|
Post by Jean-Luc Picard on Apr 12, 2016 6:04:52 GMT
Done with techs, going full on into rules:
Winning conditions: These depend entirely on what I say for that war.
Alliances: There are 3 forms:
Sides: Players are split into teams and win/lose as teams
Free-for-all: Nothing binding. You can sign alliance, but you can also Ribbentrop-Molotov.
Partial Sides: There are some countries that are bound to an alliance, but other alliances are fluid. Usually, one of these will be weak.
|
|
|
Post by Jean-Luc Picard on Apr 12, 2016 6:26:18 GMT
How to take over a sector:
If you take over a sector, you own all facilities that were previously present.
To control a sector, you must control its Spacedocks and key planets.
I'm about to explain how you do that
How to invade a system:
To control a system, you must win 5 battles: The perimeter, the space stations, the airspace, and 2 on land (either 2 cities or 1 city and 1 spacedock.
The perimeter:
This is between your ships attacking and his ships in the system.
The Space Stations:
Your ships vs his remaining ships, space stations, and spacedock (if applicable). Space stations are priority for casualties. Space Stations that remain intact are yours once you have the whole sector, are abandoned after losing for as long as the sector is disputed
The Airspace:
Here, your ships attack his Orbital Defense Platforms and surviving ships. ODFs all die, and are priority for being taken. Remaining enemy ships flee to the nearest system controlled by their owner, but their troops are deposited on the ground.
Ground Battle: Your Ground forces with support from space (fraction of normal ship BP) attack enemy Ground Troops. Academy adds BP, city doesn't.
Note: 1 turn can be 2 battles, you cannot seize a system in 1 phase
Note: If 2 key planets are in 1 system (Romulus and Remus), their Airspace is distinct and ships flee from the first to the second (attack Romulus, they go to Remus. Proceed to attack Remus, they flee the system)
|
|
|
Post by Jean-Luc Picard on Apr 12, 2016 6:26:59 GMT
Last note: Econ upgrades are different in each STW
|
|
|
Post by Frederick the Great on Apr 12, 2016 10:00:46 GMT
Jean-Luc Picard what if there are no planets or no inhabited planets in a system but there is still a space battle taking place there for whatever reason? And plz no attack Romulus and Remus they get blown up later (spoilers) but plz no attack...
|
|
|
Post by Jean-Luc Picard on Apr 12, 2016 16:23:48 GMT
Jean-Luc Picard what if there are no planets or no inhabited planets in a system but there is still a space battle taking place there for whatever reason? And plz no attack Romulus and Remus they get blown up later (spoilers) but plz no attack... There wouldn't be. There's literally nothing there. To control a sector you must control the denoted key planets.
|
|
|
Post by Bismarck on Apr 12, 2016 21:43:17 GMT
Jean-Luc Picard what if there are no planets or no inhabited planets in a system but there is still a space battle taking place there for whatever reason? And plz no attack Romulus and Remus they get blown up later (spoilers) but plz no attack... Dont the Remans start a new empire with the Romulans as surfs?
|
|
|
Post by Jean-Luc Picard on Apr 12, 2016 22:06:52 GMT
Remans will be independent in a later scenario (STW3/4/5, maybe)
|
|
|
Post by Desophaeus on Apr 12, 2016 22:31:01 GMT
Last note: Econ upgrades are different in each STW Different for each empire/federation/nation/whatever as well? If not, I propose just skip those techs and give the players the econ from the beginning. They're just extending the STW in the beginning without build up during research of the Econ upgrades.
|
|
|
Post by Jean-Luc Picard on Apr 12, 2016 22:38:31 GMT
Econ upgrades are generally quick (and won't even exist in some wars)
|
|
|
Post by Jean-Luc Picard on Apr 15, 2016 23:56:32 GMT
Pointed out by Von Bismarck jr: For every turn you build a ship, 1 ship will appear in every system with a spacedock (this is the actual build, mind you)
|
|
|
Post by Desophaeus on Apr 18, 2016 5:15:04 GMT
Dice: You roll 10 dice. The base number is 35+(((defenderBP-attackerBP)/attackerBP)*30), rounded up. This is the lowest roll needed to win. At the base number, each side has 50% casualties among their forces' BP (Spacedocks/stations/Academies are not counted in casualties). For every 1 point above the base number that the roll is, the attacker takes 2% less casualties and the defender takes 2% more (Casualties are rounded down when below 0.5 unit and rounded up when AT OR ABOVE 0.5 unit off from being a round BP value. Any surviving defeated attackers are were they were before and surviving defeated defenders go deeper (will explain later). Note that when calculating defender casualties in a battle involving ODFs (Orbital Defense Platforms), the ODFs are considered to have been "killed" first. anydice.com/program/2d6I wanted to find a layout of probabilities of 10 dice. It can show you the percentages, etc... the middle (and the strongest likelihood) for 10 dice from a range of 10 lowest to 60 highest is 35 with roughly a little over 7% of happening. Cool to see the layout.
|
|
|
Post by best75 on May 19, 2016 3:50:53 GMT
|
|
|
Post by Jean-Luc Picard on May 19, 2016 3:59:04 GMT
These are not updated. In any conflict, the most recent post applies
|
|
|
Post by best75 on Jun 19, 2016 3:34:19 GMT
Jean-Luc Picard, How many BP does ground troops have? I cant seem to find that information.
|
|
|
Post by Jean-Luc Picard on Jun 19, 2016 3:43:02 GMT
Jean-Luc Picard, How many BP does ground troops have? I cant seem to find that information. Base is 1 BP
|
|