Author Topic: SPACE BATTLE SIMULATOR  (Read 137004 times)

Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #30 on: June 04, 2012, 10:23:15 AM »
AHH!!! Fuck you LMAO!!!!!!!!!! Gimme a minute, I will have to revise my post... dam nice shot.

Edit: My post is correctly modified. At your leisure Dem. =)
« Last Edit: June 04, 2012, 10:44:35 AM by Ramano »

Offline SWSF Hale

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Re: SPACE BATTLE SIMULATOR
« Reply #31 on: June 04, 2012, 12:36:07 PM »
Actually, still not good enough. All my units (except the Dragon) moved to A-1. Starfighters must be in the same grid to attack. Please edit your post so that your fighters moved to A-1.

Also, capital ships with busted Hulls are disabled, so your HHFs are officially done.
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Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #32 on: June 04, 2012, 02:13:40 PM »
Err... then can I ask what is the point in having a hull rating in the first place? In light of this new info, yeah im gunna have to go into agreement with Dem that its a pointless value on ships.

Edit: Post fixed
« Last Edit: June 04, 2012, 02:58:20 PM by Ramano »

Offline SWSF Hale

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Re: SPACE BATTLE SIMULATOR
« Reply #33 on: June 04, 2012, 05:38:47 PM »
Traditionally we'd just have Shield, Armor, and Systems.. but once Armor goes to 0 the ship blows up. Well in this game, Hull was added to give ships a little more character. Carracks for example have stronger hulls than average, while Strike Cruisers have weaker Hulls. It's "useless" if you think it's just "one more number you need to get to 0 in order to kill a capital ship", but it adds a little more nuance to combat, and gives ships a little bit more survivability.

I'm still on the fence regarding ion cannons though... I'm leaning towards the traditional setup of: Shields first, then systems, once systems reach 0, the ship is fully disabled and done. With this setup systems ratings for all capital ships would triple, and it would also clarify the issue regarding starfighter ions.
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Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #34 on: June 04, 2012, 06:23:41 PM »
Oh I understand that, and its a cool concept, but I just dont know if having a hull modifier is even worth it if its not going to mean anything. Why even keep track of it if after your shields/armor are gone this ship is unusable anyway? Seems like added math without a purpose.

Offline SWSF Hale

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Re: SPACE BATTLE SIMULATOR
« Reply #35 on: June 04, 2012, 06:56:17 PM »
"Breaking" a ship by reducing its shields and armor to 0 is another way for ships without ion cannons to disable/capture. So it does mean something to an extent. Also if a bunch of wrecked ships are floating around in a battlefield after the battle is over, which is something I imagine, then imagine also the possibility of response fleets being sent after the battle is over to salvage the wreckage! It also allows people to "save" a ship that otherwise might die by friendly tractoring it away.
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Offline Dementat

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Re: SPACE BATTLE SIMULATOR
« Reply #36 on: June 04, 2012, 10:51:06 PM »
Commander Parrault's Brigade

His calculations had been correct, and there was nothing to keep the enemy transports from obliterating scores of his TIEs. The crew of the Merryweather had just lost many of their friends. The battle raged on, and Commander Parrault ordered his flotilla forward. The heavy guns came within range of the same enemy transports and opened fire, vaporizing many more. The fighter cover remained firm, keeping the enemy bombers at bay. AA-01, a loan fighter squadron in the mix, engaged the patrols of the larger star destroyer, enabling Aurora's bomber units to take advantage of the lack of shields. Things were looking good for Parrault's battle group, but the battle was very far from over.

Summary:
Dying craft return fire.
Fleet moves from B-8 to B-1.
Bombers move from B-2 to B-1.
1 TIE Fighter moves from B-2 to B-1.
Attacks made.

SWORMs 4 & 5 (B-2) vs. Ramano's A-TRANs (B-2)
192 SFS-LCs (384 dmg)
UCR = 8/4 = 100% = 384 Total Damage

16 LSHU (B-2) vs. Ramano's A-TRANs (B-2)
96 SFS-LC (192 dmg)
UCR = 5/4 = 100% = 192 Total Damage

12 STORM (B-2) vs. Ramano's A-TRANs (B-2)
96 LC (96 dmg)
48 LIC (48 SYSTEMS dmg)
24 PT (72 dmg)
UCR = 4/4 = 100% = 163 Damage + 48 Systems

3 GAS (B-2) vs. Ramano's A-TRANs (B-2)
12 TLC (96 dmg)
6 IC (6 SYSTEMS dmg)
6 LC (6 dmg)
UCR = 4/4 = 100% = 102 Damage + 6 Systems

VSD-II Maleficent (B-1) vs. Ramano's A-TRANs (B-2)
20 TLB (300 dmg)
20 DTLC (320 dmg)
20 IC (60 SYSTEMS dmg)
5 TB (500 METERS)
UCR = 4/4 = 100% = 620 Damage, 60 Systems

NEBs Flora, Fauna, Merryweather (B-1) vs. Ramano's A-TRANs (B-2)
36 TLB (432 dmg)
36 QLC (144 dmg)
6 ACM (18 dmg)
UCR = 5/4 = 100% = 594 Total Damage

TOTAL DAMAGE TO A-TRANs
1988 MANDATORY *22 Disabled, 1 Damaged*
114 SYSTEMS *2 Stunned*
500 METERS *5 Held, including the 2 Stunned*



ESC Aurora (B-1) vs. CCC Dodge 1 (A-1)
10 DLC (20 dmg)
UCR = 4/6 = 66% = 13 Total Damage

TOTAL DAMAGE TO CCC Dodge
13 MANDATORY



TIE Starfighter (B-1) vs. 1 X-Wing CSP for VNSD (B-1)
24 SFS-LC (48 dmg)
UCR = 8/6 = 100% = 48 Total Damage

TOTAL DAMAGE TO X-WING CSP
48 MANDATORY
ALL CSP ENGAGED



2 TIE Bomber vs. Ramano's VNSD
48 SFS-LCs (96 dmg)
48 PTs (144 dmg)
24 PBs (120 dmg)
UCR = 6/3 = 100% = 360 Total Damage

TOTAL DAMAGE TO VNSD
360 MANDATORY



Starfighter Group
SWORM 1
    Location: B-1    Action: CSP    Armor: 432/432
TIE Starfighter Squadron MT-01
TIE Starfighter Squadron MT-02
TIE Starfighter Squadron MT-03
SWORM 2
    Location: B-1    Action: CSP    Armor: 432/432
TIE Starfighter Squadron FL-01
TIE Starfighter Squadron FL-02
TIE Starfighter Squadron FL-03
SWORM 3
    Location: B-1    Action: CSP    Armor: 432/432
TIE Starfighter Squadron FA-01
TIE Starfighter Squadron FA-02
TIE Starfighter Squadron FA-03
SWORM 4
    Location: N/A    Action: DESTROYED    Armor: 0/432
TIE Starfighter Squadron MW-01
TIE Starfighter Squadron MW-02
TIE Starfighter Squadron MW-03
SWORM 5
    Location: B-2    Action: ATTACK    Armor: 330/624
TIE Starfighter Squadron AA-02
TIE Interceptor Squadron AA-05
TIE Interceptor Squadron AA-06
NON-SWORMs
TIE Bomber Squadron AA-03
    Location: B-1    Action: ATTACK    Armor: 192/192
TIE Bomber Squadron AA-04
    Location: B-1    Action: ATTACK    Armor: 192/192
TIE Starfighter Squadron AA-01
    Location: B-1    Action: DOGFIGHT    Armor: 144/144

Auxiliary Group
Stormtrooper Transports
    Location: B-2    Action: ATTACK    Units: 12    Armor/Shields: 60/60 each
Lambda-Class Shuttles
    Location: B-2    Action: ATTACK    Units: 7    Armor/Shields: 20/20 each
Gamma-class Assault Shuttles
    Location: B-2    Action: ATTACK    Units: 3    Armor/Shields: 90/90 each

Victory-II Star Destroyer Maleficent
Location: B-1    Heading: B-2
Shields: 1000/1000    Armor: 1000/1000    Hull: 900/900    Systems: 540/540

Nebulon-B Imperial Frigate Flora
Location: B-1    Heading: B-2
Shields: 120/300    Armor: 300/300    Hull: 300/300    Systems: 150/150

Nebulon-B Imperial Frigate Fauna
Location: B-1    Heading: B-2
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150

Nebulon-B Imperial Frigate Merryweather
Location: B-1    Heading: B-2
Shields: 300/300    Armor: 300/300    Hull: 300/300    Systems: 150/150

Imperial Escort Carrier Aurora
Location: B-1    Heading: B-2
Shields: 500/500    Armor: 500/500    Hull: 300/300    Systems: 300/300


(\/)ighty RE

Offline SWSF Hale

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Re: SPACE BATTLE SIMULATOR
« Reply #37 on: June 05, 2012, 05:12:18 PM »
TASK FORCE DRAGON
of the Galactic Liberation Force
Commanding Officer: CAPT Colton Smith

*

Onboard the DRAGON...

Computers systems abruptly came back online, with lights flashing everywhere. At last systems power had been restored. There were a few minor glitches since another Y-Wing Squadron had given the ship a secondary dose of ion energy, but fortunately systems were running at top shape. The same could not be said for the rest of the fleet however, as the enemy Y-Wings wrecked havoc on the fleet, performing vicious attack runs that damn near knocked out the Hammerheads entirely. Fortunately, these ships were able to get some shots off before being ionized, and so the Dragon entered Low Orbit to rejoin the fleet proper and give it formational support.

With an Imperial Fleet looming over the entire battle that had yet been scratched, the decision was made by Captain Colt to execute an attack against the Victory-class Star Destroyer that was resting in middle orbit; but first, the Z-95s had a score to settle with the Y-Wing pilots, man to man...

*

MOVEMENT SUMMARY
HHF DRAGON moves to A-1 from B-1

COMBAT SUMMARY
(6) Adv/Z-95 Squads NOVA 7~12 fires 144 HLCs (288) + 144 CMs (288) at FG3 Y-Wing Squad | UCR 5>4 = 576

(8) RATs TIGER 1~8 fires 16 TLCs (128) + 16 LBs (48) + 16 PTs (48) at VSD | UCR 4:4 = 224

(3) HHFs DRAGON, PHOENIX, MASTICORE, and GRIFFIN fires 48 HTLs (480) + 48 LCs (48) + 8 CMs (16) at VNSD | UCR 4>3 = 544

CCC DODGE fires 5 DTLs (80) + 2 QLCs (8) at VSD | UCR 5>4 = 88

AVIG SLAYER fires 6 TLCs (48) + 6 PTs (18) + 6 QLCs (24) + 6 ICs (12i) at VNSD | UCR 5>4 = 90 + 12 Systems

DAMAGE SUMMARY
to FG3 Y-Wing Squadron ... 576 (DESTROYED)
to VSD Malificent... 966 + 12i (Suggested Damage: Shields 034 / Armor 1000 / Systems 528)

*


HHF DRAGON
Location: A-1 | Status: COMBAT | UCR: 4
Shields: 159/315 | Armor: 315/315 | Hull: 180/180 | Systems: 72/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Available Support Craft:
Rothana Assault Transport TIGER 1 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 2 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)

HHF PHOENIX
Location: A-1 | Status: CRITICAL/STUNNED | UCR: 4
Shields: 000/315 | Armor: 6/315 | Hull: 180/180 | Systems: 00/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Available Support Craft:
Rothana Assault Transport TIGER 3 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 4 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)

HHF MASTICORE
Location: A-1 | Status: CRITICAL/STUNNED | UCR: 4
Shields: 000/315 | Armor: 006/315 | Hull: 180/180 | Systems: 00/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 7 [Shields: 000/216 | Armor: 011/144] Status: COMBAT (B-1)
Adv/Z-95 Squadron NOVA 8 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Adv/Z-95 Squadron NOVA 9 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 5 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 6 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)

HHF GRIFFIN
Location: A-1 | Status: CRITICAL/STUNNED | UCR: 4
Shields: 000/315 | Armor: 006/315 | Hull: 180/180 | Systems: 00/96
Weapons: 12 HTLs + 12 LBs + 2 CMs = 160 Damage
Support Craft:
Adv/Z-95 Squadron NOVA 10 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Adv/Z-95 Squadron NOVA 11 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Adv/Z-95 Squadron NOVA 12 [Shields: 216/216 | Armor: 144/144] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 7 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)
Rothana Assault Transport TIGER 8 [Shields: 40/40 | Armor: 40/40 | Systems: 40/40] Status: COMBAT (B-1)

CCC DODGE
Location: A-1 | Status: COMBAT | UCR: 6
Shields: 009/115 | Armor: 115/115 | Hull: 70/70 | Systems: 19/36
Weapons: 5 DTLCs + 2 QLCs = 88 Damage

AVIG SLAYER
Location: A-1 | Status: COMBAT | UCR: 5
Shields: 150/150 | Armor: 150/150 | Hull: 150/150 | Systems: 75/75
Weapons: 6 TLCs + 6 PTs + 6 QLCs = 90 Damage | 6 ICs = 12 Ion Damage



*

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Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #38 on: June 05, 2012, 08:20:22 PM »
OOC Note: Now before you start the cat calls about retreating during a mock, let me remind you replacing ships is gunna be expensive. So some of you might want to start looking into practicing some retreat scenario's. Unless your ok with being defenseless for a period of time after every battle... I guess it depends on how aggressive you plan to play. Yes I know, a new concept to everyone, so I thought Id test the waters now when it dont count. And I believe this one should be good to go without need of corrections. Please let me know when im wrong, lol.

The fleet was pummeled under shot after shot of the combined firepower of the 2 fleets. Shuttles exploded, fighters fell dead in space, the fleets support craft both floated dead, burning holes smoking from the out-gassing on the hulls.

"Sir, shields are gone, hull is down to 47%! All shuttle squadrons are dead or dying. HHFs 1 and 2 are both dead in the water."
"Ok, yes, I get it, so how about you tell me what IS still working?"
"We still have almost 2 full wings of fighters left, as well as systems seem to be holding up rather well all things considered."
"Whats the status of the enemy fleets?"
"The remaining functional vessels from the first fleet have retreated to a low orbit position and seem to be focusing their efforts on the lead VSD from the 2nd fleet. The 2nd fleet remains largely untouched."
"Damn it! Alright, have the remaining craft form up to cover our ass, we need to take this opportunity to get out of here while we still live. Have the fighters dive in on that imperial fleet, anything surviving can form up with us at deepspace. This battle is lost."

Summary:
VNSD limps to C-1 and enters HS
Remaining craft continue 1 last assault

Attack Summary:
20 A-Trans vs Swarm 1 (CSP B-1)
80TLCs * 8 = 640
40ICs * 3 = 120
40torps * 3 = 120
UCR = 4/8 = 0.5 x 880 = 440 total damage

4 X-Wing Squadrons vs Swarm 2 (CSP B-1)
192Lasers * 1 = 192
96torps * 3 = 288
UCR = 6/8 = 0.75 x 480 = 360 total damage

1 Y-Wing Squadron and 1 A-Tran vs Swarm 2 (CSP B-1)
4TLCs * 8 = 32
2ICs * 3 = 6
24Lasers * 1 = 24
24LICs * 1 = 24
26torps * 3 = 78
UCR = 4/8 = 0.5 x 164 = 82 total damage

5 Y-Wing Squadrons vs Swarm 3 (CSP B-1)
120Lasers * 1 = 120
120LICs * 1 = 120
120torps * 3 = 360
UCR = 4/8 = 0.5 x 600 = 300 total damage

Total damage Tie Swarm 1, 440pts
Total damage Tie Swarm 2, 442pts
Total damage Tie Swarm 3, 300pts (Only 5 squads hit it, Not considered Engaged)


Status:
Venator-class Star Destroyer (VNSD) in *HS*
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 0/1140
Armor: 534/1140
Hull: 640/640
Systems: 328/340
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
(8 Starfighter Squads)
2 X-Wing Squadrons (engaged)
6 Y-Wing Squadrons (engaged)
30 A-Tran (destroyed, 2 stunned)
(500 Infantry Squads)
500 Republic Commando Squads
Notes: Capable of entering the atmosphere and making planetary landings.

Hammerhead-class Frigate (HHF) x2 *in B-1, disabled*
Cost: 400 KCs
Production Time: 4 Days
Length: 315 meters
Hyperdrive: x2
Shields: HHF 1: 0/315 / HHF 2: 0/315
Armor: HHF 1: 0/315 / HHF 2: 0/315
Hull: HHF 1: 170/180 / HHF 2: 168/180
Systems: HHF 1: 36/96 / HHF 2: 96/96
Speed: Fast (2)
Maneuver: (2)
Weapons:
12 Heavy Turbolasers (120)
12 Laser Batteries (36)
2 Concussion Missile Launchers (4)
1 Tractor Beam Projector (100m)
Onboard Craft:
(3 Starfighter Squadrons)
1 X-Wing Squadron (Engaged)
2 Y-Wing Squadrons (destroyed)
2 A-Tran (destroyed)
(40 Infantry Squads)
40 Republic Commando Squads
Notes: Capable of entering the atmosphere and performing planetary landings.

Fighter Group 1: B-1 Attacking
4/4 X-Wing Squadrons (1 with 48dam)
6/11 Y-Wing Squadrons

Aux Group 1: B-2 Stunned
2/2 A-Tran *stunned*

Offline SWSF Hale

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Re: SPACE BATTLE SIMULATOR
« Reply #39 on: June 05, 2012, 10:01:07 PM »
My personal mock policy is to go balls to the walls. Test the limits in order to set the standards, I say.

BTW... All starfighters have been tripled in price. The TIE Mark-II was removed in light of this.

Players will still get 1000 KCs/Action Day, so replacement fighters will no doubt eat up the bulk of that money.
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Offline Dementat

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Re: SPACE BATTLE SIMULATOR
« Reply #40 on: June 06, 2012, 02:30:43 AM »
In the "last breath" return fire deal, are those craft allowed to move? The A-TRANs were all engaged/disabled in grid B-2, but in Ramano's last post they attacked units in B-1 with their dying return fire. They should be out of range, no? This method of return fire is getting confusing and a little sloppy. I think we need to fix it before launch. My suggestion, have the attacker calculate his own winners damage.

Also, I am out of town the next two days. I'll be back Saturday afternoon.
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Offline SWSF Hale

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Re: SPACE BATTLE SIMULATOR
« Reply #41 on: June 06, 2012, 08:33:25 AM »
Per the rules, destroyed ships can move, fire weapons, and launch craft... and pretty much do anything else aside from entering hyperspace as their final action.

I'll figure something out that works smoother before launch. Perhaps as you suggested, an attacker calculated return fire element.

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Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #42 on: June 06, 2012, 09:12:43 AM »
I think it would be easier to just say "return fire" ships cant move. I do see what Dem is saying there, how did a dying craft have time to move to another grid space, then get off all of its weapons before exploding? Thats some brave piloting there, lol. I still think having a return fire system is simpler system then having to calculate out our damage, then calculate out winners damage. I've never been a fan of winners damage in the first place, its so out of place in pen&paper gaming. You ever heard of having to take partial damage from a swing you make on something in D&D? Perhaps Call of Cthulu? Stargate d20 system maybe? No you dont, anywhere.

So like I was saying, perhaps just say a dying vessels return fire must be made from the grid it died/became disabled in. No movement during return fire. That should take care of Dem's concerns on this, and prevent having to rebuild the entire system.

Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #43 on: June 06, 2012, 09:20:14 AM »
Also, in the last version didnt we have rules that bombers do half damage in dogfighting, and interceptors do half damage vs ships? I know there was something we did that made it so bombers wernt acting as space superiority fighters in dogfights. As Dem stated earlier, with the current system on it theres no point to using say X-wings or A-Wings because a simple Y-Wing kills better then both combined. Same thing with the T/F and T/I vs the T/B. Well I guess its not so much a thing with Ties as you can swarm them, but I think you see my point.

Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #44 on: June 10, 2012, 10:13:46 AM »
BTW, its your post Dem, when ever your back and settled in.