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  • #91
    Originally posted by Kassiopeia
    I'll consent to just about anything if we'll get to play soon.
    Said the actress to the bishop.

    Comment


    • #92
      It doesn't really matter what rules we start with, they're bound to be adjusted to version 1.4 a few turns in anyway.
      Visit First Cultural Industries
      There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
      Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd

      Comment


      • #93
        Nah, we are slowly hammering them into shape as we go. In NW these sort of rule changes were very common during the first few games but that too settled down.
        I'm building a wagon! On some other part of the internets, obviously (but not that other site).

        Comment


        • #94
          Anyone that's ever done a beta will be quite cosy with the rather minor GO adjustments

          -Jam
          1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
          That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
          Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
          Taht 'ventisular link be woo to clyck.

          Comment


          • #95
            Originally posted by Skanky Burns
            Nah, we are slowly hammering them into shape as we go. In NW these sort of rule changes were very common during the first few games but that too settled down.
            Yeah, this lot should last a game.

            Comment


            • #96
              I say its time for the GM to lay down the law and start the game.
              Visit First Cultural Industries
              There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
              Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd

              Comment


              • #97
                Very well, then, my rulings on the issues that have been brought up:

                - Battles will be split into two groups of 3 rounds each. Each groups must cotnain one of each weapon-type. Fleet numbers will be updated at the end of every round, and any further rounds calculated on the basis of the adjusted total.

                - If you wish, you may instruct your ships to attack to the death, and continue fighting three-round groups until one side or the other is destroyed.

                - If you wish, you can set different OOBs for different enemies; allied attacks will be met by the default OOB.

                - Shield and spy stockpiles ar elimited to three each.

                - There will be no change to the rules regarding multiple non-allied Overlrods attacking the same target.

                - Fleets that attack, run into shields, and find their home bases captured will continue to exist, but will lose all shields, spies, and BPs, and will lose 10% of their original number every turn until they capture a base.

                - Co-op victories are allowed.

                - Transfering bases and ships between allies is permitted, although transferred bases count as captured.

                - If an allied attack is launched and succeeds, bases will be divided up evenly between those who actually arrive to fight unless specified otherwise. Players may choose to redistribute these bases afterwards if they like.

                Did I miss anything? I'm updating the rules now...

                EDIT:
                - The cost to build new bases goes up by 8 for every 6 you have, rather than doubling.
                Last edited by GeneralTacticus; August 6, 2004, 03:29.

                Comment


                • #98
                  Now we're rockin'
                  He who knows others is wise.
                  He who knows himself is enlightened.
                  -- Lao Tsu

                  SMAC(X) Marsscenario

                  Comment


                  • #99
                    Everything is OK except the co-op victories

                    They are hollow victories anyway.

                    I still consider Skanky Burns the one and only Galactic Overlord.

                    Comment


                    • Now that I can access Poly again, here is the updated rules file:

                      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 receives 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 24BP each.
                      Self-built bases 13 through 18 cost 32BP 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 received.

                      Normal Orders (you may make both these orders in conjunction 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 executed. 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 organise joint attacks on an opponent with an ally. In this case you must agree on an Order of Battle between the allies. If two different 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 casualties. War is hell.

                      If not otherwise specified, multiple bases captured by an alliance will be divided up evenly between the fleets that actually arrived. Players may choose to redistribute them afterwards if they wish.

                      Transferring Ships & Bases:

                      In some situations, players may wish to transfer ships or bases among themselves. This is allowed.

                      Shields:

                      It is possible for a player to send out a fleet and have it run into a shield, while his home bases are simultaneously captured. In this situation, the fleet remains independent, but will lose all stockpiled shields, spies, and BPs, and will lose 10% of it’s original numbers every turn due to lack of supply. Thus, such a fleet would be advised to capture or negotiate for a base ASAP.

                      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!!!

                      Note: You may wish to ally with another player to win the game co-operatively. This is allowed, although it rather lessens the glory of victory.

                      Playing the Game - Combat
                      Combat Version 1.3

                      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 OOB is divided into two groups of three weapons each; both groups must contain one of each kind of weapon.

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

                      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 vulnerable 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 vulnerable 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.

                      Tactics 3 – Miscellaneous:
                      [*]The attacking player may decide to attack to the death. In that case, proceed as normal, but repeat the combat until one side or the other is completely destroyed.[*]You may set different OOBs for different enemies, if you wish, but always send a default OOB in, to cover any situation not specially mentioned.

                      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.
                      • Every three rounds, tally up the hits taken by both sides, and apply them as losses, then continue on to the next three rounds, if applicable.
                      • Remove destroyed ships, smallest first, in the same order as the OoB.
                      • Combat continues until one fleet receives more hits than it has hitpoints, or 6 rounds of combat have taken place unless the attack ordered a fight to the death, in which case combat ends with the destruction of one fleet.
                      • A destroyed fleet loses.
                      • If both fleets survive, the fleet that takes the most Hits is the loser.
                      • If the attacker won, he captures one base.
                      • If the attacker destroyed the entire enemy fleet, he captures all his opponents bases.


                      * * *

                      Any objections? If not, I'll post the game thread.

                      EDIT: Removed the example combat because I screwed it up. I'll try to fix it when I have time.
                      Last edited by GeneralTacticus; August 6, 2004, 08:18.

                      Comment


                      • Can we have a final vote on coop victories? I still say no.
                        We're sorry, the voices in my head are not available at this time. Please try back again soon.

                        Comment


                        • Very well. Everyone please post your votes in this thread, and I will go with the majority at 20:00 GMT, 8/8/2004.

                          Current votes:

                          0 FOR
                          2 AGAINST (Ljube, Spaced)

                          Comment


                          • AGAINST
                            Cake and grief counseling will be available at the conclusion of the test. Thank you for helping us help you help us all!

                            Comment


                            • against.

                              Comment


                              • Thanks GT.
                                We're sorry, the voices in my head are not available at this time. Please try back again soon.

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