Topic: AoTK II General Concepts . . .  (Read 10343 times)

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Offline KAT J'inn

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AoTK II General Concepts . . .
« on: July 12, 2005, 11:21:49 am »
WARNING   . . . The following can be changed on a whim.


I.   Concept

After years of a cold war the discovery of dilithium rich planetoids deep within the neutral zone have caused political chaos.  The Feline races, Kzinti, Lyran and the now in charge Felines of the ISC, have seen an opportunity to bring feline order to the quadrant.

Suddenly, and without much warning a hasty alliance was formed between the Feline Powers.  Soon thereafter a Large Feline Assult Force entered the Neutral Zone and attempted to take the five planetoids.

All out war ensued.



II.  Map

You will note that the old neutral zone in still in place.  Along with the old border stations.   The political landscape changed quickly and new borders were never formed or protected.

In the center of the map is the Dellanus Asteroid Expanse.  A huge area of asteroids.   Deep within this expanse are the 5 Dilithium rich planetoids.   Their value to your Empire cannot be understated.
 


III. Victory Conditions

There will be no VC Points.  No VC Rounds.   There will be one winner.   No second place no third place.   It is possible that there will be no clear winner.  If this is the case, I will declare a Winner By Minor Advantage at the end of the server.

To be the Clear Winner you side must have the following in place when the server ends.

1.   One planet under your control taken from each enemy  (total of two planets)

-and-

2.   Three Planetoids under your control

-and- 

3.   A valid LOS to all of the above.


IV.   GANGING UP, NAPs, ETC.

100% Legal.   The team that is winning during the war should expect to be attacked from two fronts.   However, given the VCs, NAPs cannot make one side win as in order to win you must attack and take territory from both enemies.  All a NAP can do is prevent there from being a clear winner.

In order to be the Clear Winner of this server your team will have to be very very strong.


V. LOS. 

 More to come but based on bases.   Deepstrikers . . . start your warp drives!

Also, the last hour of the server will be hell with a massive push on LOS.  Expect it.  Plan for it.

VI.  Bases

They go boom.

VII.  OoB


Each team (not RACE!) can have 7 points of Heavy Metal on the board at any one time.

BCH = 2 points
DNs = 3 points
CVAs = 4 points

All you look at is the ships.  No need to assign pilots.

Any pilot who dies in a Capital Ship is banned from flying any Capital Ship for 24 hours.



THIS IS BETA!!


Offline Mog

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Re: AoTK II General Concepts . . .
« Reply #1 on: July 12, 2005, 11:42:39 am »
Interesting. Might just work the way you want it to.
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Offline KBF-Kurok

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Re: AoTK II General Concepts . . .
« Reply #2 on: July 12, 2005, 11:50:39 am »
this does  sound promising and fun. :thumbsup:

Offline Hexx

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Re: AoTK II General Concepts . . .
« Reply #3 on: July 12, 2005, 12:14:01 pm »
About the whole "dying in a capital ship" thing...
Courageously Protesting "Lyran Pelt Day"

Offline FPF-DieHard

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Re: AoTK II General Concepts . . .
« Reply #4 on: July 12, 2005, 12:24:22 pm »
About the whole "dying in a capital ship" thing...

It's 30 day server, plenty of opportunites for you to get killed  ;D

J'inn forgot to mention 2263 start, 1.5 days per game year
« Last Edit: July 12, 2005, 12:39:07 pm by FPF-DieHard »
Who'd thunk that Star-castling was the root of all evil . . .


Offline Capt Jeff

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Re: AoTK II General Concepts . . .
« Reply #5 on: July 12, 2005, 12:29:45 pm »
Sorry, been out of the loop for almost two weeks due to a fried modem during thunderstorm.

Please list each side's name and at least one person for each side (RM) that I can use as a moderator, and I'll get some private forums up at sfc2.net.

Thanks  ;)
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Offline Dizzy

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Re: AoTK II General Concepts . . .
« Reply #6 on: July 12, 2005, 03:31:43 pm »
About the whole "dying in a capital ship" thing...

It's 30 day server, plenty of opportunites for you to get killed  ;D

J'inn forgot to mention 2263 start, 1.5 days per game year

i HOPE YOU ARE USING A CRAP LOAD OF TURNS PER YEAR! oops caps.

Waiting more than 6 minutes for a shipyard cycle to spit out your ship is way too painful. Boring. Not that I ever plan to lose my ship...

But with 7 heavy metal points... players will be trading ships constantly. Waiting 10-15 mins for a shipyard to cycle... and this assumes that you have spotted a ship in the yard you are looking for in the 1st place.

And with this loose CnC, we can fly escorts, carriers and droners anytime anywhere for as long as we desire?

Offline FPF-DieHard

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Re: AoTK II General Concepts . . .
« Reply #7 on: July 12, 2005, 03:40:31 pm »
About the whole "dying in a capital ship" thing...

It's 30 day server, plenty of opportunites for you to get killed  ;D

J'inn forgot to mention 2263 start, 1.5 days per game year

i HOPE YOU ARE USING A CRAP LOAD OF TURNS PER YEAR! oops caps.

Waiting more than 6 minutes for a shipyard cycle to spit out your ship is way too painful. Boring. Not that I ever plan to lose my ship...

But with 7 heavy metal points... players will be trading ships constantly. Waiting 10-15 mins for a shipyard to cycle... and this assumes that you have spotted a ship in the yard you are looking for in the 1st place.

And with this loose CnC, we can fly escorts, carriers and droners anytime anywhere for as long as we desire?

Yes, I'm thinking 3 minute turns.

Escorts have been "balanced."   The G-racks have been replaced with F-racks.

All sides have access to droners so it is fair.

There are no CVDs on this server, other carriers smaller than a BCV are fair game and available to all.   Carriers will cost significantly more than a normal cruiser.

Who'd thunk that Star-castling was the root of all evil . . .


Offline Green

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Re: AoTK II General Concepts . . .
« Reply #8 on: July 12, 2005, 04:52:29 pm »
Quote
Each team (not RACE!) can have 7 points of Heavy Metal on the board at any one time.

BCH = 2 points
DNs = 3 points
CVAs = 4 points

Might I recommend we break-out the points by Race, not side.  The reason being each race is suppose to be bringing their "stuff" to the fight.  If we make it "by side" then you can pretty much count on seeing only whichever race has the "sweet spot" at that time filling most/all of the restricted ships.

If it is broken out by race...then 4 points/race would be right (given the current 2/3/4 costs).

Offline Hexx

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Re: AoTK II General Concepts . . .
« Reply #9 on: July 12, 2005, 04:54:15 pm »
Is there going to be a Fighter/PF CNC rule?
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Offline GDA-Agave

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Re: AoTK II General Concepts . . .
« Reply #10 on: July 12, 2005, 04:58:16 pm »

There are no CVDs on this server, other carriers smaller than a BCV are fair game and available to all.   Carriers will cost significantly more than a normal cruiser.


As usual, I presume that all 'heavy metal' ships will specially designated such as a 'c'  (i.e. cDNE) or something like that.    Also a list should be provided on the forums for all to see.

Question.    A BCV is not the same as a CVA.   Right?  It could be that I'm just having a slow day (cloudy day here on Ghdar), but the CVA is usually based on a DN hull, while the BCV is based on a BCH hull.


Rule ideas above sound very interesting.    So, when can we see a beta map?   ;D

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Offline Hexx

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Re: AoTK II General Concepts . . .
« Reply #11 on: July 12, 2005, 05:00:50 pm »

There are no CVDs on this server, other carriers smaller than a BCV are fair game and available to all.   Carriers will cost significantly more than a normal cruiser.


As usual, I presume that all 'heavy metal' ships will specially designated such as a 'c'  (i.e. cDNE) or something like that.    Also a list should be provided on the forums for all to see.

Question.    A BCV is not the same as a CVA.   Right?  It could be that I'm just having a slow day (cloudy day here on Ghdar), but the CVA is usually based on a DN hull, while the BCV is based on a BCH hull.


Rule ideas above sound very interesting.    So, when can we see a beta map?   ;D



Pretty much as soon as you can log onto the server there luggage boy.

I like Green's idea (4 /4/4) but the whiney and snivelly klinks & Roms would have to go 6/6
And BCV's are BCH's.
Courageously Protesting "Lyran Pelt Day"

Offline FPF-DieHard

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Re: AoTK II General Concepts . . .
« Reply #12 on: July 12, 2005, 05:04:46 pm »
Quote
Each team (not RACE!) can have 7 points of Heavy Metal on the board at any one time.

BCH = 2 points
DNs = 3 points
CVAs = 4 points

Might I recommend we break-out the points by Race, not side.  The reason being each race is suppose to be bringing their "stuff" to the fight.  If we make it "by side" then you can pretty much count on seeing only whichever race has the "sweet spot" at that time filling most/all of the restricted ships.

If it is broken out by race...then 4 points/race would be right (given the current 2/3/4 costs).

No   :P

By side makes it easier to balance fairness.   Doesn't matter if the Klink Dreads suck as the Rom ones are great . . .
Who'd thunk that Star-castling was the root of all evil . . .


Offline FPF-DieHard

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Re: AoTK II General Concepts . . .
« Reply #13 on: July 12, 2005, 05:06:06 pm »
Is there going to be a Fighter/PF CNC rule?

Yes, but they will be simple.  Pretty much only Fed Gatling fighters will have CnC and the PFs rules will be the same are GW.
Who'd thunk that Star-castling was the root of all evil . . .


Offline GDA-Agave

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Re: AoTK II General Concepts . . .
« Reply #14 on: July 12, 2005, 05:06:31 pm »
Quote
Each team (not RACE!) can have 7 points of Heavy Metal on the board at any one time.

BCH = 2 points
DNs = 3 points
CVAs = 4 points

Might I recommend we break-out the points by Race, not side.  The reason being each race is suppose to be bringing their "stuff" to the fight.  If we make it "by side" then you can pretty much count on seeing only whichever race has the "sweet spot" at that time filling most/all of the restricted ships.

If it is broken out by race...then 4 points/race would be right (given the current 2/3/4 costs).


Green, I would actually like the heavy metal points just as described, PER SIDE.     This will make the races in all three sides coordinate more as to which big ships are being used.    Also, your 4pts/race would have to be adjusted for the klingon/romulan team too.  Are you prepared to give the klingons/romulans 6pts/race (12 total) to match ours pt total.  It could end up being a big advantage over a 3 week server.
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Offline GDA-Agave

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Re: AoTK II General Concepts . . .
« Reply #15 on: July 12, 2005, 05:09:41 pm »

Pretty much as soon as you can log onto the server there luggage boy.

I like Green's idea (4 /4/4) but the whiney and snivelly klinks & Roms would have to go 6/6
And BCV's are BCH's.

I'm already making some room in my captain's quarters for some feline throwrugs.   ;D   In your case Hexx, I think you'd make a nice welcome mat.   :-*

« Last Edit: July 12, 2005, 05:40:43 pm by GDA-Agave »
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Offline FPF-DieHard

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Re: AoTK II General Concepts . . .
« Reply #16 on: July 12, 2005, 05:14:14 pm »

There are no CVDs on this server, other carriers smaller than a BCV are fair game and available to all.   Carriers will cost significantly more than a normal cruiser.


As usual, I presume that all 'heavy metal' ships will specially designated such as a 'c'  (i.e. cDNE) or something like that.    Also a list should be provided on the forums for all to see.

Question.    A BCV is not the same as a CVA.   Right?  It could be that I'm just having a slow day (cloudy day here on Ghdar), but the CVA is usually based on a DN hull, while the BCV is based on a BCH hull.


Rule ideas above sound very interesting.    So, when can we see a beta map?   ;D




A BCV is not a CVA, BCVs and CX  ships will likely be 2 Point ships just like normal BCHs.  Remember the server will end at around 2283.

There will be some ships that do not fit in the Cookie-cutter mold, these exceptions will be posted later.

There will be no "c" designations.   I'm hoping

Who'd thunk that Star-castling was the root of all evil . . .


Offline Green

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Re: AoTK II General Concepts . . .
« Reply #17 on: July 12, 2005, 07:12:53 pm »
No   :P

No problem.  ISC BCHs are good to go for me. 


Offline Hexx

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Re: AoTK II General Concepts . . .
« Reply #18 on: July 12, 2005, 07:40:37 pm »
No   :P

No problem.  ISC BCHs are good to go for me. 



Long as you leave the Lyrans enough points to field 2 BCH's I don't care what you fly.
Courageously Protesting "Lyran Pelt Day"

Offline FPF-DieHard

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Re: AoTK II General Concepts . . .
« Reply #19 on: July 12, 2005, 07:42:43 pm »
No   :P

No problem.  ISC BCHs are good to go for me. 



Long as you leave the Lyrans enough points to field 2 BCH's I don't care what you fly.

2 BCHs leave you enough for a Z-DNH!  I can see the line forming now . . .
Who'd thunk that Star-castling was the root of all evil . . .