Topic: History of the "Genesis War", basis for my Solinica server...  (Read 1452 times)

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Offline Julin Eurthyr

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History of the "Genesis War", basis for my Solinica server...
« on: February 18, 2005, 10:24:19 am »
Late 2259:  The Federation completes phase 2 testing on their "Genesis Device", creating a new landscape inside of an abandoned moon.  Coalition interests, who have long inflitrated the project, send copies of the entire database back to Klinzhia, who quickly begin work on their own version of the "Genesis Weapon", as they view it...

Mid 2261:  The Klingons, who had been doing most of the work on the project, solve the instabilities created by the use of Protomatter, mainly because they do not have access to that substance, and the Klingon equivalent made the system work.  Later that year, a Klingon Ambassador, in a fit of rage, lets slip the existance of the Klingon version of Genesis, and uses it as a threat against the Federation.  War threatens to break out as everyone masses on the border.

Early 2262:  With Romulan help, the Klingons carry out their now-dead ambassador's threat.  5 Genesis Torpeodes are detonated, simultaneously, on the 5 homeworlds of the Federation.  Earth, Alpha Centauri, Tellar, Andor and Vulcan are reformatted into new Class-M worlds, ripe with resources needed to sustain the Klingon Empire, or any other star-faring nation for that matter.  Federation Scientists discover the protomatter replacement from the Genesis wave, and quickly incorporate it into their new series of Genesis Torpedoes.  A handful of vengeful Starfleet officers take advantage of the confusion created by the eradication of the entire government and high command.  Within a month, they have procured the entire new series of Torpedoes and used them on Klinzhia and a number of the main Klingon Warrior Colonies, reducing the Klingon Empire to the same level of the Federation.

Mid 2262:  Taking advantage of this devastation, the remaining governments quickly take action.  With the death of the "Alliance" and "Coalition" superpowers, and the sudden creation of a number of new resource planets, the galactic map quickly changes.  A series of hastily written treaties create a new galactic landscape, effectively blocking off tracts of space based on the defensability of each star navy.  Age-old hatreds are set aside, at least temporarily, allowing for the movement of the Empires to their new locations, and the realignment of the galaxy into 2 "equal" sides.

Late 2262:  Settiled in, the races have signed treaties effectively forbidding the use of Genesis devices, fearing that another round of mutual annihilation will occur if they are used.  However, the 6 remaining races all want the Genesis Technology to buff up their space in preparation of their eventual goal.  The remnants of the Federation and Klingon navies, now considered "refugees", were accepted with open arms into the remaining galactic powers.  Of course, they had brought the plans and technologies employed by the Feds and Klinks, which were incorporated into the various navies.

2263:  Peace in this, or any other galaxy, can never be expected to last, and so begins a new war...

Server Setup and core concepts:

Races available: Romulan, Hydran, Lyran, Gorn, Kzinti, ISC.  Fed and Klink are NOT PLAYABLE options, their space is used to represent the WYN and Orion enclaves.

Shiplist: to be a variant of whatever OP+ is active at the time of the server's run.  A number of Federation and Klingon "Line" ships will be added to each race's shiplist according to a pre-determined scheme, and I plan on "Anarchising" a few of each race's starships to take advantage of the foreign technologies, each race will probably wind up with a couple of "native hull" photon, dizzy/drone, and pure drone boats.  Some examples to include a Lyran Catamaran Drone Bombardment ship (with no or 1 ESGs),  a Romulan Disruptor Firehawk, where the Pl-Ss are replaced with Dizzys using the expanded D5 Dizzy arcs, and the Pl-Fs are replaced with B-racks (no AMD), and a Gorn Photon system that replaces the wing-mount Pl-Ss with LF / RF photon tubes, and a G-rack with "associated" AMD-A hardpoint to replace the Pl-F launchers... (yes, I do plan on testing a few concepts of mine in these anarchised specialty ships... ;))

Pre-Server Signup: a "player-driven" pre-server signup will be used.  There will be no limits on the players outside of the obvious fact that there is no Federation or Klingon choices, and therefore there is no "Alliance" or "Coalition" set at this time.  After this signup, where players are encouraged to fly a race they are comfortable with, and fleets are freely allowed to congregate in one race, the results will be used to determine much of the server's look, from the teams and racial locations, the exact distribution of the "refugee line ships", and the look of my OOB will be decided.  My plans will attempt to balance the server as much as possible, for example, the teams will wind up with as close to equal player numbers as I can arrainge within the constraints placed by the racial numbers.

OOB: I plan on testing my player-level BP system (lives concept) on this server, complete with restrictions on capital ship usage for higher-ranked people.  Each player will get 4 lives, and a 5th life on attaining Rear Admiral rank.  There will be a per-race limit of approx. 3 BCHs, and 3 DN+ size hulls (only 1 BB or CVA) online at one time for all players who have attained Commodore or higher rank, with the restrictions lifting as certain numbers of the playerbase reach higher ranks.  Most of the concepts of this system have been posted in other threads by me.  There will be 2 sets of rules issued, one with just the text of every rule written, and a second with examples describing what I mean by each rule.  I hope to have the text-only ruleset limited to 1 or 2 pages (8 1/2 x 11) for easy reference.

Refugee Line Ships: Each race will get a selection of Federation and Klingon line ships issued, the exact arrangement is already decided upon, but it is fairly hard for me to explain.  As this will be put into the shiplist by me, it will be transparent to the end users, and therefore not needing to be reflected in the rules.  Just feel comfortable that you will have access to some familiar ships so that you are not forced to fly a foreign hull all server if you're a "traditional" Fed or Klink.  Plans call for me to hand out ships from DD to NCA levels, so don't be surprised if your "lucky" enough to draw the Fed DD or Klink D6 as your "line" ship of choice... ;)

AKA: Koloth Kinshaya - Lord of the House Kinshaya in the Klingon Empire
S'Leth - Romulan Admiral
Some anonymous strongman in Prime Industries

Offline FPF-Paladin

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Re: History of the "Genesis War", basis for my Solinica server...
« Reply #1 on: February 18, 2005, 10:58:34 am »
Damn, even for someone who has flown fed 99.9% of the time, this sounds really cool... can you keep us updated on this?
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Offline KBF-Kurok

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Re: History of the "Genesis War", basis for my Solinica server...
« Reply #2 on: February 18, 2005, 01:40:29 pm »
 :dance:

Offline Dizzy

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Re: History of the "Genesis War", basis for my Solinica server...
« Reply #3 on: February 18, 2005, 03:52:14 pm »
 :thumbsup:

Offline KAT J'inn

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Re: History of the "Genesis War", basis for my Solinica server...
« Reply #4 on: February 18, 2005, 04:07:00 pm »
COOL!!!

Offline KBF-Crim

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Re: History of the "Genesis War", basis for my Solinica server...
« Reply #5 on: February 18, 2005, 05:58:20 pm »
Holy crap! ;D

Offline Julin Eurthyr

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Re: History of the "Genesis War", basis for my Solinica server...
« Reply #6 on: February 19, 2005, 10:17:03 am »
More Information:

VCs: There will be a mix of secret VCs and public VCs, concerning the actual hexes to strike.  The Pubilc VCs will be the obvious, grabbing planets, especially the "Genesis" ones.  The Private VCs will be less obvious, but will probably consist of one offensive and one defensive mission per VC cycle, and may further your race's work on the Genesis project.
For land grab VCs, 1/4 of the value will be awarded upon the immediate capture of the site, (screenshot required) and the remaining points will be awarded at the end of the VC cycle as long as the 2-hex wide LOS has been maintained for at least 24 hours and is in place at the end of the cycle.  (this prevents major VC gains for "hail mary" runs at the end of the cycle...)
There will also be VCs earned for the death of BP ships.  The exact numbers will be determined prior to server launch...

Disengagement / death penalties:
Death of a line ship = 1/2 hour banishment from hex.
Death of a BP ship = no banishment.  You just lost rights to flying the BP ships for that build cycle & cost your team VCs.  You deserve a chance to mix it up again...
Disengagement of a line ship = 1 hour banishment from hex.
Disengagement of a BP ship = 2 hour banishment from hex.  Note, if you take 75% damage to your hull bar, (screenshot required to prove you took the damage) the penalty is mitigated to 1 hour, as you actually fought in your ship.  The long penalty is reflective of the fact that BP ships are designed to fight it out, not run.  This 75% rule kicks in at any point of the battle (take the damage, get the screenie, repair engines to run is legal...)
These times will be reflected in "turns" when I decide exactly how long the turns are going to be... ;)

Bases: Destructable.  Though there will be a lot more planets than cheap bases at first.  There will probably be no restrictions on the placement of bases, as they can be destroyed.

Deepstriking: Allowed.  A deepstriker cought in or adjacent to a hostile base or planet hex cannot run from the battle.  If cought in "empty space", a deepstriker who disengages must send a tell to the enemies he ran from with the exact hex number he ran to, and must wait 30 seconds (count to 30 mississippi if you have to ;)) before initiating a mission in that hex.  Failure to do so will cost your team VCs.  Note, if you are drafted prior to the end of this 30 second wait, acceptance does not incur a penalty...  Flipping a hex neutral or claiming it for your empire on a deep strike will incur VC penalties, you must be careful of this while striking a low DV hex...

Forfeiture / Draft acceptance: NO FORFEITS, you must accept all missions presented you, whether you are drafted or are presented with a mandatory mission.  Once in mission, you are allowed to immediately run off the border, with all associated disengagement penalties applied (even if it's a PvsAI battle...)

LOS: To capture hexes, a 1 hex-wide LOS is required.  To score VCs from them, a 2 hex-wide LOS is required.  Remember this for the VC scoring listed above...

Administrative Relations: I will handle simple rule clarifications on this forum only, ie, the D2.net Dynaverse 2 Experiences forum.  All other issues will be handled in the RM forum I shall request be created specifically for that purpose.  Public flaming WILL NOT BE TOLERATED!!!  A major flamewar will prompt action from me, which will be very detrimental to the flamers involved and will in all liklihood severely harm the initiating flamer's team.  All other requests for administrative assistance (PMs, posts in the private forums I have access to, rarely-checked e-mail accounts) will be, at most, met with a polite but firm reminder of the methods to be used.

Mid Server Rule Changes: I am not perfect, and situations crop up that may require adjustment once the server has started.  I shall attempt to minimize the effects of this, and of course, will endeavour to handle the situations via the proper channels (ie, in the RM forum).  However, all administration decisions are final, until superceded by another decision by me...  :police:


AKA: Koloth Kinshaya - Lord of the House Kinshaya in the Klingon Empire
S'Leth - Romulan Admiral
Some anonymous strongman in Prime Industries