Alternate Realities > Endless Stars

Combat

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GorgonlaVacaTremendo:
Okay, those are the basic units I thought of and weapons and shields.  Only ships deal with sheilds, the rest just have armor.  Here how I imagine combat going:

When a battle is declared by one player, he or she will choose how many of his or her units which are currently in the system or region of the battle will participate in the battle.  The defender does the same.  Both the attacker and defender must have at least one unit fight in the battle.  If the attacking player looses a battle, all his or her ships in the system retreat to a warp-gate, except ships that are in "ambush" mode and did not participate in the battle.  If the defending player looses a battle, all ships in the system retreat to that system's planet and may not be used for the next turn.  While on the planet, they may be fixed at the disgretion and will of their owner, but do not have to be.  Defending ships given the "ambush" command that did not participate in the loosing battle may remain in the system without fleeing to the planet.

All players engaging in a battle e-mail a third party, either a GM or if there is no GM a nuetral player.  The E-mail should have all their participating unit's stats.  That player or GM will send the number of squads, tanks and men being used in the battle by the other team.  Then all players involved send their commands to the nuetral player or GM.  

Each unit/squad will be given a primary command, a secondary command and a third command.  There are several "in-battle" commands.  These commands are attack right flank, attack left flank, attack center, defend, move.  A command rundown would look something like this:

--- Quote ---
Squad #1:
~Machine Gun, Right Flank, "The Enchiladas"
~Photon, Center, Ambushing Forces
~If Attacked, Defend flank attacked

--- End quote ---



The Squad you are commanding is on top, then beneath are three commands.  Command orders go "Weapon, Region, Target" for attacks.  the first command will be the command used in battle.  The second and third commands are "back-up" plans. The will only be used in the situation that they describe, so in the scenerio above, the last command will ONLY be initiated if that squad is attacked.  You could go into depth with your secondary commands, saying If Squad #2 is attacked, attack: Photon, Left Flank, Squad attacking Squad #2.

Squads told to defend will only have the defend effects on one flank.  This flank will automatically be the flank which would take the most damage.

At the beggining of the battle, both sides start at "long range." In order to use "moderate" or "close" range weapons, ships must move forward.  To move, a unit's primary command must be move.  If a moving unit is not attacked, its secondary command is ALSO carried out.  A unit can move twice and attack if its primary and secondary command is move, it is not attacked at any time, and its third command is attack.  If a moving unit is attacked, it still move, but does not carry its secondary command.  A moving unit cannot have secondary commands that overide moving: for example, a moving unit cannot have "If attacked, defend" as a secondary command.

All flanks on all units have 5 health.  If one flank of a squad is destroyed, it retreats from the battle.  If it belonged to a player outside of a system he or she controls, destroy it.  If it belonged to a player inside a system he or she controls, inside an ally's system or if the player gets permission to land from another player, it retreats to that system's planet*.  It is not allowed to be used for the next turn, and may be fixed at the owner's wishes.  If two flanks are destroyed, that squad is destroyed.

*If it is a land battle, forces retreat to a region they own that is not being fought in.  If no such region exists, they are simply removed from battle.

A player wins a battle if one of the following occurs, if two of the following situations occur, the one highest on the list is the winning scenerio:

~He or she has at least four times more troops than his or her opponent at beggining of battle.  If this occurs, the battle is not fought, and all the loosing forces are forced to flee.
~He or she removes from battle 50% or more of the opposing forces without loosing 50% or more of his or her own forces.
~He or she has more ships in the opponent's beggining zone than his or her opponent.
~He or she has double the amount of troops than his or her opponent at the end of the battle.
~He or she has lost no units.

If none of these situations occur, the battle is given to whoever owns the system or region. If one of the above scenerios occurs for both players, it is given to the owner of the system or region. If the battle is given to the owner of the system, the other players' surviving forces are not destroyed, but they are forced to leave the system via the closest warp-gate, or is pushed back to a region their forces control (for land battles).  

Any surviving land troops on a planet that has been completely taken over by an opponent are killed unless there is a ship capable of flying that turn docked on the planet.  If that is the case, they are put into that ship and sent ito the space around the planet.  Ships who are docked on a planet taken over by an opponent but not allowed to fly for the current turn are also destroyed.

GorgonlaVacaTremendo:
After the GM or nuetral player works out which ships are hit by what (this is the most difficult part of battle, and I don't think it should be too difficult...), they work out damage.  Here is a rundown of armor and weapon damage for ships:

Lazer: +1 damage to flank attacked.  +1 more damage for each upgrade.
Photon: +2 damage to flank attacked.  +1 more damage for each upgrade.
Gamma: +2 damage to flank attacked.  +1 damage for adjacent flanks (splash damage*).  +1 more damage for each upgrade.
Missile: +3 damage to flank attacked. +1 damage to adjacent flanks (splash damage*). +1 more damage for each upgrade.
Machine Gun: +1 Damage to flank attacked.  May attack up to three flanks once or one flank twice.  +1 damage for each upgrade.
*splash damage will be calculated by taking the origional damage and cutting it in half, then rounding down.
Basic Armor:-1 damage from machine guns and missiles.  -1 all for each upgrade.
Lazer Shield: cuts one half power from lazer shots, rounded down. -1 all for each upgrade.
Photon Shield: cuts one half power from photon shots, rounded down*. -1 all for each upgrade.
Gamma Shield: cuts one half power from gamma shots, rounded down.  -1 all for each upgrade.

*here, when I say rounded down, I mean if you do 1 damage, you decrease that to .5 and round that down, so 0 damage.  Damage is rounded down, not shielding

Damage to men:
Machine Gun: +3 damage. This weapon may shoot twice at any one or two targets in range.  +1 damage for each upgrade
Lazer: +2 damage. +1 damage for each upgrade.
Anti-Tank and Rocket:+3 damage. +1 damage to adjacent flanks (splash). +1 for each upgrade.
Armor:
Basic Armor -1 from lazers and machine guns.  -1 all for each upgrade.

Damage to tanks:
Machine Gun: +1 damage.  This weapon may shoot twice at any one or two targets in range.  +1 damage for each upgrade
Lazer:+2 damage.  +1 damage for each upgrade.
Anti-Tank and Rocket:+3 damage. +1 damage to adjacent flanks (splash). +1 for each upgrade.
Armor
Basic Armor: -1 all.  -1 all for each upgrade.

It might look complicated, but it is really just adding and subtracting, and it could easily be put into a reference chart.

Any ship which choose to defend gets an additional 50% all damage reduction, rounded down.  If the ship choose to defend as a secondary command, then it is instead a -1 all.  Likewise, if a ship attacks as a secondary command, it only does 50% of the damage it normally would, rounded down.

Damage done to squads in combat remains in the squads' profiles until they are brought to a planet to be fixed.  This has a cost and the squad may not be used for one turn.  Once the squad is fixed, it is put back to full health.

Ships may be told to ambush before a battle.  A squad told to ambush will remain hidden to enemies in a region or system until they are told to stop waiting.  This will be put into their profile.  An ambushing squad's profile would look something like this:

--- Quote ---
Squad: X-Wing Fighters
R3
L4
C2
Weapon: Second Degree Lazer
Secondary: Basic Missile
Upgrades and Abilities:
2nd degree armor
AMBUSH -- THE MILKY WAY

--- End quote ---

If a battle erupts in the system or region which the squad is hiding, the owner of the squad is allowed to put those ships into battle.  If he or she chooses to do so, the opponent is not notified of those ships ambushing before the battle.  Ambushing ships also begin at "moderate" range instead of "long" range.  Counter-ambush commands may be made as secondary commands as a cautionary step.  Squad's with "ambush" in their profile are not allowed to move region or system or land on a planet while in "ambush" mode, but enemies will not be alerted of those squads in a system with "ambush" in their profile.  Ambushing units may attack, too, and will start at moderate range, as is normal.  The opponent being attacked will not be alerted of how many ships are attacking him or her if all the ships attacking are in "ambush" mode.  Also, ships being attacked only by ambushers may not have any secondary commands.

*Quick final note: when dealing with damage, only one shield is counted as blocking.  If you opted to get a lazer shield in addition to your basic sheild, you can't use both together to reduce stats.  So if I have a second basic shield (-2 all, -1 extra missiles and machine guns) and a second lazer shield (-1 all, -50% lazers) and I get attacked with a Third Degree Missile (+5 damage), I cannot say "well, -3 for my basic shield AND -1 for my lazer shield, so only one damage.  The shield that will block the most damage will be used, and the other disregarded.

Legion:
wow long post...I have read most of it and it sounds very thought out and complex for an internet game, but I have not finished reading it.  I will try to finish it tomorrow, I have just been busy today.

Mr_Pleasington:
Things have been hectic the last few days so I haven't really gotten a chance to digest this.  I'll post some comments as soon as I have.  

Don't worry, Gorgon, I'm not ignoring you!

GorgonlaVacaTremendo:
I've put the combat damage into a chart to make it seem less confusing.  It's like a multiplication table--all you have to do is find the weapon on the left and the shield on the top, where they meet is how much damage is done.  Easy as cake.  Mmmmm, cake.  But I can't figure out how to post it as a chart.  It comes out like this....

Weapon - Shield (Ships)      Basic      2nd      3rd      Lazer      2nd      3rd      Photon      2nd      3rd      Gamma      2nd      3rd
Basic Lazer      1      0      0      0      0      0      1      0      0      1      0      0
Basic Photon      2      1      0      2      1      0      0      0      0      2      1      0
Basis Gamma      2      1      0      2      1      0      2      1      0      0      0      0
Basic Machine Gun      0      0      0      1      0      0      1      0      0      1      0      0
Basic Missile (s)      2      1      0      3      2      1      3      2      1      3      2      1
Second-Degree Lazer      2      1      0      1      0      0      2      1      0      2      1      0
Second-Degree Photon      3      2      1      3      2      1      1      1      0      3      2      1
Second-Degree Gamma      3      2      1      3      2      1      3      2      1      1      1      0
Second-Degree Machine Gun      1      0      0      2      1      0      2      1      0      2      1      0
Second-Degree Missile (s)      3      2      1      4      3      2      4      3      2      4      3      2
Primary Lazer      3      2      1      1      1      0      3      2      1      3      2      1
Primary Photon      4      3      2      4      3      2      2      1      1      4      3      2
Primary Gamma      4      3      2      4      3      2      4      3      2      2      1      1
Primary Machine Gun      2      1      0      3      2      1      3      2      1      3      2      1
Primary Missile (s)      4      3      2      5      4      3      5      4      3      5      4      3
*Ships have 5 health on all sides.                  
**When dealing with subtraction and division, subtract damage first, then divide.                  
Weapon-Shield (Men)      Basic      2nd      3rd
Basic Lazer      1      0      0
Basic Machine Gun      2      1      0
Basic Anti-Tank      3      2      1
Basic Rocket      3      2      1
Second-Degree Lazer      2      1      0
Second-Degree Machine Gun      3      2      1
Second-Degree Anti-Tank      4      3      2
Second-Degree Rocket      4      3      2
Primary Lazer      3      2      1
Primary Machine Gun      4      3      2
Primary Anti-Tank      5      4      3
Primary Rocket      5      4      3
*Men have 4 health on each flank.                  
Weapon-Shield (Tank)      Basic      2nd      3rd
Basic Lazer      1      0      0
Basic Machine Gun      0      0      0
Basic Anti-Tank      2      1      0
Basic Rocket      2      1      0
Second-Degree Lazer      2      1      0
Second-Degree Machine Gun      1      0      0
Second-Degree Anti-Tank      3      2      1
Second-Degree Rocket      3      2      1
Primary Lazer      3      2      1
Primary Machine Gun      2      1      0
Primary Anti-Tank      4      3      2
Primary Rocket      4      3      2
*Tanks have 3 health on each flank and 5 health in front.                  

It's a nice, neat chart in Excel...

**MOD: take your time, Mr. P

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