Author Topic: SPACE BATTLE SIMULATOR  (Read 153346 times)

Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #105 on: June 20, 2012, 08:16:05 AM »
OOC Note: Please excuse my lack of SL, I been working on the PDF stats for 16hrs since yesterday morning now and im running low of ambition today.

Summary:
Launched craft
attacked

Attack Summary:
HLS One and Two vs 24 L/SHUs
60QHTLS * 8 = 480
30HTLBs * 15 = 450
UCR = 4/5 = 0.8 * 930 = 744 total damage

24 Z-95's and 4 L/SHUs vs 24 L/SHUs
72lasers * 1 = 72
48CMs * 2 = 96
UCR = 5/5 = full damage = 168 total damage

Total damage 24 L/SHUs, 912pts

Status:
Republic Assault Frigate (RAF) HLS One (Deepspace 1 disabled)
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 0/700
Armor: 0/700
Hull: 334/350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (Launched)
2 Lambda Shuttles (Launched)

Republic Assault Frigate (RAF) HLS Two (Deepspace 1)
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 484/700
Armor: 700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Z-95 Squadron (Launched)
2 Lambda Shuttles (Launched)

Fighter Group 1 (DS1 engaged)
24/24 Republic Z-95s

Aux Group 1 (DS1 engaged)
4/4 L/SHUs

Offline Dementat

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Re: SPACE BATTLE SIMULATOR
« Reply #106 on: June 20, 2012, 10:58:01 PM »
Commander Parrault's Brigade

It was painful to watch, but necessary. The auxiliary had managed to delay the enemy long enough for the fleet to catch up. Immediately after reaching optimal range, the capital ships opened fire on the remaining frigate. Commander Parrault watched with a heavy heart as his shuttle crews retaliated with everything they had before being returned to the galaxy in particle-form.

Summary:
Moved from B-1 to C-1 to DS-1.
Attacked.

Cruiser Rosa Klebb vs. RAF HLS Two
20 Heavy Turbolaser Cannons = 200 dmg
20 ION Cannons = 60 dmg
20 Heavy Laser Cannons = 40 dmg
1 Tractor Beam = 100 meters
UCR: 5/4 = 100% Damage = 300 MANDATORY & 100 METERS HELD

Cruiser Ernst Stavro Blofeld vs. RAF HLS Two
20 Heavy Turbolaser Cannons = 200 dmg
20 ION Cannons = 60 dmg
20 Heavy Laser Cannons = 40 dmg
1 Tractor Beam = 100 meters
UCR: 5/4 = 100% Damage = 300 MANDATORY & 100 METERS HELD

IPV-1 Imperial Patrol Vessel Emilio Largo vs. RAF HLS Two
6 Dual Turbolaser Cannons = 96 dmg
2 Concussion Missiles = 4 dmg
UCR: 6/4 = 100% Damage = 100 MANDATORY

IPV-1 Imperial Patrol Vessel Auric Goldfinger vs. RAF HLS Two
6 Dual Turbolaser Cannons = 96 dmg
2 Concussion Missiles = 4 dmg
UCR: 6/4 = 100% Damage = 100 MANDATORY

24 Lambda Shuttles vs. RAF HLS Two
144 Laser Batteries = 432 dmg
UCR: 5/4 = 100% Damage = 432 MANDATORY


Starfighter Group
   Location: DS-1    Action: CSP    Armor: 576/576
TIE Fighter Squadron RK-001
TIE Fighter Squadron RK-002
TIE Fighter Squadron ESB-001
TIE Fighter Squadron ESB-002


Auxiliary Group
Lambda-class Assault Shuttle RK-01
    Location: DS-1    Action: Attack    Armor: 20/20    Shields: 20/20
Lambda-class Assault Shuttle RK-02
    Location: DS-1    Action: Attack    Armor: 8/20    Shields: 0/20
Lambda-class Assault Shuttles (22)
    Location: DESTROYED    Action: N/A    Armor: 0/20    Shields: 0/20


Capital Ships
Strike-class Medium Cruiser Rosa Klebb
Location: DS-1    Heading: DS-1
Shields: 450/450    Armor: 450/450    Hull: 225/225    Systems: 225/225
Troops: 300 Fleet Trooper Squads


Strike-class Medium Cruiser Ernst Stavro Blofeld
Location: DS-1    Heading: DS-1
Shields: 450/450    Armor: 450/450    Hull: 225/225    Systems: 225/225
Troops: 300 Fleet Trooper Squads


IPV-1 Imperial Patrol Vessel Emilio Largo
Location: DS-1    Heading: DS-1
Shields: 150/150    Armor: 150/150    Hull: 75/75    Systems: 75/75


IPV-1 Imperial Patrol Vessel Auric Goldfinger
Location: DS-1    Heading: DS-1
Shields: 150/150    Armor: 150/150    Hull: 75/75    Systems: 75/75

(\/)ighty RE

Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #107 on: June 21, 2012, 08:12:52 AM »
Toast with the most...

Offline SWSF Hale

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Re: SPACE BATTLE SIMULATOR
« Reply #108 on: June 21, 2012, 02:12:05 PM »
Well then... we probably have time for one more mock before the Grand Opening on July 1st. I suggest we do a "full dress rehearsal"...

The title of this Mock Flashpoint will be King of the Hill:

1. Apply all Military Officer (Commodore) Bonuses: +10% Damage/Shields/Armor/Hull to Flagship.
2. Battle Fleet of 23 Command Points.
3. Players will get a Starfighter Upgrade Cash Bonus of (# of Squads per ship in Fleet) x 70 KCs in order to use towards better fighters; AND an Auxiliary Upgrade Cash Bonus of (# of AUX per ship in Fleet) x 40 KCs towards new AUX; and a Ground Assault Vehicle Bonus of (# of GAVs in Fleet) x 10 KCs; and a final Infantry Upgrade Bonus of (# of Squads in Fleet) x 1 KC.
4. The winner will be determined based on the total amount of damage in COST of everything he destroyed subtracted by the COST of everything lost. If a ship enters hyperspace in order to escape, half of its cost will be subtracted from the player's total at the end. (Stock units are evaluated at 0 KCs).
5. This mock will open on 00:01:00, 22 June 2012 and close on 00:01:00, 29 June 2012. Upon the closing time, all damages will be assessed up until that point and the King of the Hill will be chosen.
6. The Mock System will have (1) Gamma-class Space Defense Platform in each A-ring space. You can blow these up for some bonus damage, but if you attack one it will attack you back in the same post (simply calculate all damages then). These gammas will have no onboard units.
7. Players are encouraged to land ground troops on the planet and slug it out for extra damage!


GOOD LUCK AND HAPPY HUNTING!!!
LUCIDIUS HALE
STAR WARS SIMMING FORUM

Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #109 on: June 21, 2012, 03:43:23 PM »
Hold up!!! 4. The winner will be determined based on the total amount of damage in COST of everything he destroyed subtracted by the COST of everything lost. If a ship enters hyperspace in order to escape, half of its cost will be subtracted from the player's total at the end. (Stock units are evaluated at 0 KCs).

Bold Italic underlined part is BAD. If I take all stock units then, how are you generating any points for killing me? Strike that out, what you kill is what you score, stock units or no. Not to mention when calculating my losses into the system, if everything I had was stock, I have 0 point loss. Thought I would point that out instead of abusing it. And keep in mind, the rebel Z-95 aint no joke for a stock unit.
« Last Edit: June 21, 2012, 03:47:15 PM by Ramano »

Offline SWSF Hale

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Re: SPACE BATTLE SIMULATOR
« Reply #110 on: June 21, 2012, 04:32:02 PM »
#4 Addendum
Stock Units will be evaluated at the following rate:
40 KCs for TIE Fighter Squadrons
60 KCs for Z-95 Squadrons
40 KCs each for Lambda-cass Shuttles,
1 KC for Stock Infantry
10 KC for Stock GAVs
« Last Edit: June 21, 2012, 04:34:26 PM by GCW Hale »
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Offline SWSF Hale

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Re: SPACE BATTLE SIMULATOR
« Reply #111 on: June 21, 2012, 10:22:36 PM »
Please exit hyperspace normally.

For purposes of this mock, players can assume that they have prior scans of the system... so you can exit hyperspace up to B-Ring.
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Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #112 on: June 21, 2012, 10:25:23 PM »
Bah, you take the fun out of everything haha!

Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #113 on: June 22, 2012, 08:46:49 AM »
The fleet slid quietly from HS and made a mad dash for the planet. No scans were made, no transmissions sent, total silence and stealth. (Note: You had scans of the planet, not me, until I scan/attack, or you scan, from what I understand you dont get to know my position.)

Summary:
Exited HS in B-*
Powered Shields and Weapons

Status: All craft in B-*
Venator Star Destroyer (VNSD) *Flagship*
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 1368
Armor: 1254
Hull: 704
Systems: 640
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
7 Republic Z-95 Squadrons (Hanger)
1 Elite X-Wing Squadron (Hanger)
16 L/SHUs (Hanger)
14 A-Trans (Hanger)
400 Fleet Marine Squads
100 Republic Vanguard Squads
Notes: Capable of entering the atmosphere and making planetary landings.

Dreadnaught Heavy Cruiser (DREAD)
Cost: 900 KCs
Production Time: 9 Days
Length: 700 meters
Hyperdrive: x2
Shields: 700
Armor: 700
Hull: 700
Systems: 350
Speed: Slow (1)
Maneuver: (2)
Weapons:
50 Heavy Turbolaser Cannons (500)
1 Tractor Beam Projector (100m)
Onboard Units:
3 B-Wing Squadrons (Hanger)
400 Republic Fleet Marine Squads (Hanger)
100 Republic Vanguard Squads (Hanger)
Notes: Can enter atmosphere and make planetary landings.
« Last Edit: June 22, 2012, 01:07:28 PM by Ramano »

Offline SWSF Hale

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Re: SPACE BATTLE SIMULATOR
« Reply #114 on: June 22, 2012, 09:35:06 AM »
Ramano, your fleet can't move to the A-Ring yet: movement points are exhausted after hyperspace. Please hold position.

Quote
Hyperspace ~ When exiting hyperspace in a non-friendly system, all ships must do so in the DEEP SPACE ZONES. After exiting hyperspace all movement points are exhausted.  If the system is friendly or previously scanned, you can exit hyperspace in up to the B-Ring.  Entering hyperspace can be done anywhere but takes 12 hours to make all hyperspace calculations (while in combat) unless in a Deep Space Zone.

Combat Hyperspace is allowed so that players can make a hyper-escape after resolving all battle damage against them. Entering hyperspace from a Deep Space Zone can be done immediately (without calculations), damage still needs to be resolved.


ALSO...

Be sure to specify which ship has your Commodore onboard if you're using it or not. You'll get the HP&Attack bonus if you do.
« Last Edit: June 22, 2012, 10:12:58 AM by GCW Hale »
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Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #115 on: June 22, 2012, 10:15:34 AM »
I dont have a Navel Officer, I took the leader remember? But yeah, everything is fixed now. Free MC-90 here I come, do da, do da.

Offline SWSF Hale

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Re: SPACE BATTLE SIMULATOR
« Reply #116 on: June 22, 2012, 11:21:07 AM »
HERO BONUSES

Republic/Imperial Officer
Commodore: +10% Attack, +10% Shields, +10% Armor, and +10% Hull

Republic/Imperial Leader
Consular: +20% Shields, +10% Armor, and +10% Hull.

Republic Jedi / Imperial Sith
Officer: +10% Attack, +20% Armor, and +10% Hull.
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Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #117 on: June 22, 2012, 11:41:14 AM »
It doesnt say that in these stats...

Republic Leader
Unit Cost: 2000 KCs
Production Time: 7 Days
Armor: 100
Hit Points: 200
Upgrade Cost: 1000 KCs
Capabilities:
Level 1 -- (Rank: Governor) DIPLOMACY-I: Gains Industrial Output of 100 KCs. Comes with an Elite Lambda-class Shuttle for FREE.
Level 2 -- (Rank: Senator) DIPLOMACY-II: Increases Industrial Output to 200 KCs.
Level 3 -- (Rank: Secretary of State) DIPLOMACY-III: Increases Industrial Output to 300 KCs.
Level 4 -- (Rank: Vice Chancellor) DIPLOMACY-IV: Increases Industrial Output to 400 KCs.
Level 5 -- (Rank: Chief of State) PRESIDENT: Increases Industrial Output to 500 KCs.
Level 6 -- (Rank: Supreme Chancellor of the New Republic) COMMANDER-IN-CHIEF: Gains the Level 2 abilities of the Navy and Army Officers.
Level 7 -- (Rank: Supreme Chancellor) LEADER OF THE NEW REPUBLIC FLEET: Gains the Level 3 rank and abilities of the Navy Officer and a MC90 Cruiser for free that does not count against any CP Fleet limit and is an exception to the MC90's unique (only 1 active) service restriction.

I mean I can get that at Level 6 but you didnt allot us any KCs to upgrade our hero's.. so im unsure as to where you found that. Dont get me wrong i'll happily take it, but where does it say it?

Offline SWSF Hale

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Re: SPACE BATTLE SIMULATOR
« Reply #118 on: June 22, 2012, 11:52:43 AM »
I posted it in the OOC thread. I'm working on revisions for all Heroes to make them balanced between each other. Sorry for the confusion. I'll post the revision here and under the Specs.
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Offline Ramano

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Re: SPACE BATTLE SIMULATOR
« Reply #119 on: June 22, 2012, 11:59:07 AM »
Ahhh, alrighty, I get it. No problem, i'll look it over and modify things accordingly. =) Thank you for the clear up.