dfly
Junior Member
Posts: 75
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Rules
Sept 30, 2011 15:56:30 GMT -5
Post by dfly on Sept 30, 2011 15:56:30 GMT -5
ok, repairs, and repair rules. ::
3. Damaged ships must return to a repair facility to be repaired
This, to me, says once a ship is damaged it MUST return to a repair facility to be repaired. Is this what it truly means, or,,,, it should mean, to be repaired, it could only get repaired at a repair facility?
another in question is:
4. Damaged ships cannot be repaired during subsequent combats, i.e., no repair parts
SO, from what I read, it says,,,,,, IF you took between 1%-99% damage, you lose ALL REPAIR BOXES. IS THIS RIGHT?
other rules not in rules. PLANET TAKE-OVERS. IF someone attacks a planet, what happens??? The winning conditions require you to control nearly all planets, but no rules on how this happens...... clarify please.
rule states: Victory Award Victorious empire will receive75 production point per turn in the next general war campaign
I know many points were brought up, even by me, about that being exessive. I have a question first, before I stand by my questions in prior posts. Just how many production points (roughly) are we talking about for the start of such campaign? Example: All teams start with 750 production points.....therefore it is only a 10% advantage, no big deal. example: All teams start with 250 Prodution points....... now 75 plays a big part. example: all teams start with 125 production points... now that 75 is DOMINANT.........
SO, before it gets permanently changed, how big a percentage are we talking about?
IF I think of more things later today, or in next few days, I will also post them.
btw, nice job on rules so far, even if I seem to be picking at them.
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Rules
Sept 30, 2011 21:22:00 GMT -5
Post by Ho Chi on Sept 30, 2011 21:22:00 GMT -5
I will attempt to post responses tomorrow.
Thanks
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Rules
Oct 1, 2011 6:37:17 GMT -5
Post by Ho Chi on Oct 1, 2011 6:37:17 GMT -5
Thirty Minute Retreat Rule:
1. After a legal retreat, the retreating commander(s) will use ctl-PrtScn to document hull damage to his vessel.
2. Upon retreat of the last combatant vessel, the commander(s) of the remaining fleet will use ctl-PrtScn to document hull damage to his vessel.
3. Each commander will send this screen shot to the moderator for official backup for damage allocation.
4. Each commander involved in combat will send the resulting SectorAssaultResults.txt to the moderator as official backup for damage allocation.
5. Penalties for failure to comply: a. A commander, who fails to provide a screen shot, will receive a round-down damage assessment. b. The moderator will define a round-down assessment as rounding the damage allocated down to the nearest quarter. c. Round-down damage determined by the majority of commanders involved. Otherwise, the moderator will attempt to assess by any means available. d. Round-Down Damage Allocation Table i. 0-25% estimate – 25% damage assessed ii. 26-50% estimate – 50% damage assessed iii. 51-75% estimate – 75% damage assessed iv. Greater than 75% - 100% damage assessed Damaged Ships and Repair Facilities Rule: A damaged ship can only receive repair actions at a repair facility. Since Leaders cannot build in the campaign, the only repair facilities will consist of bases located along the border with the Triangle area. Hence, once a commander determines to repair a ship, the damaged ship may have a long trip.
One of my pet peeves has always been a ship repairing itself prior to the engagement of the fleets in battles. An adversarial fleet may have worked hard to damage a ship; I do not believe fairness prevails when a damaged ship can repair itself prior to the next battle. Hence, the “no repair parts” rule for damaged ships.
Damaged Ships and Repair Parts:
1. If a ship receives damage in combat, then in subsequent combat actions the ship will not have repair parts available for use.
2. Hence, during load-out the commander of a damaged ship will zero the repair parts in supplies.
3. If a damaged ship’s fleet has undamaged ships, the fleet commander may allocate/transfer repair parts to the damaged ship for use. **** up for debate ****
Documentation regarding the Triangle always has one theme. This theme expresses the fact that the major powers did not have the ability to actually control the Triangle and its systems. The major powers would have to allocate so many resources to the actual capturing of the Triangle, the feasibility does not exist. Hence, you cannot “capture” a planet. You must “influence” a planet to support your empire/nation in the next general war. (Hence, the “victory award” comes from the influenced planets).
Yes, the present rules require further explanation.
Influencing a Planet Rule: 1. When entering a planetary system, the arriving fleet will receive a transmission.
2. The transmission will, in short, provide the fleet a sector location.
3. Fleet will proceed to said sector and complete the task given by the planetary system. A fleet may find the following:
a. Nothing. Fleet can wait or just forget about it. b. A pirate fleet c. A pirate fleet and an adversary’s fleet
4. In order to influence the planetary system, your fleet must destroy the pirate fleet and return to the planetary system.
5. If an adversarial fleet occupies the sector as well, then you may choose to destroy that fleet. You do not have to destroy the adversarial fleet to influence the planetary system. Likewise, the adversarial fleet may wish to stop you from succeeding in your mission.
Victory Conditions Rule:
Victory goes to the empire/nation that “influences” roughly 80% or 20/26 planets in the Triangle. You will influence IAW the above rule.
Victory Award and General War Campaign:
As stated in the rules, the victorious empire/nation in the Triangle Campaign will receive XX EP in the General War Campaign. Presently, we have 10 participants. I would still like to add at least two more to even the teams (the more the merrier though in my book). But that said, I will assume only 10 participants. I know that in the past, the moderator/ref determined what ships you received at the start of a campaign. I will not do that. I believe strategy enhances a campaign. Leaders determining and building their own ships exemplifies this belief. An empire/nation’s success or failure must be determined by those who play the campaign, not by the moderator. The question of the amount of the Victory Award has become a question, dependent it would seem on the next campaign. Logical, very logical, thanks DFLY.
It has been my understanding that past campaigns in this group veered away from an over-abundance of ships. I came from a group that had just the opposite, i.e., many ships in a campaign. Hence, I will veer towards many ships in the General War Campaign. Again the Leaders will determine the exact number of ships by what builds occur. Therefore, the real question asked was “How much…”
From what DFLY has stated in his questioning statement, I would tell you that (IAW with DFLY’s definition of no big deal, a bigger part, or DOMINANT) 75 points could be classified as insignificant. Each team will receive more EP in the Triangle Campaign then the quoted 750 EP DFLY alludes to in the questioning statement. Now if participants just out-and-out fear this type of EP, please say so now. I do not want to hear complaints after the campaign starts. Hence, individuals need to think about Leader Selection. The Leader need to know what ships suits victory.
Thanks
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dfly
Junior Member
Posts: 75
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Rules
Oct 1, 2011 19:54:34 GMT -5
Post by dfly on Oct 1, 2011 19:54:34 GMT -5
thanks for all that reply. It may take me a day or 3 to digest.
you did however, fully answer my 75 EP questions,,,,,,,, so, in light of this, I FULLY support the 75 EP.
I will/should get back to you about the rest in, like i said, a day or 3
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Rules
Oct 1, 2011 20:18:19 GMT -5
Post by Ho Chi on Oct 1, 2011 20:18:19 GMT -5
After discussions with Shalafi, I am open to the following Repair Parts to damage for ships: Ship Damage | Repair Parts Lost | 1 - 10% | 0 | 11 – 20% | 1 | 21 – 30% | 2 | 31 – 40% | 3 | 41 – 50% | 4 | Over 50% | all |
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dfly
Junior Member
Posts: 75
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Rules
Oct 1, 2011 21:09:01 GMT -5
Post by dfly on Oct 1, 2011 21:09:01 GMT -5
that was/used, to be what we used. should you decide to go that way, I will support it.
should you decide that any amount of damage received become a no repair,,,,, i will support it, but it would also make mute the repair possibilites which exist within the game.
perhaps a middle compromise???
say hmm, any damage, lose 1, any damage over 10% lose 2, any damage over 20% lose 3, any damage over 30% lose 4. Remember, the biggest ship, and there would only be 1 per side, is a CA class, which would have say 4 repairs total,,,,,,,, and only even about 3 Light Cruisers,,,,,, and all others would be FRIGATES, so,,,,,, at my rate of damage/loss of repairs,,,, very little damage would mean total loss of repair boxes.....
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Rules
Oct 2, 2011 7:25:37 GMT -5
Post by Ho Chi on Oct 2, 2011 7:25:37 GMT -5
Very well, compromise it is... Ship Damage | Repair Parts Lost | 1 - 10% | 1 | 11 – 20% | 2 | 21 – 30% | 3 | 31 – 40% | 4 | 41 – 50% | 5 | Over 50% | all |
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Rules
Oct 2, 2011 7:34:29 GMT -5
Post by Ho Chi on Oct 2, 2011 7:34:29 GMT -5
Updated rules set. Victory Award - like to hear more discussion now that initial EP has been alluded to for the General War Campaign. Please remember that EP will earned each turn, par usual, plus some additional (new). Attachments:
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Rules
Oct 4, 2011 19:58:04 GMT -5
Post by Shalafi on Oct 4, 2011 19:58:04 GMT -5
One thing as a "word of warning" in earlyish campaigns when deciding fleets using the SFC class size alone.
Be SURE to go off of BVP's for the Romulans otherwise they litterally can get stuck with JUNK. Or you have a giant blob of sparrowhawks
(the main ship in the Romulan fleet at the time it technically classified as a CA even though it's only 100 BVP)
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Rules
Oct 4, 2011 23:24:07 GMT -5
Post by locatus of borg on Oct 4, 2011 23:24:07 GMT -5
I know this may be a little late but isn't 30 minutes too short of a time for disengagement purposes. In previous campaigns it was 90 minutes and I think that worked out very well. At the 30 minute mark anyone who has taken a little damage and is worried about losing a ship can just leave. 30 minutes is simply not ling enough in my opinion and will promote a lot of disengagements. I will be fine with whatever it is but these are just my thoughts.
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Rules
Oct 5, 2011 4:34:15 GMT -5
Post by Ho Chi on Oct 5, 2011 4:34:15 GMT -5
Let not confuse things.
The Thirty Minute Retreat Rule replaces a general retreat. In this campaign, all ships caught by other ships will go to combat. Only Scout ships can retreat without battle.
So the Thirty Minute rule sort of punishes nations who barge in without thinking or knowing.
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Rules
Oct 8, 2011 22:34:46 GMT -5
Post by Gas-X Tex'Mex on Oct 8, 2011 22:34:46 GMT -5
Huh? Too Complex for my Drain Bamaged Klink Skull
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dfly
Junior Member
Posts: 75
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Rules
Oct 9, 2011 16:06:50 GMT -5
Post by dfly on Oct 9, 2011 16:06:50 GMT -5
you go in looking for a fight,,,,,,, you got one. be sure to be winning by 30 mins, orrrrrrrrr,,,,,, leave fast, as the now rules state.
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Rules
Oct 9, 2011 19:43:27 GMT -5
Post by locatus of borg on Oct 9, 2011 19:43:27 GMT -5
Disengagement 1. Only Scout ships can disengage/retreat without combat. 2. All non-scout ships must engage in combat. a. Commanders must remain in combat for the 30 minutes minimum. b. Either commander may attempt to disengage after the initial 30 minimum, all ships must physically disengage from the map c. Fleet(s) must retreat to the entry hex, if viable. d. Fleets must retreat to a hex adjacent to the entry hex if entry hex not viable. e. Any fleet moving a net four hexes total in a given turn receives 20% damage. f. Stationary fleets disengaging moves into one of the three hexes opposite the attacking fleet (disengaging fleet’s choice). g. When a fleet disengages from a cloaked attacking fleet, the disengaging fleet can move to any adjacent hex. i. The disengaging fleet had PI or no orders for three impulses prior to attack. ii. Otherwise, fleet moves into their entry hex. 3. An attacker must win the battle in less than 90 minutes, otherwise attacker will disengage.
So to clear this up for those of us who maybe did not understand this.....either side can disengage after the 30 minute mark AND the attacker must disengage after 90 minutes of battle. If I understand this correctly then my previous statement stands. "I know this may be a little late but isn't 30 minutes too short of a time for disengagement purposes. In previous campaigns it was 90 minutes and I think that worked out very well. At the 30 minute mark anyone who has taken a little damage and is worried about losing a ship can just leave. 30 minutes is simply not long enough in my opinion and will promote a lot of disengagements. I will be fine with whatever it is but these are just my thoughts. " OR I still do not understand!!! Could be the later LOL!!!
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dfly
Junior Member
Posts: 75
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Rules
Oct 9, 2011 22:41:28 GMT -5
Post by dfly on Oct 9, 2011 22:41:28 GMT -5
i fully understand your ruling, and I hope it works as you have planned. i do however understand how someone could think 30 minutes is not long enough for a battle, but,, if you are the guy with 2 frigates and are attacked by a light cruiser and 2 frigates,,,,,, 30mins will seem like an eternity....
this does however, force the larger fleet to attack faster than may be planned, and with certain races,,, this could be a minor issue.
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