich eccentric of one of the powers building himself a mini-fleet lavishly outfitted, say 1SD and afew other ships + escorts and the whole she-bang.

Could you PM me the background information and rules for the OOB?
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Post by General Zod »

Alyrium Denryle wrote:
Going by cold numbers makes the battle itself funless. Seriously, we build up for months to these wars.

there is a reason I worked out all my weapon arcs for just about every ship, so that I could alter my tactics based upon fire arcs. Using cold numbers cheapens the entire STGOD.
and thus why i have my army composed almost entirely of cyborgs. sure, my ships and facilities could get leveled by larger powers, but they'll have a helluva time holding the bases short of obliterating every last man there. no sane military units of fleshy organic beings want to go up against a ten foot tall waking, living, thinking tank. let alone a few million of them. :teeth:
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Post by Thirdfain »

and thus why i have my army composed almost entirely of cyborgs. sure, my ships and facilities could get leveled by larger powers, but they'll have a helluva time holding the bases short of obliterating every last man there. no sane military units of fleshy organic beings want to go up against a ten foot tall waking, living, thinking tank. let alone a few million of them.
I'm sure your metal tin cans will last for easily weeks against the weight of the mighty Commonwealth Army falling upon it like a steel boot upon a small ant. 10-foot cyborgs aren't some sort of special advantage when every army in the galaxy includes power-armoured units, tanks, and air support. Don't expect our cyborgs to make you even remotely safe from ground assault.
I wasn't planning on a single ship, maybe a VERY rich eccentric of one of the powers building himself a mini-fleet lavishly outfitted, say 1SD and afew other ships + escorts and the whole she-bang.

Could you PM me the background information and rules for the OOB?
Read this thread, the backstory (What little of it there is) is all here. As for your OOB, use the others as a guideline. Essentially, the STGOD is a structured, moderated game based on instellar politics, adventure, and war.

Powers are divided into 4 levels of strength- Minor, Regional, Major, and Grand. As a new player, you'll be running a Regional or a Minor. These are defined by their total fleet power, delineated in the STGOD OOB thread.
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Post by Alyrium Denryle »

Ok, for anyone that noticed, I am using 5 capitalship points each for my Battlemages and Clerics. TO give you an idea of what I expect this to be able to do, I will post in here(at Marcao's request and encouragement) to give a benchmark of what using cpitalship points for infantry will do.

Clerics: Godlights that pierce the clouds and utterly annihilate anything the light touches.(most of these are ritual casted of course)

Mass healing, and buffing of armies(in a massive godlight of course)

Undead... lots and lots of undead

Summoning of demons angels and other nasty things

Mages: literally bringing forth the power of the cosmos transmuting air into high energy plasma for example.

Creating large mobile are shields to defend my trops from harm.

Hedging out "evil" in a large area

Summoning forth a focused solar flare to strike at anemies with.

Distortig space time in order to attack orbiting vessels is probably possible.

Just as a benchmark. There is a reasn those points were spent, and why my capitalships are few in number.
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Post by Dahak »

Darth_Zod wrote:
Alyrium Denryle wrote:
Going by cold numbers makes the battle itself funless. Seriously, we build up for months to these wars.

there is a reason I worked out all my weapon arcs for just about every ship, so that I could alter my tactics based upon fire arcs. Using cold numbers cheapens the entire STGOD.
and thus why i have my army composed almost entirely of cyborgs. sure, my ships and facilities could get leveled by larger powers, but they'll have a helluva time holding the bases short of obliterating every last man there. no sane military units of fleshy organic beings want to go up against a ten foot tall waking, living, thinking tank. let alone a few million of them. :teeth:
That what you have a) Huge Spaceships with Huge Guns and a civ not afraid to annihilate whole planets (been there, done that), b)in the instances of ground warfare, should one choose so, just throw troops after troops, who have no fear of dying, at your cyborgs. Quite effective.

:)
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Post by Thirdfain »

Alyrium- keep in mind that points spent on ground troops will not get you capship equiv. firepower, or even close. Remember when Straha had a very poor navy but excellent soldiers? That's what you are looking at. Don't expect to shoot 5 capships worth of dreadnoughts out of the sky for your expenditure.
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Post by Alyrium Denryle »

Thirdfain wrote:Alyrium- keep in mind that points spent on ground troops will not get you capship equiv. firepower, or even close. Remember when Straha had a very poor navy but excellent soldiers? That's what you are looking at. Don't expect to shoot 5 capships worth of dreadnoughts out of the sky for your expenditure.
Well, I figure they can augment planetary defenses, and kick the shit out of other peoples ground troops :)

I dont intend on "Projecting my power" much in the early stages of the game anyway. So having a smaller navy with a relativly small empire is pretty reasonable
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Post by Thirdfain »

I dont intend on "Projecting my power" much in the early stages of the game anyway.
Having mobile anti-capship scale ground-based firepower which doubles as supereffective ground troops = not an option.
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Post by Alyrium Denryle »

Thirdfain wrote:
I dont intend on "Projecting my power" much in the early stages of the game anyway.
Having mobile anti-capship scale ground-based firepower which doubles as supereffective ground troops = not an option.
Yes yes... I may want to invest a bit in the other form of mages :) but that will be an in-game develpment methinks.

Call them Astromagi or something.
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Post by Agent Fisher »

Man, rogue. You werent kidding when you said you were going to rip off the UNSC :lol: . But hey, what ever works. Now, I will have to think up some names for my dropships and other things.
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