Operation Dominions Call (Bavaria)

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Re: Operation Dominions Call (Bavaria)

Postby Duerer » Sat Jun 21, 2014 6:38 am

Could you add my new dreadnought to the spreadsheet, dilanski? Its LDD file is right at the old wiki.
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Re: Operation Dominions Call (Bavaria)

Postby The Shadowscythe » Sat Jun 21, 2014 2:19 pm

Dilly-mother-fucking-Anski. I found them, I found and optimised the Scythian Reagent and Tyrant class Frigate and Carrier for you - I've taken a number of useless bricks out of the reagent and taken off the odd looking side turret in exchange for another two missile tubes, and I've cut down some internal bricks for the Tyrant to make it easier to run. See the .zip file with SEPARATE .Lxf's within.
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Re: Operation Dominions Call (Bavaria)

Postby dilanski » Sun Jun 22, 2014 8:12 pm

OK, once again I'm up to date on the spreadsheet (these changes won't show on the public sheet). Remember, if you have a Super Capital (Dread), and want it to come with it's very own one-shot super weapon, capable of killing anything dead, to the point where it's hard written into the rules, then speak up. Also, with the slight surge in players, we're now at 11 supers in the fight, which still works out 2 per shard, to cope with this, I'm going to be reducing the overall number of ships in these fights, down to 2 squadrons each, each squadron will consist of 1 capital, and four escorts. Players with a super will get that, while players without will get a third squadron. This is still near three hundred spaceships, which is a good number no matter how you slice it, with a manageable 50-60 ships per shard.
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Re: Operation Dominions Call (Bavaria)

Postby Colette » Sun Jun 22, 2014 9:13 pm

dilanski wrote:OK, once again I'm up to date on the spreadsheet (these changes won't show on the public sheet). Remember, if you have a Super Capital (Dread), and want it to come with it's very own one-shot super weapon, capable of killing anything dead, to the point where it's hard written into the rules, then speak up. Also, with the slight surge in players, we're now at 11 supers in the fight, which still works out 2 per shard, to cope with this, I'm going to be reducing the overall number of ships in these fights, down to 2 squadrons each, each squadron will consist of 1 capital, and four escorts. Players with a super will get that, while players without will get a third squadron. This is still near three hundred spaceships, which is a good number no matter how you slice it, with a manageable 50-60 ships per shard.

I demand that the Scythian Deity get a Doomsday no matter what Scythe says, it's a star juggernaut that fucks stars for a living, it's obligated to have one.

EDIT: Also, isn't it fair for the bigger countries to have more ships than the smaller ones? For example, the USA should probably have a bigger naval presence than say the Krakow Union.
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Re: Operation Dominions Call (Bavaria)

Postby Silverdream » Sun Jun 22, 2014 10:15 pm

Colette wrote:EDIT: Also, isn't it fair for the bigger countries to have more ships than the smaller ones? For example, the USA should probably have a bigger naval presence than say the Krakow Union.


How is that fair in terms of Balance in Gameplay? I would reckon that the Bavarian central systems would have lots of land based anti-space weapons, but I don't bring those up because sometimes lore has to take a backseat to evenly matched teams.
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Re: Operation Dominions Call (Bavaria)

Postby Vami IV » Mon Jun 23, 2014 1:17 am

So, playing Halo: Reach and waiting for this is a good idea for getting even more pumped for this battle. I suddenly see Bavaria as the UNSC now :(
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Tzan wrote:
Vami_IV wrote:Rules:
You must use only medieval pieces.

The Lego briks must have been manufactured between the 5th to the 15th century.

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Re: Operation Dominions Call (Bavaria)

Postby Duerer » Mon Jun 23, 2014 2:06 am

dilanski wrote:Remember, if you have a Super Capital (Dread), and want it to come with it's very own one-shot super weapon, capable of killing anything dead, to the point where it's hard written into the rules, then speak up.


Are there any penalties for havingone, mounted on a dread (e.g. reduced overall weaponry)? Because I'd like to have a giant super weapon to use for my super capital.
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Re: Operation Dominions Call (Bavaria)

Postby dilanski » Mon Jun 23, 2014 10:08 am

Colette wrote:I demand that the Scythian Deity get a Doomsday no matter what Scythe says, it's a star juggernaut that fucks stars for a living, it's obligated to have one.

EDIT: Also, isn't it fair for the bigger countries to have more ships than the smaller ones? For example, the USA should probably have a bigger naval presence than say the Krakow Union.


That's up to him, the way It's ruled, a dreads big weapons can just be counted as part of its overall attack stat, in which case they're presumed to fire in some reduced capacity whenever the ship attacks, or they can function in an all out single attack, burn themselves out, deplete they're energy cells, or however you want to describe it.

As for the second comment, I'll pretend you didn't say that :roll: .

Duerer wrote:Are there any penalties for havingone, mounted on a dread (e.g. reduced overall weaponry)? Because I'd like to have a giant super weapon to use for my super capital.


The superweapon is a one shot affair, in that it can fire only once, and will one shot a whole squadron of ships, or even a full super. The biggest downside is that it does reduce the overall amount of weaponry you have, by a large portion. For your dread specifically, it would reduce your overall weaponry by around %60.
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Re: Operation Dominions Call (Bavaria)

Postby The Shadowscythe » Mon Jun 23, 2014 10:58 am

I have to ask what the basis of weapon to super weapon you are using for each dread?

Because some dreads (using the example of my ancient as balls overlord design) are basically nothing but gun with no superweapon, while the diety is a mixture of gun, superweapon, carrier and sheer armour.

How have you statted up each particular ship to their merits?
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Re: Operation Dominions Call (Bavaria)

Postby Gorthaff » Mon Jun 23, 2014 12:11 pm

Am I still allowed to join the fray? Iwould bring a superdrednaught fresh out of the oven, for your pleasure to blow to smithereens.

In the case i can:

Transmission from Hellian Naval High command to the Reich of Bavaria
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Chairman: Greetings Empress, I believe we have been ignoring the universe around us for far too long. I wish to change that. We have recieved a formal invitation into an alliance. Our leading commitee decided, that certain incidents in the near past regarding scythian border patrols suggest, that we are indeed in the need of such an alliance. To proove our good will we are dispaching a battlegroup lead by our newest dreadnought to in the aid of local Bavarian forces. I hope that this relationship will be most profitible for both of our people.
May Tykhé guide you.

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Re: Operation Dominions Call (Bavaria)

Postby Colette » Mon Jun 23, 2014 12:46 pm

Gorthaff wrote:Am I still allowed to join the fray? Iwould bring a superdrednaught fresh out of the oven, for your pleasure to blow to smithereens.

In the case i can:

Transmission from Hellian Naval High command to the Reich of Bavaria
Image

Chairman: Greetings Empress, I believe we have been ignoring the universe around us for far too long. I wish to change that. We have recieved a formal invitation into an alliance. Our leading commitee decided, that certain incidents in the near past regarding scythian border patrols suggest, that we are indeed in the need of such an alliance. To proove our good will we are dispaching a battlegroup lead by our newest dreadnought to in the aid of local Bavarian forces. I hope that this relationship will be most profitible for both of our people.
May Tykhé guide you.

Transmission over

Oh hell yes (no pun intended).
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Re: Operation Dominions Call (Bavaria)

Postby Silverdream » Mon Jun 23, 2014 1:11 pm

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Kaiserin Renate: We graciously accept your assistance in this battle. May the swords of our peoples always point towards the same enemies.
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Re: Operation Dominions Call (Bavaria)

Postby Gorthaff » Mon Jun 23, 2014 2:16 pm

I couldn't come up with anything smart, original or funny, so <=THIS=> is what you get.
ENJOY IT!!!
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Re: Operation Dominions Call (Bavaria)

Postby Duerer » Mon Jun 23, 2014 2:34 pm

dilanski wrote:The superweapon is a one shot affair, in that it can fire only once, and will one shot a whole squadron of ships, or even a full super. The biggest downside is that it does reduce the overall amount of weaponry you have, by a large portion. For your dread specifically, it would reduce your overall weaponry by around %60.


And how about a main gun, that is quite powerful, but not as devastating as a superweapon?
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Re: Operation Dominions Call (Bavaria)

Postby dilanski » Mon Jun 23, 2014 8:38 pm

The Shadowscythe wrote:I have to ask what the basis of weapon to super weapon you are using for each dread?

Because some dreads (using the example of my ancient as balls overlord design) are basically nothing but gun with no superweapon, while the diety is a mixture of gun, superweapon, carrier and sheer armour.

How have you statted up each particular ship to their merits?


Duerer wrote:
dilanski wrote:The superweapon is a one shot affair, in that it can fire only once, and will one shot a whole squadron of ships, or even a full super. The biggest downside is that it does reduce the overall amount of weaponry you have, by a large portion. For your dread specifically, it would reduce your overall weaponry by around %60.


And how about a main gun, that is quite powerful, but not as devastating as a superweapon?


I'll answer these both together as they're going in the same direction. We'll use the Glasgow as an example as it works.

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This ship has two types of weapons, there are 4 quite large turrets (arranged on it's warp ring), and there are 8 much smaller turrets along the ship. Now, in a normal rule set, these would all have different stats. Thing is, that's painful, it's painful to stat, and it's painful to use, especially when every vessel has differing armaments, it becomes a nightmare just to do the shooting.

Thing is, what if this just becomes one number? All these weapons are kinetic, they fire large lumps of depleted something or other, the big ones are fewer, do more damage, and fire more often, the smaller ones fire smaller rounds, are many, and do so more often, so I just say, this ship as a whole has a total damage output of '15', The whole ships weapons become that number, plus two more attached which give the weapon flavour, which are explained here: Effect of Range on damage

The important numbers are the ones in bad. The scale 1 through 31, refers to range in 'units' (8 studs). Don't worry too much about it now, as it's still being tweaked a bit, but it shows how a Glasgow and an Emperor may differ, both are large capital ships, both mount a lot of guns, but one fits kinetic weaponry, and the other laser weapons. If they were to get in close, the Glasgow would pull ahead in the slug race, while if the Emperor was to pull some range, they could find a sweet spot where there weapons were the most effective.

So back to the original question as I went off on my tangent. The criteria for a super weapon is simply that the ship have some plausibly awesome attack, or weapon, which could function in some way to fire in an all out attack. For example the Edinburgh dreadnought has two viable super weapons, it could fire all/most of its missiles in a single wave, and at the same time, it's Hellhammer is plenty powerful to count. The choice is up to the player. I'm abstracting a vessels overall damage profile based on spreadsheets, what''s actually on the model only helps me decide what weapon systems it has, but not its actual stats.
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