Fantastic round people. This went down to the finally 2 mins of the round. Both teams were
tied at 100VCs apiece, until the very end, at which time the D3 Coalition took a planet in
the final minute, and the D2 coalition, successfully deepstruck in a major fleet move and
turned the Alliance Blackhole hex at 5/20 neutral.
Totals for time anchors placed:
Coaltion:
Hexes 34/25 , 34/22 , 33/17 for a total of 150pts
Alliance:
Hexes 12/19 for 50 pts
No VC kills reported by either side. Although I think that is going to change this week.
I will be doing a DB edit on the D2 map in the morning, as my DBCleaner was the wrong
version. Skull sent me the right one. The D3 side will notice all your worlds are now down
to 70 econ instead of 100. The same will be done on the D2 side tomorrow. Along with some
prestige bonuses for RMs and ARMS.
I am debating on whether to replace the planetary assault mission in the D3, or just change
the hex DV shift to 2 instead of one, to help the D3 side catch up. I will let you know
soon about that. I have also changed the rate that officers level up, and hope they will go
up a little quicker now.
The following are being addes as VCs for the 2nd round and will continue as targets until
the end of the campaign.
The hexes at 24/16 and 24/20 are now worth 100 VCs each for the 2nd round. These are the
locations that the "device" was originally made and tested, and are the focal points of the
time disturbances. All VCs must be controlled on both maps with LOS to homespace intact at
the end of the round.
Something I left out on the D3 side, Carriers or ships that have fighters, may not launch
more than 4 fighters per ship, if engaged in PvP with and enemy player. This is to reduce
the potential for lag in the game.
Great campaign people! I havent had a single player problem reported to me yet!