BETA SIM OOC THREAD
Moderator: Lt. Staplic
Re: BETA SIM OOC THREAD
Uh....what the hell just happened?
How did I cram to get my sheet in last night, only to wake up and find another war going on???
How did I cram to get my sheet in last night, only to wake up and find another war going on???
They say that in the Army,
the women are mighty fine.
They look like Phyllis Diller,
and walk like Frankenstein.
the women are mighty fine.
They look like Phyllis Diller,
and walk like Frankenstein.
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Re: BETA SIM OOC THREAD
Given the back and forth of the last week I don't think the fact that people are shooting each other should come as a huge shock.
Re: BETA SIM OOC THREAD
I fully expected this. I'm actually surprised you are surprised Mark.
No trees were killed in transmission of this message. However, some electrons were mildly inconvenienced.
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Re: BETA SIM OOC THREAD
And I'm surprised that you're surprised that he's surprised.
Shocking really.
Shocking really.
Re: BETA SIM OOC THREAD
Yeah, but with only one exception (that being the Beta Breen's sudden invasion), most conflicts are built up too, with rounds of smack talking, posing, and so forth.
Yes, I saw it coming down the road........just not this quickly
Yes, I saw it coming down the road........just not this quickly
They say that in the Army,
the women are mighty fine.
They look like Phyllis Diller,
and walk like Frankenstein.
the women are mighty fine.
They look like Phyllis Diller,
and walk like Frankenstein.
- Reliant121
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Re: BETA SIM OOC THREAD
I was hoping this would be a little later but hey ho.
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Re: BETA SIM OOC THREAD
I think everyone had their say pretty quickly. There wasn't much else I really had to say to anyone.
- BigJKU316
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Re: BETA SIM OOC THREAD
Well I just hope you realize that your invasion fleet was going one way while my Fed Ex package full of teddy bears, roses and apologetic hallmark cards was headed to Cardassia. This is going to make our state dinner very uncomfortable.Tyyr wrote:I think everyone had their say pretty quickly. There wasn't much else I really had to say to anyone.
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Re: BETA SIM OOC THREAD
Real quick here, I decided to make a clarification post about how battles work in this SIM. I'm not good at hex systems, nor do I want that headache, nor do I want battles to take up that much time b/c like big noticed it steals momentum from the SIM.
I have a spreadsheet system (If anyone wants to see it, ask and I'll email it to you). The battles take place in a series of 5 rounds, starting at Long Range (unless specific circumstances dictate a close range engagement). From there they will then move. When running battles I do a roll with both sides firepower used to determine the victory ratio for any given power. i.e. your firepower divided by the total firepower involved is your percentage chance at victory (from now on this number is known as the victor differential (VD)).
Once a victor is determined, the looser rolls from the victor differential to 100 for percent casualties, the victor from 1 to (100-VD). The number of destroyed ships is then your enemies firepower divided by your defensive rating multiplied by your casualty percentage. The number of ships afflicted by casualty percentage but not destroyed.
After each round you have the option to save or use your damaged ships in the next round; however the number of damaged ships you take on in future rounds is matched up with the number you entered that round with. a ship damaged twice is destroyed. i.e. in round 1 player A has 1 ship destroyed and 2 damaged, and the keep them, in round two they start with 2 damaged have have another ship destroyed and 2 more damaged, this means that since 2 were damaged in the first round,a and two more in round two the two damaged ships are now destroyed bringing total losses for Player A to 4 ships not 2
It is important to not however, that I do factor in maneuverability*. first off the player with a larger maneuverability get's an attack bonus. i.e. your normal attack is multiplied by the ratio of your maneuverability to your opponents (only for the side with greater maneuverability). so if player A has a maneverability of 1000 and B has a maneuverability of 750 player A will have a 1.333333 multiplyer with his attack (so an attack of 1000 just became 1333 when figuring the battle.)
Additonally the player with higher maneuverability get's an advantage to their side. So in my previous example if Player A is better at long range then 3 of 5 rounds will be at long range, if not then 3 of 5 will be at short range. The larger the ratio of maneuverabilities the more rounds you will have fought where you are in an advantage.
* It's actually average maneuverability of all ships on your side in use.
I have a spreadsheet system (If anyone wants to see it, ask and I'll email it to you). The battles take place in a series of 5 rounds, starting at Long Range (unless specific circumstances dictate a close range engagement). From there they will then move. When running battles I do a roll with both sides firepower used to determine the victory ratio for any given power. i.e. your firepower divided by the total firepower involved is your percentage chance at victory (from now on this number is known as the victor differential (VD)).
Once a victor is determined, the looser rolls from the victor differential to 100 for percent casualties, the victor from 1 to (100-VD). The number of destroyed ships is then your enemies firepower divided by your defensive rating multiplied by your casualty percentage. The number of ships afflicted by casualty percentage but not destroyed.
After each round you have the option to save or use your damaged ships in the next round; however the number of damaged ships you take on in future rounds is matched up with the number you entered that round with. a ship damaged twice is destroyed. i.e. in round 1 player A has 1 ship destroyed and 2 damaged, and the keep them, in round two they start with 2 damaged have have another ship destroyed and 2 more damaged, this means that since 2 were damaged in the first round,a and two more in round two the two damaged ships are now destroyed bringing total losses for Player A to 4 ships not 2
It is important to not however, that I do factor in maneuverability*. first off the player with a larger maneuverability get's an attack bonus. i.e. your normal attack is multiplied by the ratio of your maneuverability to your opponents (only for the side with greater maneuverability). so if player A has a maneverability of 1000 and B has a maneuverability of 750 player A will have a 1.333333 multiplyer with his attack (so an attack of 1000 just became 1333 when figuring the battle.)
Additonally the player with higher maneuverability get's an advantage to their side. So in my previous example if Player A is better at long range then 3 of 5 rounds will be at long range, if not then 3 of 5 will be at short range. The larger the ratio of maneuverabilities the more rounds you will have fought where you are in an advantage.
* It's actually average maneuverability of all ships on your side in use.
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- Reliant121
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Re: BETA SIM OOC THREAD
By intention.
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Re: BETA SIM OOC THREAD
We didn't have to go to war if you want me to use your oldies for target practice.