Author Topic: Galactic War!  (Read 31502 times)

Me2005

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Galactic War!
« on: April 23, 2013, 12:30:42 pm »
Map version on this post: 8-27

New players may still join, but I'm going to start docking AP. Actions are required every Thursday and Monday, if you can't get them in then, send/post them all at once for multiple turns. The only random events are exploration/colonization and special/RP requests, so you should be able to reliably act ahead of time.

For new players:
Quote
I'll give you the basic background tech level of the galaxy (I'll PM you); plus 15 regular tech levels, 45 SS in as many systems as you'd like, 30 FS, and 2 special techs.... Pick a place on the attached map that isn't near anybody using the grid system I've setup (i.e.: Hufer's homeworld - blue eagley-thing- is at H10, and his ally Axis' - lighter blue eagley-thing- is at I11)....You can PM me the tech levels and starting position you'd like. Each tech after those initial levels costs 4 AP per level, unless it is special. Special techs cost 12 AP per level, and can be picked from a list of existing techs other players have chosen or discussed with me via PM (or [in meta], most players like to keep their specials secret though).

For this first round... I'll give you 20 AP. After that I'll have a player-stat setup on the results post and your AP for the next round will be shown at the bottom of your bracket. This setup goes for any player who wishes to join from here out, and I'll update it into the main post.

The Setting:

Your nation has found itself in a new corner of the universe. Your researchers have developed FTL technology, and it enables you to scour the stars. What will they hold? Friends? Enemies? An unknown threat? Your decisions will shape your fate, the galaxy awaits.

For extensive roleplaying

For meta-game stuff

If You'd like in:

Starting a New Independent State:

Independent States start with 4 actions per round

Please Provide the following information:
[Team Name in team color]
Team Color
Your rank/name (if different from Forum name, to keep it simple I'd rather refer to you by your forum name)
Home System Name & Symbol (keep it simple; letters, shapes, things I can do with pixels)
Your special tech (keep it reasonable, I may nerf it to make it fit within everyone else's tech and the bounds of the game)
If you have a preference, your starting position on the map
Your home system's starting strength, and number of lower-strength systems you'd like (up to 10 points total)
Your fleet distribution (up to 10 points total in your territory)
Your first 4 actions
Any RP information in a spoiler - if it's not unreasonable, I'll read it and work some part of it into the game somehow

Available colors:
Red - ISO
Yellow
Blue - Storm's Reach Coalition
Purple OR
Teal - DSF
Orange - SDI
Pink - Krull
Brown
Beige
Lightblue - SDF
Navy - Valencian Empire

Maroon, Green, Lime Green, Black, White, Gray are reserved (Lime,  Green, & Maroon for being too close to shades of red/blue/green/yellow, B/W & G because I need them for game information, text, and the background on the map).

Starting a New Vassal State:

A Vassal State is subordinate to an Independent state, and must share the color with them. I can't keep track of unlimited numbers of you guys, but I'm open to allowing this unless it gets out of hand.

Vassal States, being allied with and presumably the same race as their supporting Independent state, get to share tech more easily. They start out with access to the Independents special ability, and for a reasonable action cost may share tech they develop or that the Independent develops (probably 1/4 the development cost, maybe less depending). The caveat is that the nation that developed the tech must spend the action to share it, not the other way around (unless you're trying to steal tech, which you can do, but doing so from your ally probably isn't going to go over well).

Vassal States start out with 2 actions per round rather than the 4 that Independent States get

Please Provide the following information:
[Team Name in allied team's color]
Allied Team's Name
Your rank/name (if different from Forum name, to keep it simple I'd rather refer to you by your forum name)
Home System Name & Symbol (keep it simple; letters, shapes, things I can do with pixels)
If you'd like a special tech for 5 points, your special tech(keep it reasonable, I may nerf it to make it fit within everyone else's tech and the bounds of the game)
If you have a preference, your starting position on the map (Near your ally)
Your home system's starting strength, the number of lower-strength systems you'd like, and your fleet strength and positioning (up to 10 points total for all items, minus another 5 points if you want a special tech)
Your first 2 actions
Any RP information in a spoiler - if it's not unreasonable, I'll read it and work some part of it into the game somehow

Rules:

In this new galaxy, your civilization will expand and develop as you see fit. You may role-play your stories as you wish, but there are rules to this universe.

1) I am moderator of this universe.

As such, I reserve the right to change or modify anything at any time. However, as a moderator uninvolved in the actions of the universe, I will make every attempt to be benevolent in my rule; you will be treated the same as every other participant.

2) Everything that happens in-universe must happen through the spending of currency.

Here, it's Action Points (AP). You will be alloted AP based on your choice of nation type (Independent or Vassal) and future development (Relative system strength, mostly). I reserve the right to adjust the AP of all players at any time.

-2A) AP can be spent on some things for a fixed return (before any modifiers) - 1 AP = 1 fleet; 1 AP equates to colony points and research points; fleets may move up to their FTL range.
-2B) Not everything guaranties payout with 1 AP spent on it - technologies may take many AP to research properly. If you'd like to pay an AP to abort research and forget about an item, I'll reward your decluttering my notes with some kind of positive advancement. If you leave an item forgotten (no AP spent for more than one turn), I may punish you with with some kind of negative event.
-2C) Additional AP can be earned
--2C.1) Colonizing new systems
--2C.2) Upgrading existing systems
--2C.3) Upgrading system-level or production-related tech
-2D) Additional AP can be lost
--2D.1) Having fewer systems than the other players
--2D.2) Having lower quality systems than the other players
--2D.3) Loosing the technology-race
--2D.4) Having high upkeep from large fleets

Basically, keep developing, expanding, and building and you'll keep your AP level up. Stop doing that and it'll go down. Simple (or not  ;D) as that.

3) Chance

...Has a way of playing with us all. In that regard, I will be using randomizers for discerning the outcome of some actions. If I used a randomizer, I'll let you know the result in the post explaining the outcome of the action. My current randomizer is an Excel random command from 1 to 6 (A D6).

-3A) Your spending more resources on randomized events and researching relavent techs will have a positive effect on the outcome.
-3B) Some actions do not use randomizers - currently, tech research, fleet construction, and colonization (value) do not, and I have no plans to have them start.

4) Some tech has a solid, observable, outcome on your abilities, and I'd like you to know about it here:

-4A) FTL: Each level is one hex you can travel
-4B) Special Abilities: Some things you'll try to do will grant you special abilities. You'll know when they happen.
-4C) System Strength: Each level will eventually improve your production (AP) and makes the system harder to conquer. SS now takes 1 AP per level.
-4D) Your systems being separated from your home-world/friendly territory further than your capability to reach them from your territory in 1 turn will result in their being isolated and you loosing their benefit, unless they're on a trade route as laid out here.

5) Some tech has a fuzzy outcome on your abilities, and is more for you to consider while RP'ing:

-5A) Communications: Unless they're upgraded, you can only communicate as fast as your ships travel.
-5B) Specific Weapons (Or anything else): I've got numbers for weapons of a few types, but super specific stuff that doesn't sound like it has a special ability is mostly fluff. ("I have phaser-blasters! They do maor damage than lazors!" is a poor example of fluff for "I have upgraded weapons". "I have special armor that reflects beam weapons back at their users" is an example of a special ability.)
-5C) Fleet makeup: I will move your fleets around; if you've split up your fleets into specific ships it's up to you to keep track of how strong they are so you don't end up making a logical faux pas. I.e: You've got a flagship worth 6 points, and a science vessel worth 4. As long as they're starting out in or heading to the same system, I'll let you send a fleet strength of 5, even though that takes 1 point away from your flagship.

6) Combat:

-6A) Fleets: I'll be comparing Fleet Strength numbers (plus modifiers).
-6B) Systems: Systems would have a hard time fighting, but if they could, I'd compare system strength (plus modifiers).
-6C) Fleets vs. Systems: When fleets attack systems, they're at a disadvantage without anti-planet weapons (unless you're sending a transport fleet of marines or something). Currently it's the system strength x2 (plus modifiers).

7) Trade, Diplomacy, etc:

-7A) Generic trade is assumed to be ongoing; you can communicate with other participants through these channels for RP purposes.
-7B) Specific trade can be initiated with other players, the trade route will take as many actions to set up as is equal to the distance between players. A successful route grants each participant who has established the route 1 AP. If someone connects to you, you may reciprocate by connecting to them for 1/2 the total distance between you. You don't need permission to set up a route with another participant, but:
-7C) Participants can blockade, raid, pirate, or put embargoes on trade routes.
--7C.1) Blockades are initiated by stationary fleets (1<) of any participant entering into a system the trade route goes through. The trade route may be  re-routed for the appropriate AP.
--7C.2) Raids use partial fleets (1>) destroy the route for one/more turn, preventing that participant from getting the AP it provides for that turn.
--7C.3) Pirating steals the AP, but requires the route to pass near/through a system controlled by the pirating participant ('near' based on FTL capabilities).
--7C.4) Embargoing prevents the participant from getting the AP, but only works if the route is with you.
-7D) You may establish a limited number of colonies along the length of trade routes (away from your space). The strength of colonies on the route is based on the number of route-connections going through that space (a reciprocal-connection counts as 2).
-7E) Diplomacy is up to the players and their RP. I won't interfere in it, but if I see someone getting curb-stomped there's a good likelyhood that some disaster or random event will benefit them (unless they PM me explaining that they're ok being curb-stomped- see section 10 on end-game).

8 ) Role Play

Is totally acceptable, however, please keep only relevant RP in your posts in this thread, and keep them spoilered. If there is demand, I'll open up a Diplomatic Communique thread for the purpose of communications between participants here.

Your RP may or may not have an effect on the outcome of whatever situation you are in, but nothing can really 'happen' in-game without spending AP. If you have a rouge trader who goes to a port in another participants' system and has a non-disruptive adventure (to the operation of the system, he could kill off some mooks), that's fine. If that trader attempts some minor disruption (he kills off an important leader) you'll need to ask the owner of the system first. If he causes in-game disruption (steals a ship, destroys a planet, stops research), you'll need to spend AP.

At the start of the game, no operatives, special agents, or capable people from any of your nations exist anywhere but within your territory. Peace-loving Diplomats, tourists, and traders only.

10) Rounds & End Game

-10A)Rounds will end when:
--10A.1) Everyone has their actions in
--10A.2) I've pre-determined the round will end
--10A.3) I decide, but people who haven't gotten their action in will not forfiet actions until the date-set end of the next round and can make them late

At the end of each round I'll post saying the round has ended, post the updated map, and post explanations of each participant's actions. You can immediately submit new actions at the end of a round. If you are going to be away, you may PM me actions for future rounds or post them here in the order you'd like them to take place.

-10B) The Game will end when:

--10B.1) All but one player have decided to drop out or be eliminated
---10B.1a) Total player elimination can only occur at the request of that player
---10B.1b) Even if a player looses all of their fleets & systems, they are still considered 'in the game' through escaped ships, refugees, surviving listening posts, and other minor-RP type stuff as a 'Refugee Nation.'
---10B.1c) Refugee Nations will be granted 1 AP per turn, and allowed to move their focus freely within reason (no need for fleets to settle a system or scout, no planets needed to research). They will be allowed to recolonize.
---10B.1d) A player may donate fleets, systems, and tech to a Refugee Nation for the appropriate action points (to move fleets if needed, reestablish government on colonies/systems, deliver tech, etc.)
---10B.1e) A Refugee Nation will revert to a full nation when they regain their homeworld or 5 points of System strength.
---10B.1f) A Refugee Nation may be converted to a vassal if another nation agrees to take them on as such and gives them a system to inhabit. The Refugee's colors will change and they may gain the Independent Nation's special tech.
--10B.2) All players have formed a galactic-empire
--10B.3) All territory is explored

11) Don't sweat the rules too much

They're mostly there to keep me honest, really, so far you've all done fine and the only thing you need to do is write out some things you'd like to do.

I mean, seriously, there's not even a rule #9. I just skip right over it, the rules mean that little.

Remember guys, this is all for fun!


The original post deleted because of post-size limits

Attached map updated per note at top.
« Last Edit: August 27, 2013, 05:13:06 pm by Me2005 »
But you were dead a thousand times. Hopeless encounters successfully won. A man long dead, grafted to machines your builders did not understand. You follow the path, fitting into an infinite pattern. Yours to manipulate, to create and rebuild.

I know who you are.

You are destiny.

Thadius Faran

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Re: Galactic War: Interest?
« Reply #1 on: April 24, 2013, 06:45:06 am »
So, checking to see if anyone is interested in taking part in a Galactic War. I'll moderate, you make descisions and role play (if you feel like it). Descisions would be along the lines of "build fleets," "expand to a new star system," "improve star system," "attack Thadius Faran (Sorry! It seemed funny!)," or "upgrade technology X."

For the sake of the game, I'd keep track (privately) of the fleet strengths, exact tech levels, and other details. I'd try to make a map and update it with icons indicating player-systems, system strength, and fleets. Any request for an action I'd attempt to resolve in a way that makes sense. Everyone would start at the same basic level, with one 'home' system that is reasonably developed, and some reasonable number of actions (that could be increased through development). I'm thinking hex grid like attached for the map, but would consider changing to a regular grid. It'll look better and have impassable zones if this gets going.

If you're interested, post letting me know with the folowing information: your Government's name, your screen name and position of leadership in the government, home system name, special technology, and color. I'm reserving the whole black/white/gray scale for use in making the maps, but any other color should be fine. Do not post more than once at this time, do not roleplay against each other in this thread (I'll start a secondary thread for that if you want it, and if it gets going you can post, per action-post, one spoilered RP snippet you'd like me to see. If it's good/applicable, I might swing things your way.).

If you want more info, post asking so and I'll try to clarify, but really, things should be pretty simple on your end.

Edited to add: We'd probably be working on an 'every few days/up to a week' action timetable.

Starting info if you want in:

[Team Name in team color]
Team Color
Your rank
Home System Name & Symbol (keep it simple; letters, shapes, things I can do with pixels)
Your special tech
Your home system's starting region on my map (not that it really matters, there's nothing on there yet, it's mostly "Do you want to be near someone else y/n?)

Thats real funny! At least I can say i'm well kown now. I guess you should put mine in that way you get more people.
Faction name---S.D.I
Home System name---Caldera Mar
Symbol--- (The second pic download.)
Color---Orange
Position---Leader
Special Technology---(Gotta think hard to not cause a lot of crap.) Advanced Engines (Allows for faster speed and flexibility for my navy.)
Location--- (First pic)
If your going to use military force you ought to use overwhelming military force. All war is immoral and if you let that bother you your not a good soldier.

Hufer

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Re: Galactic War: Interest?
« Reply #2 on: April 24, 2013, 12:54:19 pm »
Storm's Reach Coalition
Team Color: Blue
Your rank: Fleet Admiral
Home System Name: Perseverance Mobile Station
Symbol: Phoenix rising from the ashes:
I understand this is complicated but it doesn't have to be perfect, I put the same logo in a Diameter 14 circle for my Battlestars in Blockade runner.
Your special tech: Complete mobilization (The entire Storm's Reach flotilla and it's civillian stations can preform FTL jumps like a ship would).
Your home system's starting position on my map: Doesn't matter, off in a corner somewhere.

Komrade

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Re: Galactic War: Interest?
« Reply #3 on: April 24, 2013, 04:48:04 pm »
Sounds interesting, figured I'd leave my info if it takes off.

Faction name---Interstellar Socialist Organization, I.S.O.
Home System name---San Salvacion
Symbol--- Raised Red Fist
Color---Red
Position---PDF Commander (Proletariat Defense Fleet)
Special Technology---Hmm.  Off the top of my head, Guerrilla Warfare: Ships are able to hide in asteroid fields or small outposts sympathetic to the ISO.
Location--- Somewhere down in the lower left corner. 

Interstellar Socialist Organization: Saving the universe one capitalist bastage at a time!

Me2005

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Re: Galactic War: Interest?
« Reply #4 on: April 25, 2013, 01:08:16 pm »
And with that, I think we'll get started and let others join up late if they want. I've attached the map here and to the OP.

Komrade, PDF Commander of the ISO:
Home System: San Salvacion (Numerical representation of all positions to be added to the map when I get to it)
Special Tech: Guerrilla Warfare - small fleets (<5) may be hidden from the public map in neutral or friendly territory.

Hufer, Fleet Admarial of the Storm's Reach Coalition:
Home System: Perseverance Mobile Station
Special Tech: Nomadic - systems may pack up and relocate for an action/system, so long as they relocate to friendly territory and are not under attack. This process may take longer than one round for larger systems.

Thadius Faran, Leader of the SDI
Home System: Caldera Mar
Special Tech: Level 2 FTL at the outset

All home systems are at strength 10 and have a fleet strength of 10, what would you like to do with your 4 actions?

(Edit: Perfect, on the 2nd page with a clean slate! I'm requesting a 1-post limit from each of you until the next round, which will start when everyone's posted)
But you were dead a thousand times. Hopeless encounters successfully won. A man long dead, grafted to machines your builders did not understand. You follow the path, fitting into an infinite pattern. Yours to manipulate, to create and rebuild.

I know who you are.

You are destiny.

Hufer

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Re: Galactic War: Interest?
« Reply #5 on: April 25, 2013, 02:10:20 pm »
IC:
Spoiler
The polarization screens slowly drop down on the viewscreens to stop the ever vigilant solar glare as jump # 6 is completed and the expansion fleet now resting soundly in what they've come to know as The Serpant's Cave sector. The sun lit up The Aristotle's reinforced hull with picture perfect light for all of the colonists looking out from Perserverance station. A light mood was in the air with tempered excitement, how safe they felt under the watchful wing of the Aristotle. This mission was to be a long one, most of the prime directives of journey were kept under lock and key and an mild undertone of secrecy has been veiled lightly over the whole operation.

SRC followed their standard deployment procedures, unpacking the Hawk Eye scout craft for their ever vigilant reconnaissance missions and unpacking the fleet's mobile repair ship into it's triage mode so that it may be ready for anything.

Actions: 1 Point - Scout out local area for resources/Points of interest (Fleet/Group: Hawkeye)
1 Point - Ship production (Fleet strength improvement, building additional Viper Mk VIII fighter Group for The Aristotle worth 1 point)
2 Points - Research and Development for advanced Armouring systems.

Fleets/Groups:
Spoiler

Battlestar Group One 10/10 Point Strength:
Flagship: Aristotle (9)
Fleet Composition: Fleet Repair Vessel (0)
Small Craft: Viper Mk VIII Flight Group - Reaper Flight (1)

Hawkeye 0/0 Points Strength:
Group Leader: N/A
Group: Hawkeye Scout Craft Group (0)
« Last Edit: April 25, 2013, 08:48:22 pm by Hufer »

The Error

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Re: Galactic War: Interest?
« Reply #6 on: April 25, 2013, 02:34:04 pm »
Free Revolutionary Associates of Krull [FRAK]
Pink (manly!)
Your rank: High Commander
Home System Name & Symbol: Home System. Krull, emblem, a pair of downward-swept wings.
Your special tech: Emission scrambler (you can't track meh through FTL)
Your home system's starting region on my map: Some distance from the rest. Randomize, I guess.
Your home system's starting strength, and number of lower-strength systems you'd like: Home system 8, one colony, 2.
Your fleet distribution: 8/10 home, 2/10 colony.
"Remember to look straight ahead. Sometimes you get distracted looking behind you.The obvious threats come first, don'tcherknow."
                                            -Fleet Commander Error

Thadius Faran

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Re: Galactic War: Interest?
« Reply #7 on: April 25, 2013, 03:42:33 pm »
Action 1 Make new colony.
Action 2 Locate resources.
Action 3 Construct light scout fleet.
Spoiler
3 S.D.I Scout Ships 2 Frigates
Action 4 Reinforce Caldera Mar system with Patrol Fleet.
Spoiler
1 Scout ship 3 patrol ships 2 customs ships 1 frigate.


Is this good?


Note All S.D.I ships available for download on faction thread.
If your going to use military force you ought to use overwhelming military force. All war is immoral and if you let that bother you your not a good soldier.

Me2005

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Re: Galactic War: Interest?
« Reply #8 on: April 25, 2013, 05:01:58 pm »
Free Revolutionary Associates of Krull [FRAK]
Pink (manly!)
Your rank: High Commander
Home System Name & Symbol: Home System. Krull, emblem, a pair of downward-swept wings.
Your special tech: Emission scrambler (you can't track meh through FTL)
Your home system's starting region on my map: Some distance from the rest. Randomize, I guess.
Your home system's starting strength, and number of lower-strength systems you'd like: Home system 8, one colony, 2.
Your fleet distribution: 8/10 home, 2/10 colony.

Acknowledged:

The Error, High Commander of FRAK
Home System: Krull
Special Tech: Ships may retreat to FTL with no possibility of pursuit, Total fleet strength is known as well as non-retreat units.

Map to follow when the rest of the moves & Holy Thunder's team have been submitted. You can go ahead and submit a move if you like.
« Last Edit: April 26, 2013, 12:03:50 pm by Me2005 »
But you were dead a thousand times. Hopeless encounters successfully won. A man long dead, grafted to machines your builders did not understand. You follow the path, fitting into an infinite pattern. Yours to manipulate, to create and rebuild.

I know who you are.

You are destiny.

Holy Thunder

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Re: Galactic War: Interest?
« Reply #9 on: April 25, 2013, 05:18:56 pm »
Valencian Empire
Color: Navy blue
Title:  High Executor
Home System Name: Valencia
Logo:  Anything thunderbolt ish.  Not sure how to load the picture I had in mind.

Your special tech--Nanite Repair. Nanobots on all Valencian warships immediately repair battle damage, at an astounding rate, by reorganizing leftover molecules from damaged material and utilizing high-density repair material stored within the ships themselves. Valencian ships are very difficult to kill if not immediately destroyed in combat.

Your home system's starting region on my map (at the top right, directly above orange in that little pocket)
Your home system's starting strength, and number of lower-strength systems you'd like (Home: Valencia, 6 points, in that little pocket.  Gatadia, 4, at the entrance to that pocket. )

Your fleet distribution:  Stationed at Gatadia.

Flagship Dauntless, 4 points, Battle Cruiser
Heavy Cruisers Merlon  and Intrepid, 2 points each
Fast Fleet Auxilary (repair and resupply ship) Titan, 1 point














Submitting Turn 1 now.  Feel free to read if you want the backstory. I just came up with it, it but I think it's pretty good.




Spoiler
Having received intelligence reports warning of significantly increased alien activity in the coming months, the Ruling Council of the Valencian empire grew very concerned. Naturally secretive from outside factions, Valencians had created a robust economy in their own small corner of the map. Only a few milennia had passed since the violent loss of their ancestral territory, had driven them to this corner of the universe. Only a scant few decades had passed since the majority of Valencian forces were wiped out while defending their homeworld from Scatali Dragon invadors. Resilient and long-lived, the Valencians were nonetheless unlikely to command a population large enough to actually rule over the other factions in this quadrant. (Valenican definition of the playing map.) But they also could not allow a hostile dominant force to threaten their newfound security.

After deliberating for some time amongst themselves and with the Valencian public, the Ruling Council voted unanimously to appoint a High Executor, charged with the critical task of ensuring a stable quadrant friendly to Valencian interests. He would be given broad governmental influence, and complete command over the remaining Valencian forces. He was ultimately subject to the elected Council regarding the overall plan of the government, but would be otherwise free to implement their goals as was appropriate. To avoid political posturing to affect his decisions, they decided that the title of High Executor would be permanent.

In a symbol of comraderie and selflessness unseen in other races, the elder commanding officers proactively volunteered their resignations and called for a younger officer, preferably under 200, to lead this effort. They avowed loyalty to the High Council's choice above all else.

After much searching,prayer, and super-computer analyses, a young fighter captain named Glimmerhad was chosen above many of his peeers and superiors. He had been field-promoted to commanding a heavy cruiser formation in the war against the Scatali, and his unconventional tactics had been impressively effective in the final battle--while the main force defended Valencia itself, his formation was part of a small counterstrike to collapse the portal itself the Scatali were using to invade.

The suprise attack had met overwhelming opposition, and the rigid-minded admiral was unable to completely cope with the onslaught. In one savage charge after the admiral had been lost, Glimmerhad managed to maneuver completely opposite to his own fleet  and conceal his formation within the enemy. As they regrouped near the portal, his heavy cruisers broke off and charged the portal. The only way to collapse it with just his heavy cruisers, in only the short window they had available, was by having them collide with the gate anchors directly. 

The effort was successful, and most of the defending fleet was wiped out in the resulting explosion.  Despite the loss of nearly his entire formation, Glimmerhad managed to save most of his crews. Before the last engagement and while the enemy regrouped to the portal, he'd ordered his ship commanders to transfer all repair nanites to the escape pods and overcharge their shields from the main power cores. So while his ships and most of the Scatali were destroyed, his escape pods remained intact.

Only one of his heavy cruisers, Intrepid, remained, by powering down among wreckage before the previous engagement at Glimmerhad's orders. Intrepid picked up the survivors as the Valencian remnants chased the scattering Scatali survivors.

After the war, Glimmerhad had intensely studied fleet movements and had proposed several new tactics that proved to be powerfully effective in simulations. He also proved himself a capable combat fighter in sorties against Scatali remnants in clandestine mercenary operations for other factions within this quadrant. His passion, however, was in pursuing extreme sports in all their varieties, on both Valencia and Gatadia.

--

Glimmerhad was shocked to be selected for High Executor, but he met his task with humble determination.  He immediately ordered the decommission of the entire Valencian fleet, opting for a few quality vessels over an armada of relics.  After extensive work, he was left with only one battle cruiser and two heavy cruisers, both better than new. He also commissioned a Fast Fleet Auxilary to support the fleet in long-term missions, capable of turning raw material into usable components and munitions. The two planetary economies reluctantly shifted into a wartime economy...




Turn 1:

Newly appointed High Executor Glimmerhad orders enhancements to his flagship Battle Cruiser, Dauntless, for one point. Dauntless is now worth 5 points.

He also orders construction of a new Battleship for 2 points. It will be 4 points when finished.

Realizing that swift support will be crucial in future engagements, the High Council orders research into wormhole (instantaneous) travel via portal, for one point.

« Last Edit: April 25, 2013, 06:35:27 pm by Holy Thunder »
--Trespassers will be promptly riddled with bullets and other unpleasant projectiles.

--Survivors will treated with apologies, steak dinner, and a VIP tour of our facilities.

Me2005

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Re: Galactic War!
« Reply #10 on: April 25, 2013, 07:07:59 pm »
Turn 1:

Newly appointed High Executor Glimmerhad orders enhancements to his flagship Battle Cruiser, Dauntless, for one point. Dauntless is now worth 5 points.

He also orders construction of a new Battleship for 2 points. It will be 4 points when finished.

Realizing that swift support will be crucial in future engagements, the High Council orders research into wormhole (instantaneous) travel via portal, for one point.

Acknowledged: Holy thunder/ Glimmerhad, High Executor of the VE
Homeworld: Valencia
Special tech: Advanced repair (ships/industry are of improved quality)

I'm working on actions for currently submitted players; but your mixed point values don't make sense - Spoiler/RP exact ship values, the way I'm reading it, I'm to allocate 3 of your points to fleet improvements - that doesn't mean you now have 9 points of additional fleet, it gives you 3 points of additional fleet (by my numbers; yours can be whatever you want. It'd actually be best not to assign numbers to any of your stuff, and instead just list ships/sizes/etc. so you can split your fleet logically later. I'll let you RP/background whatever you want, but if you spend an action to send a 3-fleet to battle, you're sending a 3-fleet to battle; even if you've RP'd that you have 2 ships - one worth 4 and the other worth 6).
But you were dead a thousand times. Hopeless encounters successfully won. A man long dead, grafted to machines your builders did not understand. You follow the path, fitting into an infinite pattern. Yours to manipulate, to create and rebuild.

I know who you are.

You are destiny.

Holy Thunder

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Re: Galactic War!
« Reply #11 on: April 25, 2013, 08:45:40 pm »
No no---the back story was to explain my 10 points in the beginning. So by your math I should now have 13 fleet points and 1 point toward instant travel.

I like the idea of assigning points to ships although I totally get that you wouldn't want to have to track that. You see 13 fleet points, I see 1.5 capital ships and 2 heavy cruisers and a repair vessel.


If that's cool. If not I can just refer to fleet points, that's cool too.
--Trespassers will be promptly riddled with bullets and other unpleasant projectiles.

--Survivors will treated with apologies, steak dinner, and a VIP tour of our facilities.

Komrade

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Re: Galactic War!
« Reply #12 on: April 26, 2013, 01:13:56 am »
(1)Pravda News, Breaking Report -- Commander Christian Remoc reorganizes the PDF to adapt to changing political climate. --
Free Action: Division of Fleet into Red Fleet (ISO RED), tasked with Exploration and Colonization (worth 2 Fleet Points), Blue Fleet (ISO BLU), tasked with defense of the motherland (worth 5 fleet points), and [REDACTED 01].

(2) Action point 1, Immediate tasking of [REDACTED 01] on mission, top priority, as follows, to [REDACTED 02].

(3) Action point 2, Immediate tasking of ISO RED to scout local area for resources/terrestrial planets as far as they can.  If found, relay the presence of intelligent lifeforms, colonies, and outposts to San Salvacion, top priority.

(4) Action point 3, Begin research into radiological weapons and potential for nuclear damage/EMP effects.  Report discoveries to PDF Commander, ASAP.

(5) Action point 4, Additional funding for radiological weapons research.  If the Politburo complains, inform them it is a direct order from the PDFC.

Roleplay and Fleet compositions to follow, under spoiler.

Interstellar Socialist Organization: Saving the universe one capitalist bastage at a time!

Axis48

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Re: Galactic War!
« Reply #13 on: April 26, 2013, 02:20:33 am »
(I'm not sure what the exact rules of the vassal states are, so I'll just post, let me know what to edit down.)

The Pale Bulwark
Team Color: Blue, Vassal of SRC
Your rank: Fleet Captain
Home System Name & Symbol: Toriban Jump Station


Your special tech: Based mostly on their roots of protecting the remnant of the civilian population, the Pale Bulwark mostly exists as reenforcing and grooming star systems for civilian use. As such, when an owned or friendly fleet is defending against an attacker in a controlled sector, they receive a 25% bonus to their fleet score
Your home system's starting region on my map: Top right, with the rest of the SRC
Your home system's starting strength, and number of lower-strength systems you'd like: (3) Toriban Jump Station
Your fleet distribution: (1) kdb-1 Broadside Cruiser The Pale Empress and (1) Terracotta Defense Cannon

(I am a Vassal of SRC, let it be known!)
« Last Edit: April 26, 2013, 05:14:51 pm by Axis48 »

Me2005

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Re: Galactic War!
« Reply #14 on: April 26, 2013, 11:46:38 am »
I like the idea of assigning points to ships although I totally get that you wouldn't want to have to track that. You see 13 fleet points, I see 1.5 capital ships and 2 heavy cruisers and a repair vessel.

Ah, ok, I've got you as 13 points (that's what I had counted to begin with), just clarifying.

I've got everyone but Axis' and The Error's moves in, if you could submit them I'll close out the round. Axis: I've specified vassal capabilities if you'd like to modify your description; as it is I'm planning on giving you a 25% defense bonus in friendly systems and a 3-strength system with 2 fleet strength. Let me know in your action post if that is/isn't ok.

Edit: Oh right, and you get 2 Action-points instead of 4 as a Vassal
« Last Edit: April 26, 2013, 05:22:59 pm by Me2005 »
But you were dead a thousand times. Hopeless encounters successfully won. A man long dead, grafted to machines your builders did not understand. You follow the path, fitting into an infinite pattern. Yours to manipulate, to create and rebuild.

I know who you are.

You are destiny.