Topic: AoTK II Rules!!  (Read 18133 times)

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Offline KAT J'inn

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AoTK II Rules!!
« on: July 16, 2005, 10:25:32 am »
SFC2.Net proudly announces:

ATTACK OF THE KITTIES II:    An Orion Pirates Dynaverse II Campaign.

The Campaign will run for 30 days.

Starting Saturday July 23, 2005.  Time TBA.


I.  BACK STORY   

After years of tensions and several wars the Coalition (K, R, L and sometimes ISC) and the Alliance (F,H,G,Z) have reached an uneasy stalemate.  The neutral zone treaty is enacted and trade blooms.

Kzinti and Lyran political issues,  however, are as hostile as ever.   Both sides feel a great deal of indignation at being an unequal partner in their respective alliance.

Deep within the Denebulan Asteroid Expanse Five (5) dilithium rich planetoids are discovered by an ISC taskforce.   These planetoids hold enough dilithium to change the balance of power in the favor of whoever controls them.

Sensing an opportunity, the Feline Powers form a secret alliance and attempt to take control of the Denebulan Asteroid Expanse.   War ensues.

Due to the sudden betrayal and attack the Alliance and the Coalition reel at the sudden enemy on there unprotected border.   There are no bases between the Lyrans and the Kzinti and their new enemies.   The old neutral zone is suddenly meaningless is several sectors.

The Alliance and the Coalition must scramble to protect their borders from the Feline Menace while at the same time prevent the other from taking advantage of the situation.
      

II. SERVER SET-UP

Standard Set-Up.

Bases can be destroyed.

See Die Hard’s posts for further details.

III. RULES

1) BASICS:

Players may fly only one ship at a time.

Any ship that appears in the yards may be purchased and played.   (But see OoB Rules).

You may not place a base adjacent to any other base or planet (allied, enemy, or neutral).

You may change accounts or have more than one account among the different races of your side.

2) LINE OF SUPPLY:

1.   If you are in a hex that is completely surrounded by enemy hexes then you cannot disengage.

2.   LOS is determined at the moment a mission starts.  Anything that happens during the mission is question is irrelevant.

3.  To have a LOS you must be able to trace a single hex wide path to any of your team's Homeworlds.  All hexes in the the path must be controlled by your side.

4.  You cannot flip an enemy planet to neutral (or any other color) unless you have a LOS to it first.   Softening it up via Deepstrikes is okay.  Just no flipping.    No flipping of neutral planets to your team's color without an LOS either.

3)    DISENGAGEMENT RULE:

Def. - Ship of the Line - Any ship in the shiplist with a "v" at the front of it's name.  For example.  F-vCA.  If it doesn't have a "v" it is NOT a Line Ship.

FOR SHIPS OF THE LINE

- If you disengage from a battle with a live enemy player, you cannot take missions in that hex for 10 game turns.

- If your ship is destroyed by a live enemy player, you cannot take missions in that hex for 5 game turns.

FOR ALL OTHER SHIPS

- If you disengage from a battle with a live enemy player, you cannot take missions in that hex for 20 game turns.

- If your ship is destroyed by a live enemy player, you cannot take missions in that hex for 10 game turns.

IN GENERAL

There are no exemptions for the above two rules.  If you're stuck with a 1v3 or are forced to fly your FF against a BCH ... then the other side simply played their moves better.

4) ORDER OF BATTLE RULES FOR CAPITAL SHIPS:

Anyone my purchase and fly a Capital ship.

Capital ships are all DNs, CVAs, and BCHs.  (Specific listing will be provided)

Each team (not race) may have 7 points of Capital Ships in game at any one time.   The point value is:

CVA = 4
DN = 3
BCH = 2


There may never be more than one Capital ship per team in a mission.   If two or more are drafted, all except one must disengage IMMEDIATELTY.  (In this case the disengagement rule does not apply to those ships that disengage simply to reduce the number of Capital Ships to one.)

IN ADDITION!!!    Each side gets 7 "on the board" X-Ship points as well.   X-Ship point values are listed below.


Capital Ships (and X-Ships) are listed below along with their point cost:

Federation F-CLX 2 
Federation F-GSX 3 
Federation F-CX 3 
   
Gorn G-HDX 2 
Gorn G-CMX 3 
Gorn G-CCX 3 
   
Hydran H-MNGX 2 
Hydran H-TARX 2 
Hydran H-BARX 2 
Hydran H-APAX 2 
Hydran H-RNX 3 
Hydran H-DGX 3 
Hydran H-LBX 3 
   
ISC I-CLX 2 
ISC I-CSX 2 
ISC I-CMX 2 
ISC I-CAX 3 
ISC I-CCX 7 
   
Klingon K-D5X 2 
Klingon K-D5XD 2 
Klingon K-D5XDm 2 
Klingon K-DX 3 
Klingon K-DXD 3 
Klingon K-DXDm 3 
Klingon K-D7TX 3 
   
Lyran L-CWXF 2 
Lyran L-CCXF 3 
   
Mirak Z-CMX 2 
Mirak Z-CMXm 2 
Mirak Z-CMXD 2 
Mirak Z-CMXDm 2 
Mirak Z-BCX 3 
Mirak Z-BCXm 3 
Mirak Z-CCX 3 
Mirak Z-CCXm 3 
   
Romulan R-SPX 2 
Romulan R-KEX 2 
Romulan R-K7X 3 
Romulan R-FHX 3 

 
Federation F-BCG 2
Federation F-BCF 2
Federation F-BCJ 2
Federation F-BCE 2
Federation F-BCV 2
Federation F-BCS 2
Federation F-BCGf 2
Federation F-BCFf 2
Federation F-BCJf 2
Federation F-DN 3
Federation F-DN+ 3
Federation F-DNG 3
Federation F-DNW 3
Federation F-DNL 3
Federation F-DVL 3
Federation F-DNM 3
Federation F-DNH 3
Federation F-DNF 3
Federation F-CVA 4
Federation F-CVA+ 4
Federation F-CVAR 4
Federation F-SCS 4
Federation F-DNLf 3
Federation F-DNHf 3
Federation F-DNWf 3
Federation F-DNMf 3
Federation F-DNFf 3
   
Gorn G-BCH 2
Gorn G-BCS 2
Gorn G-BCV 2
Gorn G-BCHf 2
Gorn G-DNE 3
Gorn G-DN 3
Gorn G-DNF 3
Gorn G-DNP 3
Gorn G-DNL 3
Gorn G-DLF 3
Gorn G-DNM 3
Gorn G-DND 3
Gorn G-DNT 3
Gorn G-DNH 3
Gorn G-DNHph 3
Gorn G-CVA 4
Gorn G-CVAF 4
Gorn G-DNLf 3
Gorn G-DNMf 3
Gorn G-DNDf 3
Gorn G-DNFf 3
Gorn G-DNTf 3
Gorn G-DNHf 3
   
Hydran H-OV 2
Hydran H-OS 2
Hydran H-OVh 2
Hydran H-OM 2
Hydran H-TEM 3
Hydran H-PAL 3
Hydran H-PAL+ 3
Hydran H-LGE 3
Hydran H-LGE+ 3
Hydran H-PAH 3
Hydran H-REG 3
Hydran H-DNW 3
Hydran H-DNM 3
Hydran H-IC 4
Hydran H-IC+ 4
Hydran H-ID 4
Hydran H-LGE+h 3
Hydran H-IDh 4
Hydran H-DNWf 3
Hydran H-DNMf 3
Hydran H-REGh 3
   
ISC I-CC 2
ISC I-CCY 2
ISC I-CCZ 2
ISC I-BCV 2
ISC I-CCZf 2
ISC I-DNE 3
ISC I-DN 3
ISC I-DNZ 3
ISC I-DNL 3
ISC I-DNT 3
ISC I-DNP 3
ISC I-DNH 3
ISC I-DNW 3
ISC I-DNM 3
ISC I-CVA 4
ISC I-CVAZ 4
ISC I-DNLf 3
ISC I-DNZf 3
ISC I-DNTf 3
ISC I-DNPf 3
ISC I-DNWf 3
ISC I-DNMf 3
ISC I-DNHf 3
   
Klingon K-C7 2
Klingon K-C7V 2
Klingon K-C7f 2
Klingon K-C6 3
Klingon K-C8 3
Klingon K-C8B 3
Klingon K-C8K 3
Klingon K-C8KR 3
Klingon K-C8V 4
Klingon K-C8VK 4
Klingon K-C9 3
Klingon K-C9B 3
Klingon K-C9K 3
Klingon K-C9KR 3
Klingon K-C5 3
Klingon K-C5B 3
Klingon K-C5K 3
Klingon K-C5KR 3
Klingon K-C5M 3
Klingon K-C10K 3
Klingon K-WD5 3
Klingon K-C5Kf 3
Klingon K-C5Mf 3
Klingon K-WD5f 3
Klingon K-C10Kf 3
   
Lyran L-BC 2
Lyran L-BCp+ 2
Lyran L-BCPp 2
Lyran L-BCPF 2
Lyran L-BCH 2
Lyran L-BCHP 2
Lyran L-BCHF 2
Lyran L-BCHT 2
Lyran L-BCV 2
Lyran L-DNE 3
Lyran L-DN 3
Lyran L-DNp+ 3
Lyran L-DNPp 3
Lyran L-DNF 3
Lyran L-DNT 3
Lyran L-DNL 3
Lyran L-DNLp+ 3
Lyran L-DNLPp 3
Lyran L-DNLF 3
Lyran L-DNLT 3
Lyran L-DNW 3
Lyran L-DNWF 3
Lyran L-DNWT 3
Lyran L-DNH 3
Lyran L-DNHF 3
Lyran L-DNHT 3
Lyran L-DNM 3
Lyran L-DNMF 3
Lyran L-DNMT 3
Lyran L-DNHE 3
Lyran L-STL 3
Lyran L-STLF 3
Lyran L-CVA 4
   
Mirak Z-BCH 2
Mirak Z-BCHm 2
Mirak Z-BCV 2
Mirak Z-BCVm 2
Mirak Z-BCHf 2
Mirak Z-BCHmf 2
Mirak Z-BCS 2
Mirak Z-BCSm 2
Mirak Z-DNE 3
Mirak Z-DN 3
Mirak Z-DN_m 3
Mirak Z-DNR 3
Mirak Z-DNRm 3
Mirak Z-DNL 3
Mirak Z-DNLm 3
Mirak Z-DNLR 3
Mirak Z-DNLRm 3
Mirak Z-DNM 3
Mirak Z-DNMm 3
Mirak Z-DNH 3
Mirak Z-DNHm 3
Mirak Z-DNW 3
Mirak Z-DNWm 3
Mirak Z-CVA 4
Mirak Z-CVAm 4
Mirak Z-CVAR 4
Mirak Z-CVARm 4
Mirak Z-DNL+f 3
Mirak Z-DNL+mf 3
Mirak Z-DNMf 3
Mirak Z-DNMmf 3
Mirak Z-DNWf 3
Mirak Z-DNWmf 3
Mirak Z-DNHf 33
Mirak Z-DNHmf 3
   
Romulan R-KCR 2
Romulan R-KHK 2
Romulan R-SUT 2
Romulan R-SUB 2
Romulan R-SUN 2
Romulan R-VUL+ 3
Romulan R-WVL 3
Romulan R-KVL 3
Romulan R-K9R 3
Romulan R-K9RB 3
Romulan R-K9RH 3
Romulan R-CON 3
Romulan R-CON+ 3
Romulan R-SHR 3
Romulan R-CNH 3
Romulan R-PRA 3
Romulan R-ROCF 4
Romulan R-CNV 4
Romulan R-CNV+ 4
Romulan R-CNHf 3


5) PF/FIGHTER CNC:

 
PFs
 
Casual Tenders may carry 2 Vanilla PFs
 
NOTE:  THe Kzinti Drone PF is Vanilla as none of there's have AMD
 
A Casual Tenders (any tender with only 2 PFs) may not recall it's PFs once launched in mission. This is to simulate the fact that casual tenders had no repair capability per SFB. This restriction does not apply to 3 and 4 PF tenders
 
Full Tenders (3 or 4 PFs): 1 Leader, 1 Special PF, 1 or 2 Vanilla PFs
 
Fighters
 
Federation: F-14 and F-15 fighters controlled by CnC. F-15s only on the CVS, F-14s only on the CVA (2 squads), DVL, and BCV.
 
Klingon/Romulan/Gorn/Lyran/ISC/Kzinti:  None
 
Hydran:   Heavy Fighters (the word 'Heavy" is in the name, should be fairly obvious) for the most part replace PFs.   Ships with a small "h" at the end of their name may carry 2 Heavy fighters in addition to their normal compliment.  These fighters may be recalled since fighters cannot re-arm their own weapons.  Deck Crew Compliment is not changed.
 
The H-OM and H-IDh may carry 4 Heavy Fighters.
 
Helebore Fighter Restrictions:   The H-CAV/CAV+ and H-IC/IC+ are limited to 50% helebore fighters. 



6)  NON-AGGRESSION PACTS AND DEALS

Legal.   Your side may get gang-banged.   Plan for it.


7) VICTORY CONDITIONS

There will only be a Campaign Winner.  There is no second or third place.

To be the Campaign Winner your team must achieve all of the following at the end of the server:

-   3 of the Mine Planetoids.
-   2 enemy Planets.   (1 planet from each enemy)
-   All of the above hexes must have one hex wide path from the target to a Homeworld of that team.  This goes by side, not race, i.e., hexes in the LOS and the Homeworld can be held by any member of your team.

There may be no Campaign Winner at all.

IV.  MAP

Federation:

Earth   2, 28

Vulcan  10:27

Andor 19:26

Deltus 9:22

Betazed 21:23

Starbase -  Deepspace 1   21:25

Starbase – Deepspace 2   17:20


Gorn:

Ghdar  1:16

Cygnae  12:15

Trella 19:16

Sauran 11:18

BaSylius  2:11

Starbase  -   Warlock   2:!3

Starbase  -   Iadokia’s Plan  10:15


Hydran:

Hydra  29:29

Hydraxia  28:27

Sinae  28:24

Traxzon 36:28

Bellius  35:25

Starbase -  Autolycus   28:22

Starbase -  Marcalias   32:27


Klingon:

Qo’Nos  11:0

Klinzai  8:4

Pator  15:7

Mer’Nok 18:6

B'Rell 3:2

Starbase -  KahLess’ Pride 19:8

Starbase -  General Kang  16:5


Romulan:

Romulus  58:4

Remus  43:16

Rhinasus 51:15

Tru’Jan  55:12

Shire 43:13

Starbase – Alpha  49:!4

Starbase – Epsilon 45:12


Lyran:

Lyra  57:1

Triest 46:9

Shantar Prime  42:4

Linus  51:5

Bane 43:8

Starbase – Jukaga  41:10

Starbase – Longnail  45:7


ISC:

Condordia  58:14

Cellan  43:16

Felinus  51:15

Cambria  55:12

Storan 43:13

Starbase – Republic  49:14

Starbase – Civire 45:12


Kzinti:

M’Raa  57:27

M’Reth 43:23

M’Hiss  43:27

M’Hack 40:22

M'RRRow 51:24

Starbase – Brez’ Strike  47:24

Starbase -  M’Ress  45:24



V.  D2 STANDARD RULE SET

Do not post accusations about players in the forums or in the IRC Chat of the game. If you have a complaint or believe a player is in violation of the rules, contact your Race Moderator (RM) or Assistant Race Moderator (ARM) via e-mail or private message. Please remember to save any screenshots or films you may have to support your claim and provide them to your RM or ARM.

Alt+F4'ing out of a mission is prohibited. The exception to this rule is if all players involved in the battle agree to its usage (taking a screenshot, F12, of the agreement is recommended). Examples of when an Alt+F4 should be agreed to and used are:

    - Mission bugs, to include the "Host Left, New Host ____" message appears at the start of the battle.

    - Allies showing as enemies.

    - Serious game lag.

    - Other scripting anomalies.

Draft dodging is not permitted. If drafted by another player, you must accept the draft.

Forfeiting missions to move around on the map is not permitted. Mandatory missions must be taken.

Always show common courtesy to all other players. Abusive players will be banned.

A player's name may only consist of alpha numeric symbols (A to Z, 0 to 9). Players may use a hyphen ( - ) or underscore ( _ ) if they wish, but use of any other symbol or character (Space bar, !, $, *, ], period, %, etc) can not be used.  These characters can cause server or server utility problems.

During some missions, a player's name may not be indicated on their ship. If you suspect you are playing against a human, type a greeting (i.e. hail, in, hello, etc) in the chat.  All other human players are required to immediately respond with a text chat greeting.

No avoiding missions you do not like by logging off then back on.

When playing a game against the AI in a neutral hex, do not immediately run off of the battlefield map in order to run down the defensive value (DV) of the hex.

Fight or Flight. When in a mission with a human opponent, fight or leave. Do not lead your opponents around the map wasting their time. It is recognized that there are many good run and chase strategies (saber dancing, plasma ballet, etc) but staying on the battlefield with no intentions of fighting is not one of them.

If you are having a bad connection and either dropping a lot or causing your opponents to constantly drop, we ask that you stop playing for a while and try again later. If your connection continues to cause problems we ask that you confine yourself to an area where you will not constantly draft or be drafted by other players until you get a better connection.

If you die in a mission with a human opponent, stay until the mission is complete. Consider it a penalty for dying that you must stay and watch the rest of your allies be destroyed, or the rest of your allies whoop some butt!

Rule Harassment: Some of the rules will be difficult to follow given the nature of this game. Players are expected to do their best in every situation. However it is not acceptable to harass other players about the rules. We do expect all players to help others become aware of the rules. If you are having a problem with a player who refuses to follow them simply send your RM or ARM an email with as much detail as possible. Please use screenshots (F12 key) to capture your conversation as evidence. Harassing a player because they are not following these rules or for any other reason is not acceptable. Please remember that everyone is just trying to enjoy themselves and that this is a game.

VII. CONFIGURING YOUR GAME (STILL TO BE DEVELOPED, CHECK BACK AS WE GET CLOSER TO LAUNCH)

In order to play on The General War server, you will need to ensure you have some specific shiplists, missions, and mission configuration files installed. Many of you already have these, but to ensure every does ... please follow steps below. If an update is made, and new files are needed, it will be annotated in the upper right corner at the top of this webpage and the links below will be adjusted.

For those of you with a fresh copy of the game, then ...

Step 1: INSTALL OP+ 4.0 first!!!!!! Rember to back everything up

Step 2: Download and install the Complete Installer.

VIII. UTILITIES AND AIDS

Note: Many shiplists, mission packs, and utilities are downloaded in .zipped files. Players can obtain free copies of WinRAR or WinZIP to unzip these files.

KhoroMag's EzINI. Downloading and running this utility allows players to adjust automatic recording, volley fire info (internal damage done to the target), screen resolution and other features.

Ventrilo, Roger Wilco and Team Speak 2. These voice chat programs are free and allow players to talk while in-game. Check with your fellow gamers to see which of the two programs are being used by your side. If you take the Roger Wilco option, it is recommended (but not required) that you also download MyTuner which will allow you to change channels while in the game (Team Speak 2 and Ventrilo do not require any additional downloads to change channels while in-game).

SFC2.NET provides forums for all races in the SFC2 realm. Players are encouraged to register and request access to their race's appropriate forums. Players should request access to the race they will be flying and the forum for the side they will be playing on. To request access, simply click on the "'usergroups" link at the top of the SFC2.NET forums, then click the "Non-Member Groups" drop-down box, highlight the forum you wish to access, click "View Information", and finally click "Join Group". An e-mail will be sent to you once access has been granted.
« Last Edit: August 05, 2005, 11:13:06 am by KAT J'inn »

Offline Sirgod

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Re: AoTK II Rules!! (Someone Sticky Me Please)
« Reply #1 on: July 16, 2005, 10:41:50 am »
Consider It stickied Will.

Stephen
"You cannot exaggerate about the Marines. They are convinced to the point of arrogance, that they are the most ferocious fighters on earth - and the amusing thing about it is that they are."- Father Kevin Keaney, Chaplain, Korean War

Offline Green

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Re: AoTK II Rules!!
« Reply #2 on: July 16, 2005, 01:55:20 pm »
 :rules: clarification ...

- If you disengage from a battle with a live enemy player, you cannot take missions in that hex for 20 game turns.  If you were flying a Capital Ship that particular ship is also banned from the hex. Thus if you transfer the ship to another pilot after being banned, not only would you still not be allowed into that hex until the ban was up, but neither would the pilot that is now flying the ship you had been in.

Since the OOB on AOTK2 is limited to only X points per side online at any one time, and not a hard OOB (using named ships to control OOB)...then ships aren't transfered.  Each side might, and probably will, have much more than 7 points of capital ships in various accounts...but only 7 points will be online at a time.  Recommend dropping the rule since it isn't applicable to this server's oob and might cause confusion. 

Quote
- If your ship is destroyed by a live enemy player, you cannot take missions in that hex for 10 game turns.

How long are game turns?


Thanks J'inn

PS - I prefer my background story ;)

Offline Dfly

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Re: AoTK II Rules!!
« Reply #3 on: July 16, 2005, 02:45:22 pm »
I notice the Kzinty have only 4 planets compared to 5 for all the other races.  Is this right?

Offline KBFLordKrueg

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Re: AoTK II Rules!!
« Reply #4 on: July 16, 2005, 03:43:18 pm »
:rules: clarification ...

- If you disengage from a battle with a live enemy player, you cannot take missions in that hex for 20 game turns.  If you were flying a Capital Ship that particular ship is also banned from the hex. Thus if you transfer the ship to another pilot after being banned, not only would you still not be allowed into that hex until the ban was up, but neither would the pilot that is now flying the ship you had been in.

Since the OOB on AOTK2 is limited to only X points per side online at any one time, and not a hard OOB (using named ships to control OOB)...then ships aren't transfered.  Each side might, and probably will, have much more than 7 points of capital ships in various accounts...but only 7 points will be online at a time.  Recommend dropping the rule since it isn't applicable to this server's oob and might cause confusion. 

Quote
- If your ship is destroyed by a live enemy player, you cannot take missions in that hex for 10 game turns.

How long are game turns?


Thanks J'inn

PS - I prefer my background story ;)

I agree with all of these points made by Green...
I'm interesting in knowing how long in minutes each game turn is exactly, so all my players may be firmly aware of them.  8)
But, your story is cool, too, Jinn... ;)
Lord Krueg
KBF CO
We are the Dead

Offline Green

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Re: AoTK II Rules!!
« Reply #5 on: July 16, 2005, 05:39:38 pm »
I notice the Kzinty have only 4 planets compared to 5 for all the other races.  Is this right?

The Klingons only have 4 also.  Probably not a big deal...not sure how much home-planets are going to play in the campaign.

Offline FPF-DieHard

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Re: AoTK II Rules!!
« Reply #6 on: July 16, 2005, 06:03:26 pm »
Disengament will be 100 Minutes, 50 if killed (correct me J'inn if I am wrong).

The turns will be quick, I'll let you know the exact time as soon as I figured it out.   Guessin 5 minutes or less
Who'd thunk that Star-castling was the root of all evil . . .


Offline KAT Chuut-Ritt

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Re: AoTK II Rules!!
« Reply #7 on: July 17, 2005, 12:50:43 am »
I notice the Kzinty have only 4 planets compared to 5 for all the other races.  Is this right?

The Klingons only have 4 also.  Probably not a big deal...not sure how much home-planets are going to play in the campaign.

Just to cover the bases add a Klink and a Kzin planet

I suggest the name of M'ress for the Kzin planet as a tribute call the Klink planet whatever you will.

Offline FPF-DieHard

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Re: AoTK II Rules!!
« Reply #8 on: July 17, 2005, 04:46:19 am »
I notice the Kzinty have only 4 planets compared to 5 for all the other races.  Is this right?

The Klingons only have 4 also.  Probably not a big deal...not sure how much home-planets are going to play in the campaign.

Just to cover the bases add a Klink and a Kzin planet

I suggest the name of M'ress for the Kzin planet as a tribute call the Klink planet whatever you will.

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


Offline KAT Chuut-Ritt

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Re: AoTK II Rules!!
« Reply #9 on: July 17, 2005, 08:23:08 am »

2) LINE OF SUPPLY:

Concept . . .  “In Supply”  means that the hex is close to a base or planet and that the area of space between the hex and the supply point is well controlled.   Therefore, you can call for re-enforcements easily.   In deep space  . . .  even in the hinterlands of your own space you cannot call for assistance.   This means that there is no one to come help you get away from the enemy.   Fight or die.

Whether a hex is “In Supply” is determined at the moment a mission starts.  Whatever happens while the mission is running is irrelevant.

For a hex to be “in Supply” it must have all of the following:

-   a two hex wide route of supply leading to an Allied controlled planet.  NOTE: two hexes of the route MUST be adjacent to the target hex. 

-   and within 4 hexes of an Allied controlled planet or base.  (NOTE:  you do not need a chain of bases to the planet every 4 hexes.  Just one base or planet within 4 hexes of the target hex will do. 

PLEASE NOTE . . .  this means that some hexes that are in your home space are not “in Supply”

EFFECT OF BEING IN AN OUT OF SUPPLY HEX:

-   You cannot disengage.
-    See also Victory



This might get a bit confusing especially in home space as players might not always be aware of the location of all their bases and planets, especially ones that might have gone "boom" since they last checked.

Additionally I'm not sure this will be best on a server with 50% replacement value as it might deter many pilots from trying to engage in PvP.

I mean it make sense that a deepstriking player cannot disengage, but the lone light cruiser pilot who comes across a Dreadnaught or 2 players in heavy cruisers while within the confines of his own home space surely wouldn't try to take them on, but rather disengage until a big enough force could be gathered to confront the threat.  If the rule stands in its current form you will also see too much emphasis given to co-oping as oppossed to flying solo, and too much emphasis on the larger ships.  Some players enjoy flying light cruisers and frigates you know.


I think being "out of supply" in your home space needs to go if this inability to disengage is part of it, as it doesn't make sense, it can be confusing, and it will likely make it less fun for some of the players.  The increased time penalty for disengaging rather than being destroyed is enough of a reward for the victors.
« Last Edit: July 17, 2005, 08:40:26 am by KAT Chuut-Ritt »

Offline KBFLordKrueg

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Re: AoTK II Rules!!
« Reply #10 on: July 17, 2005, 09:41:00 am »

2) LINE OF SUPPLY:

Concept . . .  “In Supply”  means that the hex is close to a base or planet and that the area of space between the hex and the supply point is well controlled.   Therefore, you can call for re-enforcements easily.   In deep space  . . .  even in the hinterlands of your own space you cannot call for assistance.   This means that there is no one to come help you get away from the enemy.   Fight or die.

Whether a hex is “In Supply” is determined at the moment a mission starts.  Whatever happens while the mission is running is irrelevant.

For a hex to be “in Supply” it must have all of the following:

-   a two hex wide route of supply leading to an Allied controlled planet.  NOTE: two hexes of the route MUST be adjacent to the target hex. 

-   and within 4 hexes of an Allied controlled planet or base.  (NOTE:  you do not need a chain of bases to the planet every 4 hexes.  Just one base or planet within 4 hexes of the target hex will do. 

PLEASE NOTE . . .  this means that some hexes that are in your home space are not “in Supply”

EFFECT OF BEING IN AN OUT OF SUPPLY HEX:

-   You cannot disengage.
-    See also Victory



This might get a bit confusing especially in home space as players might not always be aware of the location of all their bases and planets, especially ones that might have gone "boom" since they last checked.

Additionally I'm not sure this will be best on a server with 50% replacement value as it might deter many pilots from trying to engage in PvP.

I mean it make sense that a deepstriking player cannot disengage, but the lone light cruiser pilot who comes across a Dreadnaught or 2 players in heavy cruisers while within the confines of his own home space surely wouldn't try to take them on, but rather disengage until a big enough force could be gathered to confront the threat.  If the rule stands in its current form you will also see too much emphasis given to co-oping as oppossed to flying solo, and too much emphasis on the larger ships.  Some players enjoy flying light cruisers and frigates you know.


I think being "out of supply" in your home space needs to go if this inability to disengage is part of it, as it doesn't make sense, it can be confusing, and it will likely make it less fun for some of the players.  The increased time penalty for disengaging rather than being destroyed is enough of a reward for the victors.


After reading through the LOS rules, I have to strongly agree with Chutt about being "out of supply" in your home space.
I believe it could lead to way too much confusion. Especially since it has been proven over and over the bulk of the players rarely even read the rules at all before playing in a campaign.  ;)
Lord Krueg
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We are the Dead

Offline KAT J'inn

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Re: AoTK II Rules!!
« Reply #11 on: July 17, 2005, 10:52:18 am »
Hmmm  some cutting and pasting boo boos.   I blame Microsoft.

The Kzinti and the Klingons do have another palanet,  the cut and paste just lost it.

As for Home Space . . .  my concern is whether we will be able to remember where home space even was after 15 days into the server.     Is it that hard to make sure you are 4 hexes from a Supply point before grabbing a mission? If you guys really think so I'll change it, but remembering where home space wasw will be hard.

Changing things for non-rules readers doesn't work for me.  LOL.   However, I'll leave it to the three RMs  (and them only) to let me know which way to go with this.  Since there is 3 it is easy.  Majority vote.

As for the ship penalty,  that is a left over from GW and I'll yank it as I agree i is not needed.




Offline KAT J'inn

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Re: AoTK II Rules!!
« Reply #12 on: July 17, 2005, 10:55:03 am »
Rules Updated.   Changes clearly marked.

Offline KAT Chuut-Ritt

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Re: AoTK II Rules!!
« Reply #13 on: July 17, 2005, 01:17:21 pm »
I think the easiest way to resolve when you can disengage would be to allow it only if your side had a path back to homespace or another controlled planet, without worry about distance.  Bases can be destroyed and placed and thus confusing planets are permanent and are not.

To me it doesn't make sense that a ship could be forced to stay vs  superior forces if it was in space controlled by its faction and had a way out.  I can see a stretch of justification that it couldn't if it was cut off from its own planets, and even with a way out it could be hunted unless it had a link with a planet.  Also under the current ruleset, if you try using a 2 hex wide rule  a ship could be 2 hexes away from a controlled planet with a 1 hex path  and ruled out of supply and too far from reinforcements, but could be twice as far away and in supply and witin reach of the cavalry as long as it had the 2 hex wide path in empty space.  To me this  doesn't make sense as the extra emptiness of space has nothing to do with how close the help is.  I can understand a 2 hex wide path being needed for an invasion with major fleet units, but not to get 1 ship out of a sector.

Offline KAT J'inn

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Re: AoTK II Rules!!
« Reply #14 on: July 17, 2005, 03:32:24 pm »
The reason for making the LOS like this was to make bases mean something.   Without them being a VC and without them meaning anything for LOS purposes,  destroying them via deepstrikes is almost meaningless other than it effects resupply a tad, but not much, and only those races that really rely on supply  (drones).



Offline Dfly

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Re: AoTK II Rules!!
« Reply #15 on: July 17, 2005, 05:04:20 pm »
as an idea, why not make a base kill worth a PvP kill?

Offline KAT Chuut-Ritt

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Re: AoTK II Rules!!
« Reply #16 on: July 17, 2005, 06:26:02 pm »
The reason for making the LOS like this was to make bases mean something.   Without them being a VC and without them meaning anything for LOS purposes,  destroying them via deepstrikes is almost meaningless other than it effects resupply a tad, but not much, and only those races that really rely on supply  (drones).


I'm cool with Bases being used for LOS in wheter VC like conditions are met, and perhaps they could even be used in the tracing of a disengagement option path.  But to require a double row seems silly to me for disengagement purposes since starships just aint that big, and distance shouldn't be relevent only the existence of a path.  With only a 50% replacement value for ships and slow turns I think disallowing disengagement is counter productive.  If you still want to do this, perhqps only allow disengagement in the first 2 minutes of a fight or so, or immediately after any player loses connection. 

If the rule is kept like at present you can get a situation like the hypothetical one below.

Player A not a pvp God and not a nutter finally gets enough prestige and the chance to try his hand with a DN in combat.  He is looking forward to it but with a bit of nervousness.  He has player B draft him and they get Players C and D.  Player C is in a DN and player D in a heavy cruiser both are good pilots.  Though nervous he is excited as his wingman in a heavy cruiser is a real ace and will help him through the fight on voice comms.  Suddenly Player B drops at the mission start.  Player A is screwed and will likely not manage to get into a DN again for a week.

Not too cool eh?


Offline Green

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Re: AoTK II Rules!!
« Reply #17 on: July 17, 2005, 07:00:14 pm »
Not sure of the ABCs that Chuut is speaking of ... but if bases can be destroyed, they should NOT be worth VCs (ya can't track which ones have been built and blown-up).

Offline KAT J'inn

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Re: AoTK II Rules!!
« Reply #18 on: July 18, 2005, 02:21:06 pm »
LOS rules removed.   See above.

Have read several posts in several forums that concern me .. . .  Please note . . .   Just to be clear . . . . There are NO VC POINTS IN THIS CAMPAIGN.   None.  Nada.  Zilch.    Nothing for killing a base.  Nothing for killing a Capital ship.  Zero. None.  Absolutely nothing.  LOL


Offline Kroma BaSyl

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Re: AoTK II Rules!!
« Reply #19 on: July 18, 2005, 02:31:26 pm »
Is this the ATOK Flame thread? I seem to still be in an Eve-crack induced fog and can't find my way.
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