A Galaxy at War the Wargame [full]
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Orindell
Joined: Wed Mar 21, 2007 10:15 pm Posts: 440 Location: Dublin, Ireland
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Re: A Galaxy at War the Wargame [4 Slots Left]
Damn. Its seems I have to resolve an argument. Well, Lets weigh up both sides: Anti-Ship:I agree, There has to be fairness. It would ruin the game for everyone if one person has a super-uber ship that cant be destroyed, Is nearly impossible to destroy. The idea behind Super Dreadnoughts/Flagships is that they are very powerful, Very strong and very rare. BUT, Realistically, They cant be too powerful, As no space empire would be able to afford the continued upkeep of such super ships, Let alone the original cost of building it. Pro-ShipI think quotes would fill this in well: warper wrote: No way, that's the command ship and there's only ever going to be one. When we get to the point where we're building Super Dreadnoughts this won't seem quite so insane. TrouserDemon wrote: I daresay he'll bury it away as a last line of defence, and only use it when he has a solid withdrawal strategy.
REdFlameZero wrote: oh boy ... its starting already i know its been said already but ... ITS A COMMAND SHIP!Its huge ... theres only one ... and they are mad Expensive, GET OVER IT! Hmmmmmm....Hard choice....I think the best thing would a be a compromise. Warper gets his ship, But it has to be reduced. I am open to suggestions and how severe the reductions are to be.
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Sun Apr 06, 2008 10:49 pm |
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Krumbs
Joined: Mon Aug 27, 2007 7:56 pm Posts: 1186 Location: Scotland
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Re: A Galaxy at War the Wargame [4 Slots Left]
Is there still any spaces? I might if I could understand the rules. Are they really that hard?
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Sun Apr 06, 2008 10:59 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: A Galaxy at War the Wargame [4 Slots Left]
Krumbs wrote: Is there still any spaces? I might if I could understand the rules. Are they really that hard? I resign due to headache inducing rules, you can have my spot, I think.
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Sun Apr 06, 2008 11:10 pm |
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Mombasa
Joined: Tue Mar 06, 2007 12:21 am Posts: 355 Location: Florida: The Oil Capitol of the United States
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Re: A Galaxy at War the Wargame [4 Slots Left]
just so he doesn't have 500 bajillion shields...
370 Broadside Anti Ship cannons 1240 generators with overlapping coverage.
That's about all.
Also Garland, quit bitching and take it like a man.
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Sun Apr 06, 2008 11:25 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: A Galaxy at War the Wargame [4 Slots Left]
Actually, I'm going to start questioning the legitimacy of this game shortly unless I see proof that it's not just a new TTS, with spaceships.
Which means that the GMs need to PM me how this is going to actually work.
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Sun Apr 06, 2008 11:45 pm |
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REdFlameZero
Joined: Sat Aug 25, 2007 9:37 pm Posts: 184 Location: Syuracuse, Ny
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Re: A Galaxy at War the Wargame [4 Slots Left]
Alenth Eneil wrote: Actually, I'm going to start questioning the legitimacy of this game shortly unless I see proof that it's not just a new TTS, with spaceships.
Which means that the GMs need to PM me how this is going to actually work. if ya dont mind me askin, whats a TTS?
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Mon Apr 07, 2008 12:22 am |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: A Galaxy at War the Wargame [4 Slots Left]
REdFlameZero wrote: Alenth Eneil wrote: Actually, I'm going to start questioning the legitimacy of this game shortly unless I see proof that it's not just a new TTS, with spaceships.
Which means that the GMs need to PM me how this is going to actually work. if ya dont mind me askin, whats a TTS? The Twisted Spork, I'm pretty sure you're too new to know. But anyway, you could have PM'd him about it and saved room. Here's a tl;dr of what Alenth said: Start game or it gets shut down.
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Mon Apr 07, 2008 12:23 am |
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REdFlameZero
Joined: Sat Aug 25, 2007 9:37 pm Posts: 184 Location: Syuracuse, Ny
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Re: A Galaxy at War the Wargame [4 Slots Left]
ok then lets start this!
Edit: Gar you still my sub or is Krumb?
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Mon Apr 07, 2008 12:26 am |
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AlphaCommando
Joined: Wed May 02, 2007 10:27 pm Posts: 514 Location: Eating ice cream at Graeter's
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Re: A Galaxy at War the Wargame [4 Slots Left]
[note: was able to sneak on the computer to type this]
Well I got my butt grounded from the computer for a week, however; I do have access to the computers at school starting tomorrow, I will run this from there for the time being.
Since I am a bit confused as to what has been going on; everyone who is in, PM me your final capital draft for review; and yes capitals are suppost to be overpowered superdreadnuaghts (or supercarriers for that matter) wilth GODLIKE POWERS (that was an exaggeration). Game starts at 12:30 UTC, monday. I will post to confirm that I got everyone's stuff. Turns will rotate GSC > GLA > Warpstorm > Terakuran. Commanders make the actual build moves and sub-commanders are to give advice and use the second (or third) fleet (this allows you to command two or more fleets independently). Commanders should (I will make note of people blowing off their sub-commanders) work with their sub-commander(s) to come up with new ship designs, how to enact a turn, and what plans of attack to make. Capitals are meant to be the embodiment of your faction's tactics and style of waging war.
GSC = Huge, slow, chunky, and covered in varied frontal close-range weapons GLA = Smooth, organic, lighter (in terms of armament and armor), and fast w/ guns that can be directed anywhere Warpstorm = I think warper is the only on there and it was his faction.... Terakuran = Huge, slow, wedge-shaped, with massive armor and huge frontal long-range beam weapons.
Players: ([*] means I got your ship) GSC commander: Mombassa Mk2 [*] ---Sub-commander: FalconX [*] (2 weaker capitals) ---Sub-commander: leadpumper12 [*] GLA commander: J23 ---Sub-commander: metal chao ---Sub-commander: astronaught Warpstorm commander: Warper [*] ---Sub-commander: No_one Terakuran commander: REdFlameZero [*] ---Sub-commander: Krumbs
EDIT: NO MORE RANDOM TALK! DIRECT QUESTIONS VIA PM TO EITHER ME OR ORIN (MAJOR GAMEPLAY QUESTIONS SHOULD BE DIRECTED TO ME).
EDIT2: Well people can't build ships untill they can look at the build page, and thus nothing starts until I get that fixed, won't start until I can talk to Galaxy.
Last edited by AlphaCommando on Mon Apr 07, 2008 8:30 pm, edited 1 time in total.
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Mon Apr 07, 2008 12:37 am |
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Krumbs
Joined: Mon Aug 27, 2007 7:56 pm Posts: 1186 Location: Scotland
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Re: A Galaxy at War the Wargame [4 Slots Left]
REdFlameZero wrote: ok then lets start this!
Edit: Gar you still my sub or is Krumb? It's Garland.
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Mon Apr 07, 2008 1:54 pm |
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AlphaCommando
Joined: Wed May 02, 2007 10:27 pm Posts: 514 Location: Eating ice cream at Graeter's
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Re: A Galaxy at War the Wargame [full]
Are you sure? I think he quit...Would you like to play?
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Mon Apr 07, 2008 3:24 pm |
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Orindell
Joined: Wed Mar 21, 2007 10:15 pm Posts: 440 Location: Dublin, Ireland
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Re: A Galaxy at War the Wargame [full]
Is this game gonna start any time soon Alpha? Oh, And Alpha, Mind if I let you handle with explaining the game to Alenth in the PM thing? Its just, Its your game. I just your right hand man. And you know the game better than anybody.
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Mon Apr 07, 2008 5:49 pm |
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AlphaCommando
Joined: Wed May 02, 2007 10:27 pm Posts: 514 Location: Eating ice cream at Graeter's
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Re: A Galaxy at War the Wargame [full]
Sure, I'm only able to sneak of for a few minutes to check the computer every so often anyway. Also; the game will start when I get all the capitals, and I will get the capitals when the links are fixed and I will get the links fixed when Galaxy gets on.
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Mon Apr 07, 2008 7:39 pm |
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leadpumper12
Joined: Fri Sep 21, 2007 9:50 pm Posts: 419 Location: KS
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Re: A Galaxy at War the Wargame [full]
FINAL REVISION OF COMMAND CARRIER.
Class: Super Heavy Carrier Name: This Side Up CO: Commander Timothy Jerring Ship Age: 5 months Purpose: Ground bombardment, reinforcements Service: 15 Simulated warfare scenarios
Crew: 2000 Standard, 700 Engineers, 50 Special Operations personnel, 900 Marines, 1300 Pilots, 300 Special Weapons personnel, 200 "Whiskey Company" crew members. AI: Smart AIBonaparte, CDC AI Willson, Flight Coordination AI Earheart, and Stock AI Ebert. (AI Flight coordination Irony)
Weapons (on the ship) 1 MAC gun 2 C8 Demolisher cannons 20 C1 PD lasers 20 C2 AF lasers 30 Proton Torpedo tubes 10 Plasma cannons 300 Concussion Missile pods 3 HAVOC Nukes
Ships (well its a carrier) 300 C2 Interceptors 150 C3 Combat Fighters 300 C2 Bombers 120 C3 Gunboats 50 Drop Ships 30 Automated cargo/ore haulers
Ground Vehicles (for invasions) 150 Warthog LTVs 100 APCs 70 Thunder Battle Tanks 50 Pipboy Automated Construction/Repair Units. 20 Space Construction Vehicles
Shields: 2 Particle Shield generators
Armour: Volcanite armor
Engines: 2 Ion Stream Engines 1 Shaw-Fujikawa slip space drive
Reactors:4 Nuclear Fission reactors
Upgrade: Weapon Fabrication bay(?1)
WFB Description: Using materials gathered from space, or planets, Machinery in this bay produces light weapon emplacements to be deployed in space, these stations typically have conventional missiles and slug guns. They cannot take a real beating. Station materials vary, as the materials sent to the Carrier are converted to the stations.
Slug Guns: Guns that hurl "bullets" at enemy ships. These bullets are made up of metals, and possess no energy other than simple Kinetic energy.
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Mon Apr 07, 2008 8:28 pm |
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AlphaCommando
Joined: Wed May 02, 2007 10:27 pm Posts: 514 Location: Eating ice cream at Graeter's
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Re: A Galaxy at War the Wargame [full]
Got it, so its a supercarrier and not an Annihilator Dreadnaught....with fabrication abilities. Thats good. And boy are you GSC people Halo influenced, not that it's a problem.
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Mon Apr 07, 2008 8:38 pm |
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