STGOD 2K5 OOC Thread
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Why is that? Only the Commonwealth and the 6CS are going to war, the rest of the ERTC is not. Niether I nor the 6cs is using more than half our fleets, and the ERTC Enforcement Division ships which do much of the patrolling are not having anything to do with the conflict.Ace Pace wrote:Question, how would this war affect ERTC zone trade? I imagine piracy would go up as less ships patrol routes.
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The Sixth is spread a little thin, but Commerce Defense Force compises the lion's share of the entire Squadron's escort assets, along with several cruisers. A few of those are detatched to fleet train duty, but there's still a crapton of them.
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I've been here, just kind of watching while I'm doing other stuff...
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If it does, you might as well nail me too; bumping this was on my itinerary as well.
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We could just fast forward the game a couple years...Dahak wrote:I really think it is really, really dead. Better start a new one than to drag this old corpse out into the light...
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Again?Beowulf wrote:We could just fast forward the game a couple years...Dahak wrote:I really think it is really, really dead. Better start a new one than to drag this old corpse out into the light...
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Guys, look. The STGOD is dead, you remember in quake when you hit something with a rocket and little bits of gore flew out in all directions? That's the STGOD. It's dead, gone... No more
It would require a feat of science not yet possible in these times. All the grand powers and major powers and most of the lesser powers would all have to, en masse, return. Such a thing is simply not possible. Just let it go.
It would require a feat of science not yet possible in these times. All the grand powers and major powers and most of the lesser powers would all have to, en masse, return. Such a thing is simply not possible. Just let it go.
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Eh...it'd devolved in a 'war' between two poers and a single paper tiger, and even that was getting a bit limp. Third and I decided, bleah, to hell with it. I had fun, and I'd love to again....I CERTAINLY have a metric shit-ton of conceptual nations...but barring every member of the STGOD s uddenly getting religion and believing in the Almighty Respawn Point...not in its current iteration.
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Well if anyone's interested, here's the rundown on the unified points system me and the other fine folks over on ASVS churned out. The design goals were simplicity and flexibility. It's open to modification if anyone wants to give it a try.
Summary:
Each empire will have a pool of points that reflects overall assets that ships, defenses, weapons, ground troops ect. Each declared asset will be worth a certain number of points, the total of which must be equal or less then the total available points for that empire.
Ship Declarations:
Ship sizes will be based on their point values. There are four categories:
Fighters (includes strike craft)
Escorts
Cruisers
Capitals
Ships declared at 1-5 points will be regarded as escorts.
Ships declared at 6-20 points will be regarded as cruisers
Ships declared at 21 points and up will be regarded as capital ships.
Fighters will be declared as fighter groups and can be declared at any value. Normal warships can only carry up to twice their point value in fighter groups. For example, a 20 point fighter group needs at least a 10 point cruiser to carry them. This restriction does not apply to dedicated carriers. (Can be any point value, must be flagged CARRIER)
Notes on ship sizes:
Although the rules will classify ships into a certain class, the player is not required to stick to the naming convention. A 3 point vessel can be named and deployed as a cruiser and a 25 point vessel can be deployed as a line frigate if the player so chooses. However, a 25 point frigate will be treated as a capital ship as far as the rules are concerned. More on this under "Notes on Specialization."
Specializations:
Ships can be declared as being especially effective against certain target, when this happens they gain a bonus value when fighting that target, however they receive a penalty when fighting anything that isn't their specialty. Specialties are limited to the four size classes
The specialty cap is half the ship's natural value.
Example:
Thor class frigate [4][+2 vs Capitals]
Declaring this would mean that you have a frigate that costs 4 points but is worth 6 when fighting against a Capital size ship. These little frigates would be dangerous to Capital vessels in large numbers but would only be worth 2 points vs everything else, easy prey for swarms of 2 point fighter groups, especially those of type "bomber."
Ships can have a maximum of 2 specialties, 3 as long as none of them are FIGHTER, the total of which must not be more then half the ship's point value.
Example:
Thor class frigate [4][+1 vs Capitals][+1 vs Fighters]
The Thor is worth 5 against dreadnaughts and 5 against fighters, still worth 2 against everything else.
Ships are allowed to take a third specialty as long as none of their specialties are FIGHTER.
Notes on Specializations:
If a player makes the following declaration declaration
Titan class frigate [25]
The vessel may serve the function and role of a frigate in the player's fleet but as far as the rules concerned it is a capital ship. Let's look at the following examples for battle declarations:
LMAOPlane Empire:
Titan class frigate [24] 1
ROFLcopter Consortium:
Bulldog fighter group [4][+2 vs Frigates] 6
Viper fighter group [4][+2 vs Capitals] 6
The LMAOPlane Empire has despatched one of its Titan class super frigates to deal with a swarm of fighters. The ROFLcopter Consortium has 6 groups of Bulldog fighters in the area as well as 6 groups of Vipers.
Assuming that the Bulldogs are unable to engage at the same time as the Vipers for whatever reason:
Without taking specialties into account the sides appear even...
Titan (24 x 1 = 24) vs Bulldogs (4 x 6 = 24)
However, even though the Titan is a frigate because it is worth more then 20 points it is technically a Capital ship. Bulldogs loose 2 points because of non Capital specialty.
Titan (24 x 1 = 24) vs Bulldogs (2 x 6 = 12)
Easy victory for the Titan, different story for the Vipers however as Capitals are their specialty, they gain 2 points.
Titan (24 x 1 = 24) vs Vipers (6 x 6 = 36)
Fighter specific specialties:
Examples:
Rapier class fighters [2]
Broadsword class bombers [2][Bomber]
The difference between the broadsword group and the rapier group is that the broadsword's value is doubled against anything not a fighter (ie are now worth 4, however are worth 0 against other fighters.
Payloads:
You can bolster a ship's value by giving it a special payload (available to non fighters only)
Example:
Heavy frigate payload [3]
The special payload adds its value to the ship they're fitted to however, the ship must either equal or exceed the value of the payload they take on.
Example:
Thor class frigate[3] Heavy frigate payload [3]
The frigate is now worth 6 and can take out a small cruiser.
Defenses:
Satellites, platforms, planetary guns ect, declared much like ships except using the tag [defense] which gives them twice the value of their cost.
Example:
Titan Planetary gun [50][Defense]
The Titan gun is worth 100 points against attacking ships
(note: Locations are also required when delcaring defenses)
Ground Forces:
Individual units do not have to be declared, ground force delcaration is simply the amount of points the empire has devoted to them.
Example:
The grand army of the republic [100]
If someone invades a planet they then just specify the total number of points of ground forces they're attacking with. Individual details about the units will just be written up the way they always have been.
Landing craft will be assumed to be present when ground forces are declared, they require no declaration.
Declared ground force points can also be used in boarding parties and in repelling boarders. Boarding can only happen if a ship (or formation of ships) is attacked with an equal or greater point value in fighters in order to keep anti-fighter turrets off boarding craft (if attacking a group of vessels either the fighters must outpoint the ship group. Players can tell their gunners to specifically target landing craft to avoid being boarded but fighters attacking the ship will gain +1 when they do so. If fighters overwhelm they can be made to take out turrets.
Boarding ship group vs fighter group
Point advantage:
Ship group = cannot attempt boarding, expect anything that tries to be cut down by point defense
Fighter group = Can board all ships within ship group if point advantage is to fighters
Fighters + Ships joint attack = If the total point value of fighters is insufficient on their own it is still possible to board using a joint attack of fighters and larger ships as long as the fighters can outpoint at least one of the enemy ships. This would involve isolating one or more ships in the enemy group by attacking the non boarding targets with the larger ships and then engaging the boarding targets with fighters. If a player attempts a joint attack the target can defend the attempt by having his larger vessels continue their escort duty, which will successfully prevent the boarding attempt at the cost of endangering his escort ships to the attacking vessels.