Slave Girls of Orion VIII: The Mighty Hood Goes DownIn 2271 The Klingon declaration of war arrived in the Federation council chambers almost simultaneously with the first battle reports. Among these reports was one that brought particular anguish. The heavy cruiser Hood, patrolling along the Klingon border, had not reported since the attack began and was feared destroyed. Coinciding with the dissappearance of the Organians at the hands of the Orion Slave Girls, the long planned attack on the Federation was well under way. It wouldn't be long before the war escalated and brought in all the surrounding empires in a struggle for dominance and survival.
Features:Supreme Allied Commander:
Federation
Mirak
Gorn
Hydran Vs.
Supreme Coalition Commander:
Klingon
Romulan
I.S.C.
Lyran2 Week D2 Server.
2271 start, 1 day a game year ends in 2285/6, 4 minute turns, 365 turns a year.
Start Date: TBA
Account Creation Guidelines:-Chat channels don't work properly if you setup your character name to begin with a number or include spaces in your name or any non-letter or number symbol other than a dash
- or underscore
_-
Hexx/SAC will mess up his chat because of the
/ he added to his character name. Instead he should use:
Hexx-SAC the Underscore or Dash symbol in place of the forward slash.
- Only non letter or numeric symbols are the dash
- or the underscore
_ - DO NOT put spaces in your name or start your name with anything other than a letter.
Downloads:-
Installer Thread No installer yet...
Links:-
Complete Fighter List-
SGO8 ForumsMap Notes:- Map to be announced.
- Most Empire hexes are 10-20.
- Max DV values can be raised by x.
- Those hexes adjacent to planets and HomeWorlds are 30+.
- Neutral zone hexes are 5 and max at 5.
- Planets will be shown on the webmap, bases will not be (if we use a webmap).
Capital Ships: Battlecruisers and Dreadnoughts:- BC's and DN's are regulated by Fleeting Rules and VC Rules.
- Dreadnoughts are limited to 3 per side at one time and no more than 1 of the three may be a heavy carrier dread.
- The B10K counts as one regular and one heavy carrier Dread.
Multi-Ship Fleet Rules for players wanting to fly two or more ships in a fleet:- A command variant no larger than CCH (CB) class may lead a second regular line ship (vanilla) of the same race as long as the second ship's move cost is less than that of the command ship.
- Fed CS and CS+ ships may not be used in any multiship fleet combination.
- A max of two Multiship player fleets are allowed per side.
- No multi-ship fleets may wing with each other.
- Multiship Fleets are counted as capital ships for purposes of fleeting rules.
Fleeting Rules:- No Capital Ships, (BC's, DN's, Multi-Ship Fleet included and CCX/CAX's), are allowed to fly together.
- No X ships are allowed to fly together.
- Fast Cruisers are treated as Capital ships.
- CVD's (Interdiction Carriers, those usually with 16 or so fighters) are treated as capital ships, but CVP Carriers (those with 12 ftrs) are not.
- One CARRIER class type per fleet and a max of 32 ftrs or 8 PF's are allowed.
- BCV/BCS's are treated as Carrier class and BC class types.
- Three PPD's max per fleet, unless a single DN or BB with PPD.
- In a Three player fleet, one of the three must be in a line or command cruiser class ship.
- A line ship is defined as any ship that is not a command or special class type ship, vanilla in other words. See errata page
Link- If illegal ship combos are in a fleet by accident, their opponent may choose which offending ship must immediately disengage, and the disengagement penalty is voided for the disengaging ship, but they must stay in spectator mode till the battle concludes.
Maximum X Ships on at the same time:- Each side gets
3 X points in 2281 and 82. This is increased to
5 in 2283, 6 in 2284 and
7 in 2285+.
X points are in addition to capital ship points.
- If you fly an X ship, you must rename your ship adding an 'X' at the end of your shipname.
I-CCX = 6
CCX/CAX's/I-CLX = 3
CLX = 2
FFX and DDX = Free
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Keep What You Capture.- If you captured an enemy ship, you get to fly it... if of course your RM doesnt confiscate it and fly it himself.
- Captured ships have to follow standard fleet and cnc restrictions and are considered special ships, not line ships for purposes of fleeting.
Da Penalty Box- If you lose one of the following ship types, you personally may not fly any of these again for 12 hours. This applies to all of a person’s multiple accounts. They are: Any CCX/CAX type X ship, BB, DN, CVA.
- If you lose the command ship of a Multi-Ship Fleet, you may not fly another Multi-Ship Fleet for 12 hours.
PF CnC- Full Tenders with 3+ PF’s may carry no more than 1 Leader, and 1 Special PF, the others must be vanilla.
- Players using Casual Tenders with only 2 PF’s may recover but not re-launch them and the PF's must be vanilla.
- Hydran Heavy Stinger fighters (
H-St-S(heavy), H-St-T(Heavy), H-ST-Tm(Heavy) are substituted for PFs.
- Hydran ships designated with an 'h' are allowed 2, but the OM and IDh are allowed 4.
Fighter CnCFederation- F-14 ftrs, if deployed, are limited to use only on the F-BCV, F-DVL, and F-CVA (2 squads max).
- F-14 and F-15 ftrs, if deployed, are limited to use only on the F-CVS and F-BB.
- These fighters are model represented and distinguishable from regular Fed ftrs, courtesy of Thu11s.
Hydrans- H-St-X are only allowed on X ships.
*Note* SFB Fighters with PlaD were converted to PhoF, "plasma mini-bolts", and a Ph3 360`.
PvP Kills: (PvP Points)- You earn
PvP (Player vs. Player) Points when you kill enemy players in challenged accepted matches. Report kills here:
SGO8 Kills Thread - At the start of a mission, either side may challenge the other to a PvP match (before any enemy weapons fire takes place) for VC points. If not accepted, then the match is considered a fun match and won't count for points. The exception to this are players caught deepstriking, they may not turn down a challenge.
- Total PvP points will be calculated at the end of each week to determine VC's. See below.
- PvP kills are worth the following points:
I-CCX
6 (1 move cost)All other CCX/CAX
4 (1 move cost)I-CLX
3 (.67 move cost)CLX
2 (.67 move cost)FFX/DDX
1 (.5 move cost)BB:
16 (2 move cost)CVA:
8 (1.5 move cost)DN:
6 (1.25 and 1.5 move cost)BCV/T - Carrier, Casual (2 PF's) or Full Tender (3+ PF's):
4 (1 and 1.25 move cost)BC/H:
3 (1 and 1.25 move cost) (Includes all Lyran BC's with 2 PF's)
All other Ships are worth
1.
Line Ship Rules:
- A line ship(s) is exempted from the disengagement/destruction penalty hex ban unless opposed by another line ship(s).
Map VC's and PvP Points - An original enemy planet (Not Embassy Planets) must be controlled and have a LoS to a friendly HW. You get one
Victory Point for matching an enemy planet with one of a disimilar race.
- If attrition (
PvP points) equals or exceeds one and a half times as many more than your enemy you count it as a Planet for purposes of the Map VC's listed above applied toward the specific race that suffered the highest attrition points and if it equals or exceeds twice as many, you count it as another Planet to apply toward the specific race that suffered the second highest attrition points.
- There will be 2x Map VC periods, one at the end of each week on Sunday night.
- Total points are tallied and the difference is used below to determine the winner.
5 VC Points = Total Victory - The losers are wiped from the face of the Galaxy so completely that there is no trace left of their civilization and eventually even their very existence will be forgotten entirely and no one will remember them. The winners go on to dominate the universe.
4 VC Points = Decisive Victory - Driven to the brink of extinction, the surviving losers scatter throughout the galaxy vowing to one day seek revenge while their conquerers plunder and desecrate their lands and homeworlds that were left behind.
3 VC Points = Major Victory - The victors conquer considerable enemy territory and subjugate and enslave countless millions while the losers are left devestated both economically and militarily wondering how long their shaky future will last.
2 VC Points = Minor Voctory - The victors, unable to deliver a knock-out blow and capitalize on their many advantages despite solid gains in territory and ships, leave the losers able to pick up the pieces and possibly threaten them again in the not so distant future.
1 VC Point = Tactical Victory - After an exhausting war, the victors take comfort in knowing they have bragging rights for edging their enemy in economic and military might leaving the quadrant ripe for another general war ready to break out at any moment.
Bases- Base Stations are indestructible and act only as resupply and shipyard docks. These hexes will draw only patrols.
- Battle Stations and Starbases may be placed in any friendly hex with a LoS to a friendly planet but may not be placed adjacent to another base on in a Planet Hex.
Deepstrikes- If you draft or are drafted into a PvP in a hex that has no Allied or Neutral hexes adjacent to it at the time of the draft, then you may not disengage and must fight to the death.
Disengagement/Destruction Rule- If you are forced to Disengage in a PvP match, then you are banned from the hex you either took the mission in or were drafted in for
12 turns. If your ship was destroyed then you are banned from that hex for
8 turns.
- If you draft or are drafted while moving out of an area you have been banned in, the mission is to be played out normally, after which move out of that hex!
- One turn is 4 minutes.
Wild Geese and server resets- No WG for SG8. Players are encouraged to switch sides on their own if they want to balance the server.
Forfeiting Missions:Do to unfinished game code we suffer from the following issues and I would like everyone to follow the following protocol otherwise, these issues may causes
SERIOUS errors in the database and lead to CPU overload and eventual server burps:
- You are
NEVER allowed to forfeit a mission under
ANY circumstances on the map during a mission draft or a mandatory mission choice.
- If you are drafted you
MUST accept the mission. You are
NOT ALLOWED to logoff or
FORFEIT EVER.- If your navigator is incompetant and has wandered into an enemy hex and you recieve a mandatory mission, you may logoff and relog on as long as you do not do this repeatedly. You are
NOT ALLOWED to FORFEIT a mandatory mission on the map.
-
DO NOT park your ship anywhere near the front lines and go AFK. You will cause forfeits this way. Logoff the server till you come back as you may take up a player slot.
-
Do not EVER ALT-F4 out of a bugged mission. In case of a buggy mission, the attacker must fly off the map and then ESC FORFEIT in battle to get it to close. Occasionally the defender may also need to exit the map and ESC Forfeit in battle. The attacker is defined by the side that is in a hex controlled by the enemy at the time of the draft. The defender is defined as the side that is in their own home space at the time of the draft.