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  • FG: Galactic Overlord III Signup

    Link to Previous Game Thread.

    Galactic Overlord
    A New Forum Game from
    Jamski Productions

    Overview

    Galactic Overlord is a game of space strategy and warfare for any number of players. It is turn based and builds on the success of the well known Paper-Stone-Scissorstm system. Each player is the ruler of a faction determined to bring the whole galaxy under their domination using every means at their disposal until they are the sole survivor and the almighty Galactic Overlord!

    Setting up the Game

    Each player starts the game with three Bases. A Base is a planet, hollowed out asteroid, huge space station or any other large structure capable of supporting life and industry. Each player also starts the game with 20 Build Points, or BPs. As long as the player has at least one base still in operation he recieves an additional 5 BPs each turn per home base, and 2 BPs each turn per captured base. The player's initial BPs can be used before the game starts to build the starting Ships or more Bases according to the following table:

    Spending BPs

    Self-built bases 1 through 6 cost 16BP each.
    Self-built bases 7 through 12 cost 32BP each.
    Self-built bases 13 through 18 cost 64BP each and so on.

    Code:
    Frigate......1 BP     
    Cruiser......2 BPs
    Battleship...3 BPs
    Dreadnaught..4 BPs
    Titan........5 BPs
    The more expensive the Ship, the more Bases are required to build one:

    Code:
    Frigate......1 home Base     
    Cruiser......2 home Bases
    Battleship...3 home Bases
    Dreadnaught..4 home Bases
    Titan........5 home Bases
    ***NOTE - Only self-built bases count towards maximum hull sizes***

    Each Ship built can be armed as you wish with Lasers, Fighters or Torpedoes with each weapon taking up one unit of space from the Ship's total. A ship may only carry one kind of weapon.

    Code:
    Frigate......1 unit of space/2 hit point     
    Cruiser......2 units of space/4 hit points
    Battleship...3 units of space/6 hit points
    Dreadnaught..4 units of space/8 hit points
    Titan........5 units of space/10 hit points
    EXAMPLE : A Battleship might have 3xLasers (Laserbattleship), a Cruiser 2xTorpedoes(Torpedocruiser) and a Frigate 1xFighters (Carrierfrigate).

    BP's may be stockpiled for use later during the game.

    Playing the Game - Orders

    This part of the game is similar to Nuclear Wartm. Each player sends his orders to the GM who processes them all together once they are recieved.

    Normal Orders (you may make both these orders in conjuction with the orders in the next section)
    • Build Ships/Bases : You may spend your BPs or stockpile them for later. Ships built that turn may be used for attack and defence, Bases built may be destroyed that turn. Damaged Ships may be fully repaired for a cost of 1 BP (Now you see why big ships are good)
      ***NOTE - You need to already have bases built for them to count for hull size allowance.***
    • Use Spy : If you have a Spy you may stop one of your opponents orders that turn being exectuted. The Spy is lost. Spy affects Attack!, Rebuild Generator and Train Spy.


    Special Orders (you must choose only one of these per turn)
    • Attack! : This starts a fight between your fleet and that of an opponent. You must choose which ships to send, and which to leave at home in case you yourself are attacked that turn. See Combat for more.
    • Raise Shields! : This protects your Bases and Ships from all attacks that turn, and also stops any spies. Any opposing fleet that attacks you will take twelve Hits (distributed as per combat damage) while you remain snug and secure. The generator is exhausted by this use and must be rebuilt.
    • Build Generator : Rebuilds a shield generator. Multiple shields can be stockpiled for later use.
    • Train Spy : Trains and inserts a new Spy for your cause. Multiple spies can be stockpiled for later use.


    Alliances

    You may want to orgainise joint attacks on an opponent with an ally. In this case you must agree on an Order of Battle between the allies. If two differenet opponents attack at the same time without informing the GM of their alliance, then the defender must fight them consecutively, fighting first against the one who posted their orders last.

    It is possible that when a player is attacked by two non-allied fleets at the same time that he loses both battles. In this case both attackers gain a base. Allied fleets that attack together must decide who is to get the captured base.

    The GM applies hits to allied fleets in the same way as to a normal fleet. This means that if one ally has smaller ships than his partner, he will take the bulk of the casulties. War is hell.

    The GM

    The GM will report each turn on the activities of each player. He will keep their orders secret and their current navies secret also, but will reveal their bases, the size of their navy and their current BPs.

    Winning the Game

    You win the game by destroying all the bases and fleets of your opponents to become the Galactic Overlordtm!!!

    Playing the Game - Combat
    Combat Version 1.2

    Combat is a simple, and yet complex, Paper-Stone-Scissorstm system :

    Code:
    Lasers    - beat - Fighters
    Fighters  - beat - Torpedoes
    Torpedoes - beat - Lasers
    Every player must also specify an "Order of Battle" every turn, whether attacking, or expecting to be attacked. Failure to do so results in the loss of your whole fleet in confusion and panic. This is simple to do though. The players must specify what order they want to use their weapons.

    EXAMPLE : Lasers-Fighters-Fighters-Torpedoes-Laser-Torpedoes (LFFTLT)

    These can be further refined by different tactics.
    Tactics 1 - Range:
    You may instruct your captains to try to engage at different ranges.
    • Close In - Lasers from both fleets count an extra x2. If both fleets Close In then this stacks to a x4. This negates Back Off.
    • Back Off - Lasers from both fleets count an extra x0.5 penalty. This is negated by Close In. If both players Back Off this stacks to x0.25.

    Default is no special orders.

    Tactics 2 - Formation:
    You may instruct your captains to engage using different formations.
    • Bunch Together - Your ships huddle together to protect each other from Fighters, but are more vunerable to the large explosions of Torpedoes. Attacks with Fighters against Bunched Together fleets are at x0.5, while Torpedoes get x2.
    • Spread Out - Your ships spread out, making the fleet hard to target with Torpedoes, while leaving individual ships vunerable to Fighters. Attacks with Fighters against Spread Out fleets are at x2, while Torpedoes get x0.5

    Default is no special orders. These orders can be used even when sending out a single ship.

    Example of full OOBs:
    Code:
    Attack: TFFTLT back off, bunch
    Defence: LFTFTL close in, default
    • Add hitpoints for fleets involved in the battle (2xBP cost of fleets)
    • Add total Fighters/Lasers/Torps in each fleet.
    • Sort fleets according to their empire's Order of Battle. Fleets with no OoB are destroyed.
    • Adjust raw fighter/laser/torp numbers.
    • The fleet with the "winning" tactic in a given round has their raw total attack strength doubled.
    • Spreading or bunching your fleet affect the opposition's raw total attack strength. Double or halve this accordingly.
    • The higher adjusted total wins. Apply Hits equal to the difference between the totals.
    • Combat continues until one fleet recieves more hits than it has hitpoints, or 6 rounds of combat have taken place.
    • A destroyed fleet loses.
    • If both fleets survive, the fleet that takes the most Hits is the loser.
    • Remove destroyed ships, smallest first, in the same order as the OoB.
    • If the attacker won, he captures one base.
    • If the attacker destroyed the entire enemy fleet, he captures all his opponents bases.


    Code:
    TLFTLF		FFLTLT
    
    hp 106		hp 48
    
    4LB 1LT		3LF
    2FD 2FT		18FF
    1TB 3TT		3TF
    
    
    RAW DATA
    Spaced		Jamski
    -----------------------------------
    18 torpedoes	18 fighters
    17 lasers	18 fighters
    18 fighters	3 lasers
    18 torpedoes	3 torpedoes
    17 lasers	3 lasers
    18 fighters	3 torpedoes
    
    back, default	back, spread
    L > F > T > L
    
    ADJUSTED DATA
    Spaced		Jamski
    -----------------------------------
    9 torpedoes	32 fighters	Spaced takes 23 hits
    8.5 lasers	18 fighters	Spaced takes 10 hits
    18 fighters	1.5 lasers	Jamski takes 17 hits
    9 torpedoes	3 torpedoes	Jamski takes  6 hits
    4.25 lasers	0.75 lasers	Jamski takes  4 hits
    72 fighters	3 torpedoes	Jamski takes  68 hits
    First we calculate the hitpoints of the ships involved in the battle. Spaced has 5 battleships, 2 dreadnaughts and 6 titans, so (5x3 + 2x4 + 6x5)x2 = 106.
    Jamski has 24 frigates, so (24x1)x2 = 48 hitpoints.
    In this example, Spaced has 4 laser-battleships and one laser-titan. (4x3) + (1x5) = 17, so his raw laser damage is 17.
    He has 2 fighter-dreadnaughts and 2 fighter-titans, (2x4) + (2x5) = 18 so his raw fighter damage is 18. The rest of the raw damage is calculated in a similar manner for both fleets.

    So now we come to our first line of combat with 18 torpedoes against 18 fighters. As fighters beat torpedoes, the fighters number is doubled, giving us 32 damage. Next, tactics are taken into account. Spaced used default, so no change there. Jamski spread his fleet out, so torpedoes do half the normal damage, giving us 9 damage. We then compare these two numbers. 32 beats 9, so Spaced takes the difference (32-9) hits. This is not enough to kill his fleet, so combat continues to line 2.

    Next, 17 lasers versus 18 fighters. As lasers beat fighters, the raw laser damage is doubled to 34. Due to tactics, however, this is divided by 2 twice. Both players back off, halving laser damage, which leaves us with 8.5 damage, 8 rounded down. 18-8 leaves Spaced to take an additional 10 hits. This is still not enough to kill his fleet, so to round 3 we go.

    As you can see from the table above, Spaced's fleet rallied after the initial two rounds and drove away the Jamski hordes.

  • #2
    GM: GeneralTacticus

    Current Player List:

    joncha
    Whoha
    Kuciwalker
    Kassiopeia
    DrSpike
    Skanky Burns
    Geomodder
    Boshko
    Chaunk
    Smiley
    Last edited by GeneralTacticus; August 2, 2004, 04:44.

    Comment


    • #3
      +1 I confirm wanting to join this game.

      Comment


      • #4
        Me.

        Comment


        • #5
          M... oh.

          In any case, thanks for volunteering to GM. A lot of work involved.
          Cake and grief counseling will be available at the conclusion of the test. Thank you for helping us help you help us all!

          Comment


          • #6


            /me readies for battle.
            ~ If Tehben spits eggs at you, jump on them and throw them back. ~ Eventis ~ Eventis Dungeons & Dragons 6th Age Campaign: Chapter 1, Chapter 2, Chapter 3, Chapter 4: (Unspeakable) Horror on the Hill ~

            Comment


            • #7
              I should have been auto-listed in this game. Harumph.
              I'm building a wagon! On some other part of the internets, obviously (but not that other site).

              Comment


              • #8
                Well, let's give it another shot!

                (Write-in)
                He who knows others is wise.
                He who knows himself is enlightened.
                -- Lao Tsu

                SMAC(X) Marsscenario

                Comment


                • #9
                  I'll give it a shot.
                  Stop Quoting Ben

                  Comment


                  • #10
                    Play hangman.

                    Comment


                    • #11
                      Lots of interest.

                      Comment


                      • #12
                        So... thoughts on rules changes? I believe there were people proposing limits to shield and spy stockpiles, and I was trying to generate some discussion on fleet adjustment during combat.

                        Comment


                        • #13
                          Proposals:

                          1) If GT is happy with the combat updated round by round then do that, it's clearly better.

                          2) Regarding combat generally, I feel the balance has shifted a lot to no casualties for the winner from the mutual destruction we had before (though, in fairness many of the battles last game were lopsided). I don't want to tone it down too much, since we want to encourage violence ( ), but I wonder if the modifiers are a touch too strong.

                          3) There should be limits on both shields and spies. I'd say a separate limit of 3 for both works well.

                          4) I think there should be no limit on building; it isn't necessary in this game like in NW, since if you die you lose the lot in one turn. I favour keeping the higher costs after a certain point, but 32 for base 7 is silly. How about 16 cost until 6, then 24 cost until 9, then 32 thereafter? Seems better to me.

                          5) What happens when two people attack on the same turn needs work. I don't think the first person to send in orders should go first - I have always felt that way in forum games. It should be randomised. The second person should attack *whoever* is in the base, leading the "lucky" second person the chance of mopping up the original owner, or taking on the new conqueror.

                          Comment


                          • #14
                            For #1 - I'd be happy to do that, I'm just a bit worried about the effects it would have on combat, given that anyone who managed to get in a crushing first round would almost inevitably win the entire combat. Perhaps an adjustment every 2 or 3 rounds?

                            For #2 - I think, as you said, that this simply resulted from very lopsided battles. And it should be noted that in the last battle of GO2, Geo was outnumbered by over two to one, yet he still managed to destroy over 20% of our combined fleet on the very first round. It's all in the tactics.

                            For #3 - no objections here.

                            For #4 - Agreed. As it is, new bases after the sixth won't turn a profit for 7 turns, which, IMO, is rather too long.

                            For #5 - interesting idea. Thoughts, everybody?

                            N.B. I think the current rules regarding the second player to arrive are fine - they might well not want to attack whoever the new owner is, as they might be using entirely the wrong OOB, and/or be simply outmatched by the scale of the enemy fleet.

                            Oh, and should I add a note regarding co-op victory to the rules? I don't really think it takes anything away from the game (obviously, since I went for it with Spike), and I think the added glory of being the sole winner provides enough incentive not to go for it automatically. If I'd thought I could win by going it alone, I most certainly would have.

                            Comment


                            • #15
                              Originally posted by GeneralTacticus
                              If I'd thought I could win by going it alone, I most certainly would have.
                              Me too.

                              Comment

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