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CYOF RPG Official OOC Thread
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An entirely strange idea...
What about you take this one step further and make some sort of tactical map for the battles - a grid that the ships would maneuver on according to whatever strategy the leader told them to use. You could have a couple different maps for different sectors: one for empty space, one for asteroid fields, one for gas fields, one for planets, etc (actually, you could represent planets and bases using other pieces, so that you could just work them into the map depending on the sector; that way you could use the "deep space" map for both Manhattan and New London, for example).
Mind you, this would mean actually thinking about where the battle would take place, so here is Arilias's Guide to Figuring Out Where the Battles Are Happening:
1. Attacks on Bases - When a group is attacking a base, the battle will always occur in the area of that base. The map should include both the base being attacked, as well as any solars nearby (for example, if a fleet was attacking Planet Manhattan, the map would also include Trenton Outpost and Newark Station; the map for an attack on Fort Bush would also include Baltimore Shipyard)
2. Attacks on Systems - Any ships that are attempting to block passage through a system will be assumed to be at the Jump Gates (whether its the exit or the entrance Jump Gate is up to jacob). Therefore, the Jump Gates and any nearby border stations should be on the map.
3. Raids - A pirate raid on a trade convoy will occur in an asteroid field if the standard trade route passes through one (the standard trade route being the "best route" from the convoy's origin to its destination) within that system, and in deep space if it does not.
4. Encounters - When two hostile fleets attempt to move through the same system, they will engage in combat, regardless of who actually controls the system. For reasons of making these battles more interesting, they will always occur at the system's largest solar cluster. Solar clusters are:
New York System: Planet Manhattan, Trenton Outpost, Newark Station
California System: Planet Los Angelas, Battleship Yukon (regardless of whether or not its there)
Texas System: Planet Houston, LPI Huntsville
Colarado System: Planet Denver
Cortez System: Planet Curacao
Magellan System: Freeport 4
Manchester System: Sheffield Station
New London System: Planet New London, Thames Outpost, Waterloo Station
Leeds System: Planet Leeds
Dublin System: Battleship Hood
Cambridge System: Planet Cambridge, Cambridge Research Facility
Edinburgh System: Planet Ayr, Perth Station
Tau-31 System: Holman Outpost
Tau-23 System: Tau-31 Gate Construction Site
Tau-37 System: Freeport 10
Tau-29 System: Freeport 6
Kyushu System: Planet Kyushu
New Tokyo System: Planet New Tokyo, Roppongi Station
Shikoku System: Deshima Station
Honshu System: Planet Honshu
Hokkaido System: Chugoku Gate Construction Site
Choguku System: Kyoto Base
Tohoku System: Heaven's Arch
Kepler System: Ames Research Station
Galileo System: (Raiden Bend)
Sigma-13 System: Luxury Liner Hawaii
Sigma-19 System: Gas Miner Naha
Sigma-17 System: Planet Kurile
Bering System: Freeport 2
Hudson System: Planet Hudson
New Berlin System: Planet New Berlin, the Ring, Oder Shipyard
Dresden System: Leipzig Station
Stuttgart System: Planet Stuttgart
Hamburg System: Planet Hamburg
Frankfurt System: Planet Holstein
Omega-11 System: Solaris Station
Omega-3 System: Freeport 1
Omega-41 System: Freeport 5
Omega-5 System: (the hole in the asteroid field)
Omega-7 System: Freistadt Outpost
Omnicron Alpha: Planet Malta
Omnicron Gamma: Planet Crete
Omnicron Theta: Freeport 9
Omnicron Beta: Ruiz Base
Damn... haven't played the game in a while, so most of these will be lacking in details. But that's the location I think they'd most likely happen in.
What about you take this one step further and make some sort of tactical map for the battles - a grid that the ships would maneuver on according to whatever strategy the leader told them to use. You could have a couple different maps for different sectors: one for empty space, one for asteroid fields, one for gas fields, one for planets, etc (actually, you could represent planets and bases using other pieces, so that you could just work them into the map depending on the sector; that way you could use the "deep space" map for both Manhattan and New London, for example).
Mind you, this would mean actually thinking about where the battle would take place, so here is Arilias's Guide to Figuring Out Where the Battles Are Happening:
1. Attacks on Bases - When a group is attacking a base, the battle will always occur in the area of that base. The map should include both the base being attacked, as well as any solars nearby (for example, if a fleet was attacking Planet Manhattan, the map would also include Trenton Outpost and Newark Station; the map for an attack on Fort Bush would also include Baltimore Shipyard)
2. Attacks on Systems - Any ships that are attempting to block passage through a system will be assumed to be at the Jump Gates (whether its the exit or the entrance Jump Gate is up to jacob). Therefore, the Jump Gates and any nearby border stations should be on the map.
3. Raids - A pirate raid on a trade convoy will occur in an asteroid field if the standard trade route passes through one (the standard trade route being the "best route" from the convoy's origin to its destination) within that system, and in deep space if it does not.
4. Encounters - When two hostile fleets attempt to move through the same system, they will engage in combat, regardless of who actually controls the system. For reasons of making these battles more interesting, they will always occur at the system's largest solar cluster. Solar clusters are:
New York System: Planet Manhattan, Trenton Outpost, Newark Station
California System: Planet Los Angelas, Battleship Yukon (regardless of whether or not its there)
Texas System: Planet Houston, LPI Huntsville
Colarado System: Planet Denver
Cortez System: Planet Curacao
Magellan System: Freeport 4
Manchester System: Sheffield Station
New London System: Planet New London, Thames Outpost, Waterloo Station
Leeds System: Planet Leeds
Dublin System: Battleship Hood
Cambridge System: Planet Cambridge, Cambridge Research Facility
Edinburgh System: Planet Ayr, Perth Station
Tau-31 System: Holman Outpost
Tau-23 System: Tau-31 Gate Construction Site
Tau-37 System: Freeport 10
Tau-29 System: Freeport 6
Kyushu System: Planet Kyushu
New Tokyo System: Planet New Tokyo, Roppongi Station
Shikoku System: Deshima Station
Honshu System: Planet Honshu
Hokkaido System: Chugoku Gate Construction Site
Choguku System: Kyoto Base
Tohoku System: Heaven's Arch
Kepler System: Ames Research Station
Galileo System: (Raiden Bend)
Sigma-13 System: Luxury Liner Hawaii
Sigma-19 System: Gas Miner Naha
Sigma-17 System: Planet Kurile
Bering System: Freeport 2
Hudson System: Planet Hudson
New Berlin System: Planet New Berlin, the Ring, Oder Shipyard
Dresden System: Leipzig Station
Stuttgart System: Planet Stuttgart
Hamburg System: Planet Hamburg
Frankfurt System: Planet Holstein
Omega-11 System: Solaris Station
Omega-3 System: Freeport 1
Omega-41 System: Freeport 5
Omega-5 System: (the hole in the asteroid field)
Omega-7 System: Freistadt Outpost
Omnicron Alpha: Planet Malta
Omnicron Gamma: Planet Crete
Omnicron Theta: Freeport 9
Omnicron Beta: Ruiz Base
Damn... haven't played the game in a while, so most of these will be lacking in details. But that's the location I think they'd most likely happen in.
Blast it, I'm out thanks to siskos stupidity. he said several times he was recalling his forces, then he turns around and wipes out his staunchest ally. That is worse politics than anything I ever did. People will remember this incident, and liberty is probably gonna get hit after rhineland for attacking innocent people. Plus, crime is gonna get worse with the bhg gone.
Well Liberty's been kind of a ***** recently, especially about arms proliferation. (lol, j/k) So you know you could be Orbital Spa and Cruiser, they haven't had to much damage done I think. Or you could also always take me up on my offer to be a general in the Hispania Armed Forces, command your remaining forces and a cruiser group perhaps.
Hey, Richardson, listen up--there is no crime in this rpg! the Outcasts and Corsairs are now House Hispania, and all other criminal factions are NPC's.
@ Triyun: Liberty has been really pissy about weapons lately...I think I'm just going to continue building bombers just to annoy them.
On the other hand, as a tribute to Sisko for killing off the BHG I might stop building them (no offence Rich)
@ Triyun: Liberty has been really pissy about weapons lately...I think I'm just going to continue building bombers just to annoy them.
On the other hand, as a tribute to Sisko for killing off the BHG I might stop building them (no offence Rich)
CAUTION: Heavy Reading Ahead (no, really, please read)
I had an idea that I think might help the RPG. It looks like a lot of the smaller faction get destroyed because the bigger factions can just come in with a huge navy and blow them and their bases to bits. In the game the reason factions such as the Liberty Rogues and the Unioners can live is because either the bigger factions have no clue where their bases are or does not want to enter the area because it is too dangerous (like the Badlands). So I was thinking, maybe we should have something where you need to actually find the bases and/or systems before you can attack them. So you can't have just started as Liberty then say "Destroy Padua Base with army." You have no clue where Padua is, so you wouldn't even know it's name, much less it's location. This could also open up a more secrative type of thing, so you could tell your allies were your bases and/or systems are or if you don't trust them, you could not. There could also be spies and covert agents to figure out where these bases are. I just think that might help so factions like the Liberty Rogues could stand a fighting chance against Liberty through secrety and stealth. So, say 10 Liberty cruisers go into the Badlands to find the Rogue base there. If the Rogues destroy the cruisers before they can get to one of their bases to report, then Liberty still doesn't know where the base is, even if the cruisers found it because they were destroyed before they could report. Also, if Liberty decided to play it safe and go into the Badlands with their full fleet or almost all of it, then the Rogues could send a small group to distract the fleet while the rest attack the relatively unprotected Liberty space. They would have to tell Liberty when they attack, of course, but because their fleet is in the Badlands and they couldn't send a signal that far, they would either have to send another wing to tell them or wait until they finish in the Badlands. I think that this may be able to help out the factions with a significant disadvantage compared to the larger factions. Here could be a basic turn:
Liberty Rogues Turn 3
6 Bases
0 Systems owned
Placement:
Place new small base
Place new 10 LF wings
Money:
50 credits ect.
Collect commodities:
9 food
14 h-fuel
5 metals
10 oxygen
19 water
Purchases:
5 HF wings
Trade:
None
Alliances:
CLASSIFIED
Ship stats:
Normal
Total:
90 credits
20 food
13 h-fuel
25 metals
12 oxygen
41 water
That would be a basic turn. Note that the Alliances would be classified so that spies and unknown alliances are possible. For instance, say the Liberty Rogues allied themselves with Liberty and is spying on the Outcasts. The Outcasts won't suspect anything because they don't know the Rogues allied because they did it in secret. The Rogues could even go past that and give Liberty fake info and spy on Liberty for the Outcasts. See all the possibilities? I know this make take a lot of effort but I will try to help in an way that I can.
Any comments/conflict/questions/other stuff that you have either post or
e-mail me at [email protected].
Roc
Edited by - Roc on 11/28/2004 8:05:18 AM
I had an idea that I think might help the RPG. It looks like a lot of the smaller faction get destroyed because the bigger factions can just come in with a huge navy and blow them and their bases to bits. In the game the reason factions such as the Liberty Rogues and the Unioners can live is because either the bigger factions have no clue where their bases are or does not want to enter the area because it is too dangerous (like the Badlands). So I was thinking, maybe we should have something where you need to actually find the bases and/or systems before you can attack them. So you can't have just started as Liberty then say "Destroy Padua Base with army." You have no clue where Padua is, so you wouldn't even know it's name, much less it's location. This could also open up a more secrative type of thing, so you could tell your allies were your bases and/or systems are or if you don't trust them, you could not. There could also be spies and covert agents to figure out where these bases are. I just think that might help so factions like the Liberty Rogues could stand a fighting chance against Liberty through secrety and stealth. So, say 10 Liberty cruisers go into the Badlands to find the Rogue base there. If the Rogues destroy the cruisers before they can get to one of their bases to report, then Liberty still doesn't know where the base is, even if the cruisers found it because they were destroyed before they could report. Also, if Liberty decided to play it safe and go into the Badlands with their full fleet or almost all of it, then the Rogues could send a small group to distract the fleet while the rest attack the relatively unprotected Liberty space. They would have to tell Liberty when they attack, of course, but because their fleet is in the Badlands and they couldn't send a signal that far, they would either have to send another wing to tell them or wait until they finish in the Badlands. I think that this may be able to help out the factions with a significant disadvantage compared to the larger factions. Here could be a basic turn:
Liberty Rogues Turn 3
6 Bases
0 Systems owned
Placement:
Place new small base
Place new 10 LF wings
Money:
50 credits ect.
Collect commodities:
9 food
14 h-fuel
5 metals
10 oxygen
19 water
Purchases:
5 HF wings
Trade:
None
Alliances:
CLASSIFIED
Ship stats:
Normal
Total:
90 credits
20 food
13 h-fuel
25 metals
12 oxygen
41 water
That would be a basic turn. Note that the Alliances would be classified so that spies and unknown alliances are possible. For instance, say the Liberty Rogues allied themselves with Liberty and is spying on the Outcasts. The Outcasts won't suspect anything because they don't know the Rogues allied because they did it in secret. The Rogues could even go past that and give Liberty fake info and spy on Liberty for the Outcasts. See all the possibilities? I know this make take a lot of effort but I will try to help in an way that I can.
Any comments/conflict/questions/other stuff that you have either post or
e-mail me at [email protected].
Roc
Edited by - Roc on 11/28/2004 8:05:18 AM
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