Important MessageYou are browsing the archived Lancers Reactor forums. You cannot register or login. |
The Control Your Own Faction RPG: Part 3, The Age of War- Th
Read, add and comment on excellent written stories by fans, set within the Freelancer universe
IC turn 8:
Base list:
Newark Station, New York , 5 LF wings (Large)
Bonn Station , New Berlin, 5 LF wings (Large)
Roppongi Station , New Tokyo, 10 LF wings (Large)
Waterloo Station , New London, 5 LF wings (Large)
Future Station, Hokkaido 5 LF wings (Small)
Hope Station, Tau 29, 2 LF wings (Small)
Freedom Station, Tau-23, 7 LF wings (Small)
Peace Station, Tau-37 ,7 LF wings and 10 HF wings (Small)
Cash Station, Omega 11, 2 LF wings (Small)
Ship stats:
LF: FA 3, CA 2, FD 3, CD 2 (8 points,2 free points)
HF:FA 3, CA 4, FD 2, CD 3 (12 points)
VHF: FA 5, CA 4, FD 4,CD 5 (16 points, 2 free points)
Gunboat: FA 4, CA 6, FD 4, CD 6 (20 points)
1: I place the station in Omega 11 and 5 HF wings in Tau-37
2:I buy 5 LF wings, and 1 small station.
3:
I give 10 credits to the Corsairs.
4:none
5:
Credits :345+170=515
515-10-25-100=380
Credits:480
18 F, 25 H-Fuel, 5 Metals, 0 O, 30 W
The IC wants to become a member of the Corporate Alliance.
Edited by - The Creator on 12/29/2004 1:07:11 PM
Base list:
Newark Station, New York , 5 LF wings (Large)
Bonn Station , New Berlin, 5 LF wings (Large)
Roppongi Station , New Tokyo, 10 LF wings (Large)
Waterloo Station , New London, 5 LF wings (Large)
Future Station, Hokkaido 5 LF wings (Small)
Hope Station, Tau 29, 2 LF wings (Small)
Freedom Station, Tau-23, 7 LF wings (Small)
Peace Station, Tau-37 ,7 LF wings and 10 HF wings (Small)
Cash Station, Omega 11, 2 LF wings (Small)
Ship stats:
LF: FA 3, CA 2, FD 3, CD 2 (8 points,2 free points)
HF:FA 3, CA 4, FD 2, CD 3 (12 points)
VHF: FA 5, CA 4, FD 4,CD 5 (16 points, 2 free points)
Gunboat: FA 4, CA 6, FD 4, CD 6 (20 points)
1: I place the station in Omega 11 and 5 HF wings in Tau-37
2:I buy 5 LF wings, and 1 small station.
3:
I give 10 credits to the Corsairs.
4:none
5:
Credits :345+170=515
515-10-25-100=380
Credits:480
18 F, 25 H-Fuel, 5 Metals, 0 O, 30 W
The IC wants to become a member of the Corporate Alliance.
Edited by - The Creator on 12/29/2004 1:07:11 PM
Hmmm, I wonder who this is directed at - But the only reason you want to do this is that you seem convinced that the rules will have to stay the same. They can't though. The game will not work if they stay as they currently are. And when the rules do change where will you be? You'll be two or three turns behind in your fleet production and with nothing to show for it. It's in your best interests to drop the attack and try again some other time.
Besides, Mr. "Realism and rules are the only important things" () why is it that only now, after hundreds of years of fighting against Rheinland do Hessians press an attack? And how is it realistic for them to go after 3 whole systems? Especially considering the fact that one of these systems doesn't have *any* Daumann or Kruger bases (Stuttgart).
Besides, Mr. "Realism and rules are the only important things" () why is it that only now, after hundreds of years of fighting against Rheinland do Hessians press an attack? And how is it realistic for them to go after 3 whole systems? Especially considering the fact that one of these systems doesn't have *any* Daumann or Kruger bases (Stuttgart).
COLONY NEWS:
In a stunning political move today, President Leonheart lowered the drinking age from 21 to 16. He also legalized cardimine, saying studies show that it makes you live longer and neutralizes pain. He will begin shipping it as medicane from the Outcasts, then, scientests will begin neutralizing the enzyme that makes you addicted to it.
In a stunning political move today, President Leonheart lowered the drinking age from 21 to 16. He also legalized cardimine, saying studies show that it makes you live longer and neutralizes pain. He will begin shipping it as medicane from the Outcasts, then, scientests will begin neutralizing the enzyme that makes you addicted to it.
(OOC)Yay President leonhart!!!
@ Codename: Your point about the hessians not attacking beforehand...Meh. Not my problem. We're attacking now, with the help of the Bundschuh, in three of your systems.
@ roc: I don't think it sounds smart. I'm going to have my turns, sure. Of course I am. I'm just not recalling the attacks.
So as far as we know now, Sigma 13, Frankfurt, Dresden, and New Berlin are contested territory and controlled neither by me nor Codename. Therefore neither I nor Codename can move troops into those systems or place troops in those systems. Sorry, I'm not recalling my attacks, and I don't know why I should feel sorry for you not posting your movements before me. Sure its low, but is effective.
Furthermore, I'm already attacking Codename in Dresden, so no ships in or out of that system either. I'm pretty sure--tho it may be against the rules--its safe to assume you'll retain control of it cos I'm only attacking you with 1 LF wing.
It is Wednesday, and in a few more hours it will be thursday...I don't see why you're complaining.
Red Hessian Turn Seven
1. I place 10 MC VHF wings in Omega 11.
2. I build 10 MC VHF wings. And research VHF CA
3. To the Rogues: When the League still existed, we had a peace agreement. Could I suggest reactivating it?
4. No movements or attacks...not like I can make any, anyways.
5. credits: 715
commodities: 96 M/ 52 HF/ 39 W/ 63 O/ 24 F
Base locations:
Vogtland (since Codename hasn't taken over it yet), Dresden (large)
Freital, Omega 11 (l, h)
Ronneburg, Omega 5 (l, h)
Yama Shipyard, Red Death (fighter shipyard)
Kali, Omega 7 (fighter shipyard)
Indra, Sigma 19 (s)
Agni, Omicron Gamma (s)
Battles:
Red Death:
10 MC VHF wings, 10 H. LF wings
vs.
5 R. LF wings
Stuttgart:
32 LF wings, 15 MC VHF wings
vs.
30 LF, 14 HF (all Rhineland)
New Berlin:
35 H. LF wings, 40 MC VHF wings
vs.
45 LF, 10 HF (all Rhineland)
Frankfurt:
10 H. LF, 5 MC VHF, 30 B. LFs
vs.
25 LF, 5 HF (all Rhineland)
@ Codename: Your point about the hessians not attacking beforehand...Meh. Not my problem. We're attacking now, with the help of the Bundschuh, in three of your systems.
@ roc: I don't think it sounds smart. I'm going to have my turns, sure. Of course I am. I'm just not recalling the attacks.
So as far as we know now, Sigma 13, Frankfurt, Dresden, and New Berlin are contested territory and controlled neither by me nor Codename. Therefore neither I nor Codename can move troops into those systems or place troops in those systems. Sorry, I'm not recalling my attacks, and I don't know why I should feel sorry for you not posting your movements before me. Sure its low, but is effective.
Furthermore, I'm already attacking Codename in Dresden, so no ships in or out of that system either. I'm pretty sure--tho it may be against the rules--its safe to assume you'll retain control of it cos I'm only attacking you with 1 LF wing.
It is Wednesday, and in a few more hours it will be thursday...I don't see why you're complaining.
Red Hessian Turn Seven
1. I place 10 MC VHF wings in Omega 11.
2. I build 10 MC VHF wings. And research VHF CA
3. To the Rogues: When the League still existed, we had a peace agreement. Could I suggest reactivating it?
4. No movements or attacks...not like I can make any, anyways.
5. credits: 715
commodities: 96 M/ 52 HF/ 39 W/ 63 O/ 24 F
Base locations:
Vogtland (since Codename hasn't taken over it yet), Dresden (large)
Freital, Omega 11 (l, h)
Ronneburg, Omega 5 (l, h)
Yama Shipyard, Red Death (fighter shipyard)
Kali, Omega 7 (fighter shipyard)
Indra, Sigma 19 (s)
Agni, Omicron Gamma (s)
Battles:
Red Death:
10 MC VHF wings, 10 H. LF wings
vs.
5 R. LF wings
Stuttgart:
32 LF wings, 15 MC VHF wings
vs.
30 LF, 14 HF (all Rhineland)
New Berlin:
35 H. LF wings, 40 MC VHF wings
vs.
45 LF, 10 HF (all Rhineland)
Frankfurt:
10 H. LF, 5 MC VHF, 30 B. LFs
vs.
25 LF, 5 HF (all Rhineland)
No you didn't. I checked all the posts for the day I declared my attack--Edit: and all the posts beforehand back to december freakin' 23--and yours does not precede mine. I declared attack and moved troops in first, therefore, as the rules are stated now, you can't get into New Berlin.
@ Codename: Why should they change? That would completely alter the battle system, and not for the better. The one real thing that is keeping criminal organizations alive is the ability to strike a blow in the heart of where any enemy has left a hole in its defence. If you can move huge fleets into any system at any call of an attack, how can a revolutionary or pirate organization hope to successfully attack a house? We will once again end up with last game's situation--marauders having to go legit to stay alive.
Ht-and-fade attacks, of course would be an option, but everyone does not necessarily has a desire to carry out attacks in that method for every given situation.
Edited by - [ACWilde on 12/29/2004 6:40:32 PM
@ Codename: Why should they change? That would completely alter the battle system, and not for the better. The one real thing that is keeping criminal organizations alive is the ability to strike a blow in the heart of where any enemy has left a hole in its defence. If you can move huge fleets into any system at any call of an attack, how can a revolutionary or pirate organization hope to successfully attack a house? We will once again end up with last game's situation--marauders having to go legit to stay alive.
Ht-and-fade attacks, of course would be an option, but everyone does not necessarily has a desire to carry out attacks in that method for every given situation.
Edited by - [ACWilde on 12/29/2004 6:40:32 PM
@ Codename: Why should they change? That would completely alter the battle system, and not for the better. The one real thing that is keeping criminal organizations alive is the ability to strike a blow in the heart of where any enemy has left a hole in its defence. If you can move huge fleets into any system at any call of an attack, how can a revolutionary or pirate organization hope to successfully attack a house? We will once again end up with last game's situation--marauders having to go legit to stay alive.
Okay. Apparently I *still* haven't explained myself properly. I've tried but ^^^that^^^ shows that I've not done a very good job so far. It's not a question of really changing anything. It's an addition to ensure that the battles are fought at the same time. The way it stands you are fighting me on Sunday but somehow you've managed to get your Monday fleet into my systems. We either have to both be fighting on Sunday or both on Monday. It just doesn't make any sense if you're on Monday and I'm still on Sunday. I'm not saying that people should be able to reinforce at their whim, rather I'm saying that until both players are at the same point in time any battles between the two are absurd. Certainly if there's some sort of weakness you can go for it, but only after your opponent has had a chance to fill the gaps (by posting his turn) once that is over then it's open season, you can attack and the system can be locked down. But until you're both on the same field any sort of confrontation is meaningless. Essentially the only change is that people are going to have to be a little less trigger happy. In fact, that's just given me an idea for an analogy.
Picture two armies, each one on a massive platform that rises suddenly after approximately 24 hours (but they tend not to rise at the same time). These two armies will fight each other eventually. As the days go by the armies become stonger and shift around their respective platforms, looking for weaknesses in the other side and trying to gain the upper hand in terms of positioning. Now picture that one side sees an openeing and is prepping to attack when its platform shoots up to the next level. Now they can't attack. The enemy isn't there anymore and, they don't know if the weakness is there either. It's the same with this game. Each of us, the players, is on our own platform. As the turns progress our platforms rise, but not uniformly. Some rise sooner, others rise later. But until the players are on the same level (until they've both posted their beginning of turn stats or whatever) neither side can attack the other. It just doesn't make sense. If such a thing did happen it would be akin to shooting over someone's head.
Now do you get it? I'm running out of ways to describe the problem.
Okay. Apparently I *still* haven't explained myself properly. I've tried but ^^^that^^^ shows that I've not done a very good job so far. It's not a question of really changing anything. It's an addition to ensure that the battles are fought at the same time. The way it stands you are fighting me on Sunday but somehow you've managed to get your Monday fleet into my systems. We either have to both be fighting on Sunday or both on Monday. It just doesn't make any sense if you're on Monday and I'm still on Sunday. I'm not saying that people should be able to reinforce at their whim, rather I'm saying that until both players are at the same point in time any battles between the two are absurd. Certainly if there's some sort of weakness you can go for it, but only after your opponent has had a chance to fill the gaps (by posting his turn) once that is over then it's open season, you can attack and the system can be locked down. But until you're both on the same field any sort of confrontation is meaningless. Essentially the only change is that people are going to have to be a little less trigger happy. In fact, that's just given me an idea for an analogy.
Picture two armies, each one on a massive platform that rises suddenly after approximately 24 hours (but they tend not to rise at the same time). These two armies will fight each other eventually. As the days go by the armies become stonger and shift around their respective platforms, looking for weaknesses in the other side and trying to gain the upper hand in terms of positioning. Now picture that one side sees an openeing and is prepping to attack when its platform shoots up to the next level. Now they can't attack. The enemy isn't there anymore and, they don't know if the weakness is there either. It's the same with this game. Each of us, the players, is on our own platform. As the turns progress our platforms rise, but not uniformly. Some rise sooner, others rise later. But until the players are on the same level (until they've both posted their beginning of turn stats or whatever) neither side can attack the other. It just doesn't make sense. If such a thing did happen it would be akin to shooting over someone's head.
Now do you get it? I'm running out of ways to describe the problem.
Ok I understand--and then back to my former point. It's not my fault you didn't haul your lazy arse up to the comp in time to post . Seriously--if what you say is true and you actually did mean to move those troops into those systems before I attacked you--you should have posted it before I attacked. It's a matter of quickeness--in force, in strategy.
Return to Freelancer Fan Fiction