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Post by cokerpilot on Apr 23, 2015 20:53:06 GMT -8
I have the sneaking suspicion this a bad idea but...
Blue 3 6 south (or as far as I need to just be in plasma range. Fire plasma at Yumi rest of power to forward shields.
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Balk
Full Member
Posts: 202
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Post by Balk on Apr 25, 2015 9:41:40 GMT -8
I have the sneaking suspicion this a bad idea but... Blue 3 6 south (or as far as I need to just be in plasma range. Fire plasma at Yumi rest of power to forward shields.I think that puts you in range for three satellites and all four pirate ships. If that sounds like too much, you can head east and help us with RED3 instead. That should keep S8, S14, and RED1 from hitting you, at least.
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Post by krakatoah on Apr 25, 2015 15:47:46 GMT -8
I have the sneaking suspicion this a bad idea but... Blue 3 6 south (or as far as I need to just be in plasma range. Fire plasma at Yumi rest of power to forward shields.I think that puts you in range for three satellites and all four pirate ships. If that sounds like too much, you can head east and help us with RED3 instead. That should keep S8, S14, and RED1 from hitting you, at least. That's a far better idea honestly, do that!
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Post by Gravedust on Apr 26, 2015 13:57:42 GMT -8
Too late to change, I started the round on Friday, but didn't get to finish the red turn. Hopefully it'll roll out on monday. I will say this, though: Every single good roll you didn't get last round showed up this round.
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Post by krakatoah on Apr 27, 2015 7:37:18 GMT -8
Too late to change, I started the round on Friday, but didn't get to finish the red turn. Hopefully it'll roll out on monday. I will say this, though: Every single good roll you didn't get last round showed up this round. OH THIS GUNNA BE GUD.
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Post by Gravedust on Apr 28, 2015 9:56:01 GMT -8
======================================= BLU1::Terrapin:: • Starboard battery reports 2 hits to Venator's rear shielding, shield destabilized, • Venator's Bulkhead and Missile Bay destroyed by ion cannon. • Port battery reports 2 hits, Venator's thruster quadrant damaged, 1 battery destroyed. ======================================= BLU2::Hive::• Forward battery reports 1 hit, aft bulkhead and port missile bay destroyed on Venator. ======================================== BLU3::Plasma Brick::• Forward battery reports 2 hits on target, enemy aft shield destabilized, enemy shield projector and bridge destroyed. • RED4 Destroyed. <Venator>Shit!! Yumi you hung me out to dry! Next time I see you I'm gonna compromise the structural integrity of your goddamn skull!! <Yumi>Well if you trusted me to watch your ass that just makes you a shitty pirate. Huh.. Speaking of asses, contact aft! Evasive maneuve- <Signal lost> <Venator>BAA HA HA HA HA!!! ======================================= BLU1::Terrapin:: • Nothing to report ======================================= BLU2::Hive::• Nothing to report ======================================== BLU3::Plasma Brick::• Port aft shield hit by laser fire from defense satellite. • Forward shield hit by laser fire from Peregrine. • Aft shield hit by crossing Ion fire from Picador. • Starboard shield hit and destabilized by ion fire from Picador. • Forward Ion Cannon #3 destroyed. ============================================ ::EVENTS::• Pirate Warship Tortuga enters sector. <Sycthian>There we go, our big blip has just committed. …That's Tortuga, one of the largest ships they have as their home guard. Now we know where it is and what it's reaction time is like. That's as much info as I need, feel free to withdraw whenever you deem necessary. ============================================ ::MISSION OBJECTIVES::Assess pirate defense response (Complete!) +Moon Guard rep +CLU rep +40mil Destroy or disable pirate ships +10mil/ship (x2) Destroy defense satellites +.5mil/satellite
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Post by krakatoah on Apr 28, 2015 11:00:32 GMT -8
You certainly weren't kidding about good rolls! BLU3 just turned RED4 into 10mil just like that! On the other hand I do believe we have quite literally overstayed our welcome with that Pirate-aligned BEHEMOTH flying towards us, we might be able to finish off RED3 this round but next round we really should focus on retreat. BLU2 Move South 3 Fire both Ion Cannons at RED3 Turn around Move North 1
All Fighters and Interceptors Return to the Hive, we're about to leave the battle zone!
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Post by cokerpilot on Apr 28, 2015 11:19:56 GMT -8
Holy crap the shields on the monster! As tempting as it is to take a shot at red 3 with my remain 2 plasma I can't get paid if I am dead.
Blue 3 180 north Maximum burn north 8 3 power to rear shields remaining power to rear left shield.
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Post by cokerpilot on Apr 28, 2015 11:20:06 GMT -8
Holy crap the shields on the monster! As tempting as it is to take a shot at red 3 with my remain 2 plasma I can't get paid if I am dead.
Blue 3 180 north Maximum burn north 8 3 power to rear shields remaining power to rear left shield.
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Post by Gravedust on Apr 28, 2015 14:56:39 GMT -8
You certainly weren't kidding about good rolls! BLU3 just turned RED4 into 10mil just like that! Yeah, I think that was -literally- the best possible result. Dead with only 2 compartments damaged. If salvage was available for this mission I probably would have said you could keep the whole damn ship if you wanted. Sadly it'll have to be left floating.
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Balk
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Post by Balk on Apr 28, 2015 17:19:09 GMT -8
That was a pretty great turn. Even though I'm no longer flying the biggest turtle in the neighborhood. Someday, Tortuga...
BLU1 Fire port cannons at RED3 Turn around Fire starboard cannons at RED3 Turn left Move 3 north to B-28
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Post by Gravedust on Apr 29, 2015 9:20:30 GMT -8
======================================= BLU1::Terrapin:: • Port battery reports 1 hit to target's port shielding. • Starboard battery reports no hits on target. ======================================= BLU2::Hive::• Forward battery reports 1 hit to targets rear shielding. • Inteceptor Gamma, Hotel, and Fighter Echo recovered successfully. ======================================== BLU3::Plasma Brick::• Nothing to report ((Pretty simple round, so I put it all on one map)) ======================================= BLU1::Terrapin:: • Nothing to report ======================================= BLU2::Hive::• Nothing to report ======================================== BLU3::Plasma Brick::• Rear shields hit by laser fire from Peregrine. ============================================ ::MISSION OBJECTIVES::Assess pirate defense response (Complete!) +Moon Guard rep +CLU rep +40mil Destroy or disable pirate ships +10mil/ship (x2) Destroy defense satellites +.5mil/satellite ################################################### ################################################### So, there is basically nothing the reds can do to keep you from getting off the map next round, so unless there is something tricksy you plan on doing I feel safe with ending the mission here. Let me know, though.
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Balk
Full Member
Posts: 202
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Post by Balk on Apr 29, 2015 14:40:48 GMT -8
I didn't have anything tricky planned, but I was going to fire everything at S14 on the way out, because why not?
Edit: S4, not S14.
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Post by Gravedust on Apr 29, 2015 15:59:25 GMT -8
Yeh, sure that's fine, I can calc that without doing anything else, really.
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Post by krakatoah on Apr 29, 2015 16:54:49 GMT -8
I wish I had one more movement to snipe a satellite too, but oh well...Let's move on.
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Post by cokerpilot on Apr 30, 2015 12:50:20 GMT -8
Lets head to port.
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Post by Gravedust on May 4, 2015 9:06:18 GMT -8
Running behind on a few things, will try to get a post out here in the next day or two.
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Post by Gravedust on May 5, 2015 14:57:50 GMT -8
::GAMEPLAY CHANGES::
---------------------------------------------------------------------------------------- • Fighter and Interceptor bays now each hold 3 units.---------------------------------------------------------------------------------------- • Interceptor Size is now 3.---------------------------------------------------------------------------------------- • Gunship stats have been altered, and a new 'Gunship Armor' attribute has been added.------------------------------------------------------------------------------ Gunship Stats: [Damage: 1(x3)][Range:5][Speed:4][Energy: 2 to Launch][Size:5] ------------------------------------------------------------------------------ -Gunship Armor- • Gunships are heavily armored and can only be destroyed by attacks which do 1 damage or higher. - Gunship bays carry 2 gunships each. ((It is probably best to think of gunships as mobile turrets rather than anything fighter-like))---------------------------------------------------------------------------------------- • Reactor Volatility.-The chance for a reactor to explode when destroyed is now equal to 1/2 the total number of working reactors on the ship, rounded up. However, the chance will always be at least 5. (Examples: A ship with 12 reactors will suffer a detonation on a roll of 6 or lower (12/2=6) 13 reactors would detonate on 7 or lower. (6.5 rounds up to 7) 4 reactors would still detonate on a 5. (minimum chance will always be 5) ---------------------------------------------------------------------------------------- ::NEW COMPARTMENTS::Torpedo Launchers and Torpedo Bays are now available: (Art Tiles are finished but not uploaded, should be up soon) ==================================== TORPEDO LAUNCHER (Remote Launcher) In terms of launchables, missiles are fine. …But you and I both know that what's wanted is something a little bigger, heftier, and more impressively phallic. Thankfully for everyone Torpedoes are here to deliver, with a variety of versatile warhead types to suit your every need and inclination. Unlike missiles which have to hit their target to do damage, Torpedoes are triggered manually and create area-based attacks that can hit multiple ships at once. In addition to just doing damage, there are other varieties that can effect enemy systems as well. Though they are not fast, Torpedoes have built-in stealth characteristics and can be difficult to shoot down. -Effects- • Launches a Torpedo. (Torpedo stats and rules below.) • A ship may not have more Torpedoes in flight than it has Torpedo Launchers. • Torpedoes are detonated manually during their player's turn and will explode into area of effect attacks. What effect the attack has depends on the type of Torpedo. • The kind of Torpedo launched is determined by the type of Torpedo Bay that is attached. -Build rules- • Must be placed on the exterior of the ship and have an unobstructed output. • Must be connected to a Torpedo Ammo Compartment (Listed Below) • The facing determines the spawn square of the Torpedo. Torpedoes cannot be launched into an occupied square. ========================================================== ------------------------------------------------------------------------------ Torpedo [Effect: (Variable depending on Warhead type)] [Speed:6] [Energy: 3 to launch][Size:2] ------------------------------------------------------------------------------+Torpedo flight • Torpedoes begin moving the turn after they are launched. • Torpedoes have a speed of 6, and can change facing without any movement cost. • Torpedoes -must- move 6 squares per turn. (Unless they detonate). • Torpedoes cannot cross their own paths during their move. +Destroying Torpedoes in flight Torpedoes can be targeted by weapons and destroyed on a roll of 2 or lower. If a Torpedo is destroyed before it is detonated, it's effect will not trigger. -Build rules- • Must be placed on the exterior of the ship. • Must be connected to a Torpedo Bay • The facing determines the spawn square of the Torpedo. Torpedoes cannot be launched into an occupied square. ------------------------------------------------------------------------- ------------------------------------------------------------------------- ------------------------------------------------------------------------- ==================================== NUCLEAR TORPEDO BAYNuclear torpedoes are Antiship weapons, though they can sort of be considered anti-everything weapons as well. When detonated, Nuclear Torpedoes do 2(x10) damage to any ship or remote in their blast area, including friendlies. [Blast Area: AOE:3] (( Diagonal blind spots apply as with firing arcs)) -Effects- • Nuclear, not Nukeular. • Nuclear Torpedo Ammo: [4/4] ==================================== EMP TORPEDO BAYEMP Torpedoes create a powerful energy flux that can suck some of the power from a ship's energy reserves. When the Torpedo is detonated, any ship caught in the blast area will lose 1 Energy from each Battery that has energy in it. ((Forum version, lose 1 energy per Battery)) [Blast Area: AOE:3] -Effects- • EMP Torpedo Ammo: [4/4] ==================================== PULSE TORPEDO BAYPulse Torpedoes create a massive wave of kinetic energy. Ships are too large and well insulated to really be effected, however the pulse is more than capable of destroying any small craft or object caught nearby. When this torpedo is detonated, it instantly destroys all Remote Units in it's area of effect, except Vortex Orbs. [Blast Area: AOE:4] -Effects- • Pulse Torpedo Ammo: [4/4] ====================================
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Post by Gravedust on May 6, 2015 8:58:07 GMT -8
============================================ ::MISSION RESULTS::Assess pirate defense response (Complete!) +10 Moon Guard rep +5 CLU rep +40mil Destroy or disable pirate ships +10mil/ship (x2) = 20 Mil Bonus Destroy defense satellites +.5mil/satellite (x4) - 2 Mil bonus TOTAL TAKE = 64 MilSPLIT(3) = 21.33 Mil
============================================================================ ::EVENTS::• Returned to Pollux --------------------------------------------------- [===UNNAMED FLEET===]Affiliation: --Faction Relations--Culver Lunar Union: -3 Vis Pacem: 5 Culver Moon Guard: 10 - Titan Universal: 0 Maxxa Universal: 0 - Umbran Pirates: 0 - Sombran Isolationists: 42-------------------------================================= COMMANDER: BALK ::SHIPS::[ Terrapin][Size:50](Upkeep: $5mil) -------------------------- RESOURCES: 33.2 Mil ================================= COMMANDER: KRAKATOAH ::SHIPS::[ Hive][Size:39](Upkeep: $3.9mil) (Full Repair:$0.5mil) -------------------------- RESOURCES: 49.88 Mil ================================= COMMANDER: COKERPILOT ::SHIPS::[ Plasma Brick] [Size:30] (Upkeep: $3mil) (Full Repair:$1mil) -------------------------- RESOURCES: 79.7 Mil ((Repair costs have not been deducted, and repairs have not been done. Just Let me know if you want to repair before the next mission.)) =============================== SHIPBUILDING AVAILABLE AT POLLUX COMBAT SHIPS ARE AVAILABLE TO HIRE HERE
=============================== ============================================================================ ::TRANSMISSIONS:: <Scythian>This is Scythian, I wanted to congratulate you on a successful mission. Unfortunately, it looks like you won't have much time to celebrate. One of our recon fleets was unable to disengage successfully and took a pounding before they managed to throw off pursuit in the outer ring. Three of those ships made it back safely, but one, the Sundiver, has yet to report in. It was intact when it went into the debris field, but it so far has not emerged. There is a chance Sundiver may have been destroyed, but we have been reading continued pirate activity in that quadrant, which probably means they are still searching for it. In any case, I intend to send your fleet in on a search and rescue mission. Locate the Sundiver, or her remains, and mop up any pirate presence you find in the area. If the Sundiver is recoverable, make sure she makes it back to Pollux. Remember, the Outer Ring is hazardous territory, be prepared for thick macrodebris clouds, as well as possibly some unusual energy fields. Take some time to refit or ready new ships, but we need to get this action under way sooner rather than later. ============================================ ::MISSION OBJECTIVES::Locate Sundiver[+40mil][+CLU Rep][+Moon Guard Rep] Destroy any pirates encountered[+10mil/ship] ------------------------------------------- ((Let me know of any purchases, sales, or repairs you want to do, then it's on to the next mission )) =================================
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Post by krakatoah on May 6, 2015 12:47:25 GMT -8
I'm tempted to get my own large ship akin to that Tortuga we just saw, but I think it's best we finish our current duty before we move on to ship improvements and such...Might even be tempted to try out some of those torpedoes.
Actually...What's the current max size cap for ships at the moment?
Repair the ship, even though it's just a scratch that bulkhead stopped potential engine damage from occuring.
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Balk
Full Member
Posts: 202
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Post by Balk on May 6, 2015 13:31:41 GMT -8
------------------------------------------------------------------------------ Gunship Stats: [Damage: 1(x3)][Range:5][Speed:4][Energy: 2 to Launch][Size:5] ------------------------------------------------------------------------------ -Gunship Armor- • Gunships are heavily armored and can only be destroyed by attacks which do 1 damage or higher. - Gunship bays carry 2 gunships each. So -5 speed, +2 size, and -1 remote compared to the fighter bay, but you get an extra shot per remote and they're immune to point defense. Interesting... I think it's worth giving those a shot now. • Reactor Volatility.-The chance for a reactor to explode when destroyed is now equal to 1/2 the total number of working reactors on the ship, rounded up. However, the chance will always be at least 5. This rule is totally going to wind up destroying my new ship (or Tortuga) in a crazy chain reaction, isn't it. Ah well, the bigger ships probably needed some sort of weakness besides being easier to hit. NUCLEAR TORPEDO BAYNuclear torpedoes are Antiship weapons, though they can sort of be considered anti-everything weapons as well. When detonated, Nuclear Torpedoes do 2(x10) damage to any ship or remote in their blast area, including friendlies. Remind me again how this works? Does it amount to the same thing as shooting 10 lasers at everything in the AOE?
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Post by Gravedust on May 6, 2015 14:01:59 GMT -8
Yep, 2(x10) is analagous to shooting 10 lasers at someone.. Which may or may not sound impressive, but in the tests I've run, a lot of the 'shots' miss, especially smaller ships, so the overall effect usually isn't as impressive as one might think, (You've been shooting almost that much all last mission, on your average round) especially for all the hassle involved in actually delivering the warhead. The idea is to try to hit multiple ships with the blast to make it more worthwhile.
I imagine a lot about torpedoes is going to need to be tweaked quite a bit.
As far as reactor stuff, reactors destroyed by a reactor detonation cannot themselves detonate, so you're safe from huge chain-reactions, but yeah, it is a bit more dangerous to run a 'hot' ship now, to help counteract the advantage of having all that energy to throw around.
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Post by krakatoah on May 7, 2015 10:07:35 GMT -8
I might give these gunships a try too, just lemme think about it first.
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Post by cokerpilot on May 8, 2015 15:38:34 GMT -8
Sick so hard to think right now but do you guys think I should buy a new ship? That mission highlighted both it's problems and advantages I think.
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Post by Gravedust on May 9, 2015 10:06:06 GMT -8
Sick so hard to think right now but do you guys think I should buy a new ship? That mission highlighted both it's problems and advantages I think. Well you've got a fair chunk of change to spare, so you might want to pick up another ship that fills a different role, so you can pick one that matches whatever mission you may be faced with. Mission rewards in general will be increasing as time goes on and things in Culver get messier, so you shouldn't have too much problem getting cash from now on.
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Post by Gravedust on May 12, 2015 9:52:05 GMT -8
Starting to put the next map together, Plzz let me know about any ship purchases or other changes.
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Post by cokerpilot on May 13, 2015 11:06:49 GMT -8
Can I afford to buy a battle brick if I get the plasma brick fixed up as well?
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Post by Gravedust on May 14, 2015 8:31:55 GMT -8
Sure, repairs should only cost 1mil, so you'd have 78mil left and Battlebrick Classic Edition™ should only cost 30.
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Post by cokerpilot on May 14, 2015 13:02:31 GMT -8
That's what I will do then. Give me some verity while I try and decide what bigger ship I want.
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Post by Gravedust on May 14, 2015 13:13:51 GMT -8
Sounds good. Work is a bit intense this week, but I'll try to have the round going by monday or tuesday. If anyone has any other changes please let me know before then.
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