View unanswered posts | View active topics It is currently Mon Dec 30, 2024 9:57 pm



This topic is locked, you cannot edit posts or make further replies.  [ 193 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11, 12, 13  Next
 A Galaxy at War the Wargame [full] 
Author Message
User avatar

Joined: Sun Mar 30, 2008 6:08 pm
Posts: 408
Post Re: A Galaxy at War the Wargame [One last spot!]
Ship: battlecruiser, equipped with 30 proton torpedo tubes, can carry 5000 torpedoes in the hold, equipped with 10 plasma shellers, and 4 class 7 turbo lasers, 15 largish ion cannons, and 6 turrets with 4 class 5 lasers each for anti fighter usage, and a single 12000 mm Autocannon, that was stolen before the war began.
200 type 4 energy shields, carbonium armor, 3 Antimatter fusion reactor's with Plasma Releasers, 4 Plasma infuser engines,
PM me if i made anything too powerful.


Last edited by The ClamV2 [Bot] on Tue Apr 08, 2008 12:44 am, edited 1 time in total.



Tue Apr 08, 2008 12:27 am
Profile
User avatar

Joined: Wed May 02, 2007 10:27 pm
Posts: 514
Location: Eating ice cream at Graeter's
Post Re: A Galaxy at War the Wargame [One last spot!]
Map and link to shipbuilding info is fixed...Thanks Galaxy.


Tue Apr 08, 2008 12:32 am
Profile

Joined: Sun Jan 06, 2008 6:36 am
Posts: 250
Post Re: A Galaxy at War the Wargame [One last spot!]
You guys get to stay open hooray


Tue Apr 08, 2008 12:49 am
Profile
User avatar

Joined: Sat Aug 25, 2007 9:37 pm
Posts: 184
Location: Syuracuse, Ny
Post Re: A Galaxy at War the Wargame [One last spot!]
whoot!


Tue Apr 08, 2008 1:43 am
Profile YIM WWW
User avatar

Joined: Fri Sep 21, 2007 9:50 pm
Posts: 419
Location: KS
Post Re: A Galaxy at War the Wargame [One last spot!]
cool! but.


Trouser...why do you have 3 MAC guns? your Terakuran not GSC, :P


Tue Apr 08, 2008 2:20 am
Profile
User avatar

Joined: Fri Dec 29, 2006 7:42 pm
Posts: 1871
Location: UK
Post Re: A Galaxy at War the Wargame [One last spot!]
Yeah, I would suggest you completely ignore that, I thought I was in another faction when I wrote that.

I'm getting a different one.


Tue Apr 08, 2008 2:23 am
Profile
User avatar

Joined: Tue Jan 01, 2008 3:34 am
Posts: 115
Location: canadiania
Post Re: A Galaxy at War the Wargame [One last spot!]
Wow, I just read over my good ol' 40k rulebook and found some awesome stuff. If you get a chance, the part about imerial navies and their navigators+astropaths and astronimicon.

Really, you should.

(I.E. this game has a lot to do with 40k stuffs like the warp. How the warp is traversed is explained in ye old book.)

Also, due to dumb school blockage because this appearently has stuff to do with interwebs-games I probably wont have my ship things untill mid-day tomorrow, but I promiss it'll be cool.


Tue Apr 08, 2008 2:49 am
Profile
User avatar

Joined: Sat Aug 25, 2007 9:37 pm
Posts: 184
Location: Syuracuse, Ny
Post Re: A Galaxy at War the Wargame [One last spot!]
you can get to DRLFF at school.
i do ... i just cant say it XD


Tue Apr 08, 2008 3:30 am
Profile YIM WWW
User avatar

Joined: Thu Dec 06, 2007 4:01 am
Posts: 63
Location: Alt+F4
Post Re: A Galaxy at War the Wargame [One last spot!]
TrouserDemon wrote:
Also, I MAY be willing to be a subcommander if someone can write a tl;dr version of the rules.

I snipped a bit, and important parts are in yellow.
AlphaCommando tl;dr wrote:
This wargame is about unit development, micromanagement and strategy. This game is based in naval engagements; players will create new ships, build them, and then use the fleets to conquer the galaxy. I will make sure it's fair. ..Four Armies.. The game is going to be run my me and Orindell.

The Navies:

The GSC (Galactic Stability Council):[Full]

The GLA (Galactic Liberation Army):[Full]

The Warpstorm Navy:[storyline]
----Specialty:
------Bombardment: -1 build time to missile units.
------Rapid expansion: Faster and cheaper shipyard manufacture/upgrade.
------Projectile specialization: Exclusive warhead types

----Negative:
-----Projectile Specialization: Weaker plasma and laser based weapon systems


The Terakuran Navy:[Full]

Players:
[Full]
Warpstorm commander: Warper
---Sub-commander: No_one
---Sub-commander:

Game play:
You start with 3 planets under your control and one capital ship (a massive hero-like warship) for each commander on their team. You will have to develop new warships to conquer. Random events will happen “as needed”. Tech research is minimal, and takes a lot of time and resources. Fleet strength and location will be kept from your enemies (unless they are spying and what not) along with a fleets firepower and capabilities. Factions start each turn with 25 build points (they can accumulate) with which to start construction on new units, which will take time until you can use them. Ships can only be built at a planet with a shipyard that has open construction slots (different sizes of ships take up different numbers of slots),and certain shipyards have more slots or abilities than others. Build points are also used to build defenses, shipyards, and other special things on planets. Your number of build points can fluctuate with the building of special buildings and techs, as can the enemy have a negative impact on build point gain. Engagements are obviously fought when you invade an enemy planet, NPC owned planet, or in deep space. Winning happens by taking out the Home and secondary systems of all your enemies...

The Battle:
This is the bread of the game, individual engagements can be highly important if they open up lynch pins or resource deposits. Each battle will be fought slowly and methodically until one navy retreats or is annihilated. Once an engagement starts you will get basic (albeit incomplete) data on enemy strength, you will PM me your battle strategy for the round and I will use the information I have to decide the first round, the commanders will then be notified of their situation and the next round will start and so on and so forth until the battle ends. The morale of your men is a highly important combat mechanic, terrified men will fight worse, using good tactics and delivering words of encouragement can cause men to fight well, sometimes retreating to regroup is a good idea. I'm also thinking of introducing a veteranage system to ships, more experience makes for a more deadly crew...
A boarding system is also in the works so that you can have men invade (and take over) your enemies ships.

Ship Building:
I will provide a list of parts for ships here and your navy will build new designs from the ground up. Picking good ship classes and weapons that complement your armies playing style is absolutely essential as are the physical design of the pieces coming together right. Everything you choose has strengths and weaknesses. First you will build a ship then PM me the stats of the ship and a rough drawing of the design so I can determine the practicality, effectiveness, structural design and firepower of it. I will then keep the firepower “data” of the ship for myself and you will be PM’d back problems (if any) and build time/point value data. I want the player’s imaginations to shine in this part of the game, just remember to keep your playing style and practicality in mind….

Research
While research is limited in this game to improving existing concepts, it can be a very important part (possibly). You will PM me what you want to work on and where, then you can construct a research facility there, this will take a certain amount of build points per turn depending on how big the project is. Enemies can infiltrate research facilities, so good security is sometimes good. Also; if a planet is attacked, you can choose the possibility of destroying your work to prevent the enemy from getting it, trying to escape with it (however; there is a possibility that it will get captured), or you could wait out the battle and hope you win, however; if you lose your enemy will get the research.

Planet Descriptions:
All planets in the galaxy are in some way fitted into a classification. Some planets grant bonuses and planets ranked with multiple ranks often give huge advantages. Most planets listed are the only inhabitable planet in the system, if there are many or the system its self in unique it will be noted. (I hope to have 50+ planetary system for the game).
---Tactical values: These are planets that are given a highly important tactical value, this is merely a designation and says nothing about the planets ecosystem or terrain.
------Home system: ...primary fleet command headquarters. Heavily defended (hopefully) and highly important, these systems are a main target with for the enemy. Taking a home system reduces an enemies build point gain by 25 points and reduces their fleet's effectiveness for the rest of the game. Power is then moved to the secondary system (if it hasn't been captured).
------Secondary System: Typically your largest command base or the primary staging point for your army. Heavily defended; ...last stand if your home system falls to the enemy. If your secondary system and home system has been captured you will lose the game and all your system will become neutral. This designation can be moved once every 5 turns and cannot be moved while under attack.
------Ship design compound: ...contains your largest shipyard (and becomes definitive after you build a supreme shipyard) ...most development of new ship designs are created. If your home system is captured and you don't have a supreme shipyard, you are unable to produce any new ship schematics.
------Research and weapons testing planets: ...build a large R&D facility on dedicated to the development of new or enhanced weapons (the latter is more common). Research that happens at these dedicated systems happens faster, however; this places a "please invade me" sign over the planet.

---Ecosystem or use: These definitions describe the planets use or ecosystem in relevance to its importance to civilization.

------Hive worlds:...massive nearly planet-covering cities. ...most densely populated place in the galaxy. ...cover entire planets and are covered in buildings miles from the actual surface of the planet. (think Holy Terra or Corasaunt)
--------Bonus:

------Agri-worlds: ...covered in lush plant life, having a stable planet-wide ecosystem, and excellent growing soil. Low in population, ...most of the planet is machine run plantations. ...targets for less honorable factions if they hope to starve and enemy as agri-worlds produce 94% of all food produced in the galaxy.
--------Bonus:

------Mining worlds: ...uninhabitable or once habitable planets that were crushed under industry. ...covered in strip mines, quarries, and cratered land. Rich in important minerals and metals, these are important targets in war.
--------Specialized mining worlds: Sometimes lacking in generic minerals or important materials, but supplying some kind of highly valued or rare material not found on very many or any other planets.
--------Bonus:

------Forge worlds: Stolen from 40K...
--------Bonus:

------Tourist worlds: Not really useful resource or population wise, these planets are often paradises that cater to wealthy patrons or the masses.
--------Bonus: none

------Wastelands: ...unlivable, barren, god forsaken rocks that have a very small (and hearty) population, if any.
--------Bonus: none

------Asteroid fields: These common (typically found in systems with other planets) masses of rocky bodies are very rich in minerals are very useful for mining (moreso than most mining planets).
--------Bonus:

------Volcanite worlds: ...covered in lava might normally be a terrain description, these planets are often of renown enough to merit a separate description. ...these planets are harder to mine from but yield great rewards.
--------Bonus:

------Common planets: Not truly special in any way...
--------Bonus: none

Here is the uber map; courtesy of Galaxy 613:
[snip]

And here is all the shipbuilding data you need:
http://subsoap.com/voidstudios/Ship_stuff.html

For flavor:
Terakurans:
[Storyline]


Tue Apr 08, 2008 7:49 am
Profile
User avatar

Joined: Wed May 02, 2007 10:27 pm
Posts: 514
Location: Eating ice cream at Graeter's
Post Re: A Galaxy at War the Wargame [One last spot!]
astronaught wrote:
Wow, I just read over my good ol' 40k rulebook and found some awesome stuff. If you get a chance, the part about imerial navies and their navigators+astropaths and astronimicon.

Really, you should.

(I.E. this game has a lot to do with 40k stuffs like the warp. How the warp is traversed is explained in ye old book.)

Also, due to dumb school blockage because this appearently has stuff to do with interwebs-games I probably wont have my ship things untill mid-day tomorrow, but I promiss it'll be cool.


Well despite being a 40K player and fan I actually tried to space myself as far as I could from 40K/Battlefleet Gothica, since personally; Imperal warships are, how can I put this....horrendously innefecient piles of metal clobbered together with seemingly primitive technology.

I have alot of the background mechanics for this game worked out mainly based on my personal opinion about astrophysics. Warp drives (similar in name only to Warhammer) are really only generators that work by having a ship emmit a field of energy that is the negative of the energy that forms the riffles of space-time. This ship then slips into "darkspace" (the nothingness between aspects or reality) propelled by it's own normal engines and can travel straight through space rather then along with it. This allows even the slowest of ships to pass through the entire galaxy in a month or so. However; the galaxy is full of unusual things, namley the space time fluxuations that require ships to drop out of warp and make their way around them, ships must stop before these "null pockets" otherwise they will get drawn in and the ship and it's crew shall become forever trapped in timeless nothingness (which is a fate worse than death since time does not accelerate in these pockets). Computers to calculate these journies must of course be extremely advanced, and jump calculations can take several seconds on smaller ships up to almost an hour for large ones. Nothing above a size of a Superdreadnaught (abound 10Km so a very large tonnage), can pass through the Warp bacause the ship's mass begins to create anchor points in space-time, this will rip the ship apart when it jumps if it is too large. And since generators can range in size from a walk-in closet to the size of a large room, very few fighter-sized craft can travel through the warp.

Sensors here work in three ways;
1. Hacking; all ships have RDIF transponders, this way works by hacking a ships computer to show its RDIF. This can be defeated by having the RDIF gave a signature of empty space or a rock.
2. Signature Pickup; all ships emit excess radiantion, heat, and magnetic feilds, these can be picked up by sensors making a ship stand out as bright as day. These can be defeated by having banks and generators that absorb that energy from later distribution after the threat has passed.
3. Super radar (I really don't have a cool name that fits...); works like land-based RADAR. Despite being very long ranged (the longest of the 3), it is the most esaily fooled; with some mere sensor reflective coating.

None of this really effects the game except when you are developing new stealth tech, and if you saw the Interdector generator in the shipbuilding list the you know that that effects the warp. Anyone who wants more backstory or explination PM either me or Warper (the man knows almost as much as me by now).

And ddgc; you interested in playing? We have one more spot open for the Warpstorm navy.


Last edited by AlphaCommando on Tue Apr 08, 2008 9:11 pm, edited 1 time in total.



Tue Apr 08, 2008 1:00 pm
Profile
User avatar

Joined: Wed Mar 21, 2007 10:15 pm
Posts: 440
Location: Dublin, Ireland
Post Re: A Galaxy at War the Wargame [One last spot!]
Also, The GSC calls warp Slipspace.


Tue Apr 08, 2008 4:35 pm
Profile
User avatar

Joined: Thu May 24, 2007 4:42 am
Posts: 308
Location: The Peaceful Town of Hamlet
Post Re: A Galaxy at War the Wargame [One last spot!]
I guess I'll be the Warpstorm Sub-Commander...

EDIT: YOINK!


Tue Apr 08, 2008 9:36 pm
Profile
User avatar

Joined: Wed Mar 21, 2007 10:15 pm
Posts: 440
Location: Dublin, Ireland
Post Re: A Galaxy at War the Wargame [One last spot!]
OK, All places full. Can all players please send Alpha their Capital ships now.

Game starting tomorrow.


Tue Apr 08, 2008 9:38 pm
Profile
User avatar

Joined: Fri Sep 21, 2007 9:50 pm
Posts: 419
Location: KS
Post Re: A Galaxy at War the Wargame [One last spot!]
Sweet, been waiting for this.

EDIT: wow, this Wargame is already 10 pages...and it hasnt even started yet 0.o


Wed Apr 09, 2008 12:22 am
Profile
User avatar

Joined: Wed May 02, 2007 10:27 pm
Posts: 514
Location: Eating ice cream at Graeter's
Post Re: A Galaxy at War the Wargame [One last spot!]
That is actually a bad thing...

I will expect a first move by each main commander sometime tomorrow. REMEMBER; MOVES ARE PMed!

--Template:

Build moves: (what are you going to build this turn)

Newly developed ships: (create any new ship blueprints since the last turn?)

Research: (if any)

Other:

Notes:


Wed Apr 09, 2008 1:22 am
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 193 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11, 12, 13  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.087s | 13 Queries | GZIP : Off ]