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Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 12:02 am
by BigJKU316
stitch626 wrote:Just looked at the new spreadsheet... wow. If you could... please explain the new page, in detail. Specifically, how do we read it?
The first part is just a way to break your fleets up and tell me where they are and where they are going.

Each fleet is shown and then you can break each fleet into up to 4 task forces. Each can be located apart from the others and move on its own. If you select one then you get 1 TF (or 1 Fleet if you prefer). Really it is just a place to let me know where things are moving from and to.

The second part is for building a military outpost. Say you invade someones territory and you need to establish a supply base at planet 947 so your supply lines are not stretching way across the map. This is how you do it. Type in the system and select from the pull downs. Fortified bases can defend themselves a little bit. Unfortified bases are really just supply dumps and even 1 enemy ship can wipe it out if your ships are not there.

The final part is for intel operations. Again just input who you want to target (like Federation) and then select the info you are after and the way you want to get it.

Open Source means you are just basically having someone read the newspapers and look around. Very useful in open societies really and also cheap.

Communications Intellegence means code-breaking. That is very expensive but also pretty low risk once you do it.

Black Op means you are putting an agent in place, or kidnapping someone who knows what you want ect. Very high risk, high reward stuff. Also cheaper than teams of math geniuses and super computers needed for Comm. Intel.

Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 2:44 am
by stitch626
Cool... I like the espionage options... hehehe.

Oops, I mean... :whistle:

Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 2:10 pm
by Nickswitz
Where did the trading slot go?

Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 2:13 pm
by BigJKU316
Nickswitz wrote:Where did the trading slot go?
It is on the bottom of your income/expense sheet.

Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 2:14 pm
by Nickswitz
BigJKU316 wrote:
Nickswitz wrote:Where did the trading slot go?
It is on the bottom of your income/expense sheet.
Ok, for some reason I was unable to access that one, now I can.

I can't change anything, it says it's read-only and writeprotected...

Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 4:19 pm
by BigJKU316
Nickswitz wrote:
BigJKU316 wrote:
Nickswitz wrote:Where did the trading slot go?
It is on the bottom of your income/expense sheet.
Ok, for some reason I was unable to access that one, now I can.

I can't change anything, it says it's read-only and writeprotected...
Ahhh, send it back to me with any changes you have made and I will unprotect it. My fault.

Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 4:20 pm
by BigJKU316
A question for the players.

How do you all want to handle fleet combat?

I already put up the first option, which really gives you little input.

I am willing to allow some tactical control of fleets, but it would necessitate probably daily orders to resolve battles by the players. If one side is not interested we would just use the old system, but if people are interested I can put together a limited set of tactical rules to allow you some chance to control the outcome of battles.

Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 5:18 pm
by stitch626
I would like to avoid combat in general... but I'm not sure how I would want ti if it occured.

Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 5:37 pm
by Deepcrush
I want as much control over my forces as you will allow.

Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 6:11 pm
by Lt. Staplic
agreed...if we start getting into combat, I'd like some kind of system that provides a decent amount of control over my fleets with default options in case someone either doesn't want to use the system or doesn't get a chance to use it

Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 8:45 pm
by Nickswitz
BigJKU316 wrote:Ahhh, send it back to me with any changes you have made and I will unprotect it. My fault.
I can't change anything... So if you would like to send me a new one I would like this a lot... :D

Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 9:07 pm
by BigJKU316
Ok, the basics of a combat system at least in my head so far are as follows.

Torpedoes are given a range of 1 Million KM, though their accuracy increases greatly as you close distance. Beam weapons are useful from 300,000 on in.

There are three types of engagement, depending on how contact was made.

Meeting Engagement- Both forces meet, knowing the other force is coming and combat ensures.

Assault- One force is defending a fixed point in space against another fleet that is attacking.

Ambush- One force is caught by surprise by a force it did not expect.

Essentially you can sub-divide your fleet or task force (whatever is engaged) however you choose. This is the part that is up to the players. For you to subdivide you are going to have to give me a breakdown of unit types in each group and figure the combat power (and break it into an overall/torpedo category) for each group you are using in a tactical situation. Otherwise I won't have the time to do it if we are in a major war by myself.

Everyone starts 1.2 million KM apart. Each turn you can move 500,000 KM. Battles are two dimensional (3-D mapping is out of the question here, just too many ships to worry about). Everything is deployed along a start line that runs straight across from your flagship. No one sub-unit may be more than 100,000 KM from another. So if you have 3 sub-units one is in the middle and two can be 100,000 KM either to the left or right, or two to the right 100,000 KM each. There is no use of warp.

There is no diagonal movement for simplicity sake. If you want to do that just instruct the group to move 300,000 KM forward and 200,000 KM to the left.

You issue orders basically to do the following each tactical turn.

Move- Just as described above. You can go forward, backwards, left and right. 500,000 KM a turn.

Attack- Pick an enemy target and open fire. This automatically orients the attacking group in that direction.

Face- After moving you can orient your force in a direction if you do not wish to attack but suspect an attack from either the flank or behind.


Combat between groups is resolved as rules were listed before, just on the smaller scale. Each turn you get a report of damage. There are combat bonuses and penalties for the following.

Flank attack- If you are able to attack from more than 90 degrees off the axis your target is oriented you get a 25% bonus to your combat power.

Rear attack- If you are able to attack from the rear quarter (within 45 degrees of directly behind the enemy orientation) you get a 50% attack bonus.

Combined attack- If you gain the bonus of a flank or rear attack and attack from the front hemisphere (less than 90 degrees off axis) you gain the same bonus for the group in front which otherwise would have no bonus for basically sandwiching your opponent.

Flagship attack- You can order your group to target the flagship of the enemy. Your combat power is reduced by 50% for this specialized targeting but your chances of taking out the flagship triple (normal chances are figured by taking the number of ships destroyed and dividing it by the total in the group so if the group has 50 ships and 10 are destroyed it has a 1 in 5 chance of being destroyed). If you take out the flagship your enemy loses the ability to issue commands for 1 turn while command is switched to another ship.

Melee- If two units end up occupying the same space on the battle map they are considered to be in a melee. They can either retreat, be destroyed in place or force the enemy to do the same before further orders can be issued. Due to point blank range damage is tripled at this range.

Retreat- If you order a unit to retreat it will move at maximum speed to your side of the battle map. Once there it must wait one whole turn before jumping to warp. During that time it has an effective combat rating of 10% its total and will take heavy losses. You can do this to get out of a melee not going your way, or in an attempt to avoid battle.

Rout- If a unit loses 50-75% of its units there is a chance it will rout with every ship making a mad break for its own safety. Klingon, Breen and Dominion ships will not rout under any circumstance. Other powers have different chances of doing so based on their cultural standing.


See below for what the maps will look like. (Warning, very rough because I am in a hurry)

1- Two fleets in 4 task forces deploy opposite one another
Image

2. Blue fleet moves out to the left flank. Red Fleet moves straight ahead at full speed.
Image

3. Red Fleet gangs up on Two task forces.
Image

4. Blue fleet closes in on the left flank. One blue fleet task force routs and runs. One task force for each fleet is stuck in melee on the left flank.
Image



That is what I have. I am open to suggestions though.

Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 10:30 pm
by Deepcrush
Seems good enough for the numbers we'll be dealing with. However, how do you plan to deal out the damage?

Re: Star Trek Sim discussion

Posted: Mon Feb 15, 2010 10:37 pm
by BigJKU316
Deepcrush wrote:Seems good enough for the numbers we'll be dealing with. However, how do you plan to deal out the damage?
Just like we were going to do the larger fleets except we will use the sub-unit numbers you guys calculate.

First we calculate a winner for each engagement segment. Then we divide up the damage with another die roll.

Re: Star Trek Sim discussion

Posted: Tue Feb 16, 2010 4:16 am
by stitch626
Wow... I hope we dont do battle with over 100 ships involved... that could get nasty.