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My initial attempt was a little too ambitious. . . That was rectified using a quest format. (Rule #1 - quests can solve anything) My second attempt remains on SpaceBattles. . . Bringing it over is too bothersome. (Rule #2 - Generalissimo is lazy sometimes) My third ongoing version remains at SufficientVelocity. (Rule #3 - Generalissimo is regularly too lazy to make new material sometimes) A Katana Fleet for You! Before the Clone Wars the Old Republic sort of lost an entire fleet of (200) Dreadnaughts, the Katana Fleet. Katana Fleet (http://starwars.wikia.com/wiki/Katana_fleet) Two hundred Old-Republic Dreadnaughts Dreadnaught-class heavy cruiser (http://starwars.wikia.com/wiki/Dreadnaught-class_heavy_cruiser) Together four or five Dreadnaughts might overtake a single (Imperial) Star Destroyer. With a "special" dedicated Artificial Intelligence managing offence three Dreadnaughts are now likely to down a Star Destroyer. Dreadnaughts are still slow both in and out of hyperspace. A single person can’t command a fleet alone. . . This fleet is overseen by a dedicated yet unknown Artificial Intelligence. Setting summery for those CyberNations folk unacquainted with Star Wars A galactic empire (known as the Galactic Empire) controls the known galaxy is opposed by an alliance of rebels (known as the Rebel Alliance). By fate or Force someone has found this (maybe) formidable fighting force prematurely – you! (A generic roleplayer on CyberNations) A humble CyberNation-er has been thrust through space and time to a long time ago, in a galaxy far far away. The date is 0 BBY (maybe a day or three prior) shortly before the Battle of Yavin. . . . . . at full Hyperdrive speed the Katana Fleet could reach the Death Star two minutes before it’s supposed to be destroyed. A Galactic Civil War could be in the hands of your newly discovered fleet. [A] Go to Yavin, maybe pick a side. [B] Go to Nar Shadaa and sell your services. [C] Check the fleet's combat readiness. [D] Check databanks for Republic supply caches [E] Mosey on over to the Ssi-Ruuk star cluster to give them a neighborly "%$#@ you. [F] Crawl to Maw Cluster and show Daala what competence looks like. [G] Full frontal attack Coruscant, liberate the galaxy's capital from Imperial tyranny! [H] Write in
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I think everyone can agree there are flaws with the current CNRP games. Everyone has different styles of play: Some of us pound our heads over silly military claims, some like to skip warfare entirely. In my opinion, the easy solution is a concrete wargame system that lets people roleplay however they want, while also keeping power out of the hands of GMs... by making outcomes easier to determine before they occur. Without further ado: ---------------------------------------------------------------------------------------------- Every player begins with 100 points, regardless of nation strength. Above 10000 NS, players receive an additional 50 points for each additional 10000 points of NS, rounded up. This continues up to the 50,000 NS level. 0-10000 NS: 100 points... 40000-50000 NS: 300 points Beyond 50000 NS, players receive 10 points for every 10000 NS, up to a maximum of 400 points. 50000-55000 NS: 310 points 140000+ NS: 400 points PURCHASING ASSETS Once starting points are totaled, you may purchase the following assets. Note that these are considered the points for stock models. For general purposes all assets are considered more or less equal, depending on model specifics. Improving the effectiveness of stock models is possible through further points expenditure. Capabilities listed should be energy prioritized at any one time... i.e. a star destroyer cannot maintain both orbital bombardment and fighting other ships simultaneously. Also, smaller assets can quickly be rebuilt, but larger assets, while often more effective, take time to develop, and super-assets should take the longest to build, with multiple posts regarding construction and development. Asset strength is determined by points invested (A stock frigate is only 20% as strong as a capital ship, 10/50 points). However, advantages of each ship class enter into the equation. Thus a star Destroyer can handle an attack by 10 frigates and fight to a stalemate, while an escort like the Millenium Falcon can handle an attack by 10 tie-fighter squadrons. Fleet Assets: -Planetary/Carrier based Starfighter Squadron: 2 Points (must be based in system or on carriers, very strong against frigates) -Hyperspace capable Starfighter Squadron: 5 Points (...also able to independently hyperspace jump and engage in strike operations) Examples of the above include the Naboo Starfighter and the X-wing, respectively. Both are worth [2 pts] in most engagements. -Escort: 10 points (very strong against starfighters [20 pts], jump capable) -Frigate: 10 points (very strong against escorts [20 pts], jump capable, can transport a single starfighter squadron, capable of light orbital bombardment) -Transport: 10 points (weak against all other assets [5 pts], transports 5 armies) -Capital Ship: 50 points (jump capable, very strong against all preceding ship types [100 pts] except starfighters, capable of heavy orbital bombardment, can transport 5 starfighter squadrons and 1 army) Examples of the above include the Millenium Falcon, the Nebulon-B frigate, the Rebel Transport and the Star Destroyer, respectively. Fleet Super-Assets: -Super Capital Ship: 100 points (jump capable, very strong against all preceding ship types [200 pts] except starfighters, capable of very heavy orbital bombardment, can transport 10 squadrons and 1 army) -Mega Projects: 200 points (jump capable, very strong against all preceding ship types [400 pts] except starfighters, planet destroying, can carry 20 squadrons and 1 army) An example of the former would include the Super Star Destroyer, while examples of the latter would include the Death Star, World Devastator or Yuuzhan Vong Worldship. Planetary Assets: -Army: 2 Points (Can occupy planets, fight in ground battles) -Planetary/Orbital/Asteroid Defense Cannon: 5 points (Very strong against orbital bombardment capable ships) -Planetary Fortifications: 10 points: resists light, heavy and very heavy orbital bombardments, enemy armies must obtain 3:1 odds for victory, protects up to 5 armies each. Must be established by prior roleplay posts. Every occupied planet must have at least one army stationed. ENGAGING ASSETS Guidelines: To defeat an asset, 2:1 odds should be achieved (asset should conduct organized withdrawal in space or hide on ground). To destroy an asset, 3:1 odds should be achieved (asset should panic and rout, be captured or be destroyed). Assets that are very strong against other assets enjoy a natural 2:1 odds advantage. Assets can be formed in two lines, with the front line absorbing attacks, and assets in the second line waiting in reserve. However, once engaged, assets are in the front line until withdrawn from battlefield or defeated/destroyed. Bombardment Rules (all non-army defending assets must be neutralized) -Light Orbital Bombardments allow frigates to engage individual armies with 1-way attacks on a 1:1 basis. -Heavy Orbital Bombardments allow capital ships to engage individual armies with 1-way attacks on a 2:1 basis. -Very Heavy Orbital Bombardments allow capital ships to destroy individual armies with 1-way attacks on a 3:1 basis. -Mega projects neutralize or destroy entire planets during engagement. Major combat engagement should be posted in a separate thread with assets of both sides posted along with objectives and losses. During major combat engagements each side should determine the targets of each of their assets, with assets deducted after each round until one side is defeated, destroyed or chooses to withdraw (if not trapped on a planet). Direct fire exchanges take place at once per round or CN day, whichever is shorter. If a player misses a turn, his/her assets will return fire automatically against the weakest assets. Orbital bombardments take place at once per round or CN day, whichever is shorter. SPYROLL -Players are allowed to keep their deployment compositions secret, but spy rolls can force any assets located in an occupied system to be revealed. -Spy rolls should be conducted immediately prior to an invasion to prevent an ambush. If the spy-roll was not conducted, fleets may be spawned from the defender's available point pool upon commencement of system jump-in and invasion. -During a battle, each player receives an additional spyroll to attempt to sabotage and nullify a single asset's attacking 2:1 advantage for a turn. -Spyrolls can also be used to accomplish other missions inspired by in-game spy attacks
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Ever since the year 1969, George Lucas has created a legion of followers that has forever hailed the name and the universe of Star Wars. From a trilogy of cinema, to conventions, to a franchise of books, Star Wars has proven itself time and time again that its universe shall never be plagued nor will it be diminished by the corporate menace or the single nightmare of writing. That is up until Star Wars has blasted its highly anticipated comeback, but it was not strong enough to have the crowd reminisce and remind what made Star Wars such a great franchise. George Lucas has then returned with Attack of the Clones, which everything was present what made a film great but not what made Star Wars such an epic phenomenon. Fanboys became enraged. Geeks have arisen a revolution against the Godfather of Sci-Fi, many have doubted Star Wars' existence. That is, up until 2005. George Lucas became aware that he is destroying the single universe he has created. He, too, became enraged against the fanboys but has acknowledged the fact that he is doing this for the sole satisfactory of those he has gained the hearts; he needed to gain those hearts in return for the sake of Star Wars' existence and so he became aware that Episode III was his only chance to do so. Furiously, George Lucas began production for Star Wars: Episode III. Expecting this film to be a great disappointment by wooden acting, excessive use of CGI, and a mediocre script, George has stricken back with such a vengeance. Episode III did not fulfill the same spirit the Original Trilogy has acclaimed, but it has created its own. Starting with battle scene, demise of Count Dooku, the chase against General Grievous; the plot has escalated in such an epic middle and climax. Every Lightsaber Battle was fantastic, Natalie Portman and Hayden Christensen's acting drastically improved, the use of CGI was better moderated, combat scenes were epic, but the reason why Star Wars Episode III was such a success critically was not because of the birth of Darth Vader, but the inner most depth and emotion of the film accompanied with a fantastic score by John Williams. The Great Jedi Purge, the birth of a new Empire, the great revealing, the death of Democracy, Padme, and Anakin Skywalker, the genuine rise of power of Darth Sidious, and the lightsaber battles between Lord Vader and Obi-Wan Kenobi, all of those objectives were the reasons why Star Wars III was such a success. Back during the childish days of the 7th Grade, before the !@#$%bags at Time Warner cut off my families' illegal cable, I was roaming throughout the pixels of television up until I have stumbled upon a Star Wars movie during May 4 in the Spike Television Network. That Star Wars movie was Revenge of the Sith. Without knowledge of the Star Wars Universe, I have decided to watch it and see what is so great about Star Wars. The movie gave me goosebumps. The battle between Obi-Wan and Vader had me in thrill and suspense. The battle between Yoda and Sidious gave me curiosity about the Star Wars Universe. The Jedi Purge gripped my soul with emotion. I had sympathy for Anakin when he turned to the dark side because I know how it feels like to be ignored and be remained unimportant. This week, I have viewed the prequels (for the 4th or 5th time) and I still feel that same feeling I felt when I first watched Episode III. Personally, I believe that Episode III reigns superior from the rest of the movies of Star Wars not because of its CGI, but because Episode III has inserted the one feeling the rest of the films did not do: emotion. A movie dark-toned both technically and story-wise catches my attention more than a good one. A movie with great action and beautiful battles with modern effects, passion, and emotion grabs my attention more than a combat scene with a short lightsaber duel and a cheesy battle with custom effects. It is not because I have angst towards the Original Trilogy, it is because Episode III has concluded with such a dark and memorable plot and cinematography. Overall, all three of the Original Trilogy remains excellent, Episode I remains mediocre and Episode II remains good, but Episode III is my most favorable Star Wars (and/or maybe Sci-Fi) film I have ever watched. As I have a right to have my personal opinion, as do you too. May the Force be with you all.
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