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flanker

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  • Nation Name
    Svantovit
  • Resource 1
    Cattle
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    Lumber

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  1. no, no - i meant replace one of your native resources with whatever resource you want - your choice! i suggest replace sugar with furs!
  2. this'l help - replace the diamonds with your uranium if you go for beer/fast food/construction, which is the best bet http://forums.cybernations.net/index.php?showtopic=843
  3. i'l just throw this out there - i have played quite a bit of turn based modern naval games so this is based on that experience, and although it looks complicated i tried to make it very simple. i tried to make it so a navy vs navy battle lasts most of the 1 week 2 nations would be at war with each other before the winner can turn their navy onto the enemy country, but of course if it involves multiple nations navies could get decimated very quickly. i'd like to apologize in advance that i used short form designations for ships - this took 3 hours to type and i wanted to save some time. the basic pattern of what i wanted to accomplish by this is basically similer to the battle of atlantic during WW II - you have your merchant navy giving your country income, and you build a surface fleet to protect that income and you build subs to attack his income and surface fleet - but with a modern twist navy is separate from ground forces/airforce. the navy cannot directly attack an enemy country or it's forces until the opposing navy (not including AK merchant or SSN subs) has all been sunk. navy can not be built if at war - only at peace. BUT you may repair any ships instantly every day of a war. there is no build time since at peace it is assumed every day could be interpreted as a long stretch of time, but at war the time every day could be interpreted more like 1-6 months while (in general) ships take a few years to build. it's only fair to prevent a large country with no navy from stocking up on the first day of a war to overwhelm a smaller nation that already had a small navy. these are to be big boy toys and so they are meant to be expensive, but the smaller countries can always buy subs only which will be adequate for defending your country. there is no upkeep - the cost of repairing/rebuilding during/after a war is upkeep enough. another reason for building your navy before any war. forces available: CVN (aircraft carrier) - build 1 max - 6mil, can do a single 8 aircraft airstrike per day, or if attacking land targets can do variable damage up to the equivalent of 2-3 cruise missiles. takes 5 hits to sink, 500k to repair each hit if received 4 hits or less (5 hits means you have to build a new one) CG (cruiser) - build 3 max - 3mil each, each can hold 2 missiles, missile attacks opposing navy and if opposing navy is sunk then the 2 missiles can instead be used as a single regular cruise missile (adds 1 cruise missile per CG so players can now have up to 3 extra cruise missiles to attack with per day if the opposing navy is sunk). also provides SAM (surface to air) missile protection against incoming missile and aircraft attacks against your fleet. takes 2 hits to sink, 250k to repair. DD (destroyer) - build 5 max - 1mil each, defends against sub attacks, takes 1 hit to sink SSN (sub) - build 5 max - 2mil each, takes 1 hit to sink AK (merchant shipping) - build 1 max - 5mil, adds $10 to population income, can take 8 hits maximum and never sink but lose -$2 population income per hit and cost 200k to repair each hit (yes, that means at max hits you could lose -$16 to your income). if you lose all your navy protecting your merchants you are basically going to have to take all the hits and not repair your merchants until after you are at peace again. YOU MUST PURCHASE THE AK (merchant shipping) BEFORE BUYING ANY OTHER UNIT battles - there is 1 naval battle per day. there are 3 phases to each naval battle: CG missile attack air strike sub attack i will use missile attack as the first example, but missile and aircraft attacks follow the exact same sequence. SSNs will follow a slightly different sequence described later. in each phase attacks on each other are considered simultaneous, so all ships are damaged/sunk AFTER an individual phase is completed. i explain this in more layman terms later on so if you get lost don't worry - it will be laid out after i explain the sequences! each missile and aircraft goes 1 at a time through the next sequence to determine which target it attacks, whether it gets shot down, and finally whether it hits the target: MISSILE/AIRCRAFT ATTACK SEQUENCE: 1) defending CGs try to shoot down the missile/aircraft: if the defender has at least 1 CG they may try to shoot down the attacking missile. there is a 70% chance that the CG will shoot down the incoming missile. if the missile gets shot down, then this missile's attack is over and the next missile's attack begins so go back to step 1). regardless of how many CGs you have there is only 1 attempt at shooting down each missile. IF THERE ARE NO CGs but there still is a CVN and/or DDs then there is only a 30% chance of shooting the missile down. if there are only AKs left they may not shoot down the missiles - you will have to hope the missile misses. 2) target acquisition: the aircraft/missile figures out which target it is going to shoot at: CVN - 20% CG - 20% DD - 20% AK - automatic to explain, the missile/aircraft first rolls to see if it attacks the CVN - if it rolls 1-20 it means it will attack the CVN and go to the next step [ 3) ] in the sequence. if the missile rolls 21-100, that means it will not be attacking the CVN so the missile now rolls to see if it will be attack the CG instead. if it rolls 1-20 it means it will attack the CG and go to the next step in the sequence. if the missile rolls 21-100, that means it will not be attacking the CG so the missile now rolls to see if it will be attack the DD instead and so forth - if it makes it to the AK, then it will automatically attack it because that is the last ship available to be attacked. of course if you have none of 1 type of ship the missile/aircraft will not try to roll to see if it can hit it. 3) missile/aircraft rolls to hit target: now the missile/aircraft has a 70% chance of hitting the target. if it rolls 1-70 it inflicts 1 hit on the target, if it rolls 71-100 it misses - now go back to step 1) for the next missile/aircraft. REMEMBER - missile attacks are simultaneous so FIRST missile attacks from both sides are resolved, THEN damage is applied. NEXT airstrikes are resolved and they are also simultaneous. if only 1 side has a CVN, then only 1 side does the airstrike. same as CGs with missile attacks if only 1 side has CGs then only that side has missile to fire --------------- finally sub combat is resolved. for simplicity SSN (subs) can only fire at surface ships. to make it so that an underdog nation with SSNs only can take on a fully equipped aggresser nation. SSNs will be kind of hard to hit but also they will not get as many opportunities to attack each battle either. the SSN attack sequence goes 1 sub at a time and repeats itself until all subs for each side have individually gone through the sequence. SSN ATTACK SEQUENCE: 1) defending DDs try to detect the SSN getting in position to attack: if the enemy has 1 or more DDs there is a 25% chance that they will detect the SSN and drive it off before it can attack. so roll 1-25 and the SSN has failed to get in position and will not attack this battle. in addition, if the DD does detect the sub there is then a 20% chance the DD will sink the SSN - if the DD rolls 1-20 the sub is sunk, if it rolls 21-100 the sub escapes to try again another day roll 26-100 and the SSN proceeds to the next step. regardless of how many DDs you have there is only 1 attempt at detecting each SSN. if you have no DDs, then skip this step entirely. 2) target selection: the SSN figures out which target it is going to shoot at: CVN - 20% CG - 20% DD - 20% AK - automatic this is EXACTLY the same as step 2 in missile/airstrike sequence 3) SSN fires torpedes: now the SSN has a 60% chance of hitting the target with a torpedo. on a roll of 1-60 it inflicts 1 hit on the target, on a roll of 61-100 the torp misses 4) DD counterattack: since now the DDs know where the SSN is they can counter attack. there is a 60% chance of the DDs sinking the SSN. on a roll of 1-60 the SSN is sunk, on a roll of 61-100 the SSN escapes to fight another day. if all DDs are sunk before the SSN ATTACK SEQUENCE but you still have the CVN and/or CGs, then they still may attack the sub but at only a 25% chance of hitting it. AKs may not counter attack now go back to step 1) for the next SSN so, to summerize the full sequence i just described above, for this example each navy has 1 CVN, 3 CGs, 5 DDs, AKs, and 5 SSNs. so the battle unfolds as such: CG missile attack air strike sub attack so both sides have 3 CGs, so each side first fires 6 missiles. each missile individually goes through the MISSILE/AIRCRAFT ATTACK SEQUENCE steps 1-3 one at a time until all missiles have been shot down or miss/hit their target - that means there will be 12 total missiles going through, THEN hits are applied. this also means if a side loses 1, 2 or all 3 of their CGs to this missile attack they still already fired their missiles so those missiles still get to attack. next, both sides get to launch their 8 aircraft airstrike against the opposing surface forces. each aircraft individually goes through the MISSILE/AIRCRAFT ATTACK SEQUENCE steps 1-3 one at a time until all aircraft have been shot down or miss/hit their target - that means there will be 16 total aircraft going through, THEN hits are applied. this also means if a side loses their CVN during this airstrike they still already launched their aircraft so those aircraft still get to attack. but if a side lost their last CG in the missile sequence above they no longer have the CG at the start of the aircraft sequence so there is no longer finally, both sides have 5 SSNs each so each SSN individually goes through the SSN ATTACK SEQUENCE steps 1-4 one at a time until all SSNs have been chased away or fired their torps/sunk - that means there will be 10 total SSNs going through, THEN hits are applied. this also means if a side loses their last DD in the very first SSN attack and there are 4 more afterwards they still get to counter-attack any subs detected since there was a DD present when the SSN ATTACK SEQUENCE started. but if the last DD was sunk in either the missile phase or aircraft phase, then it is already sunk at the beginning of the SSN ATTACK SEQUENCE. if possible if there are multiple countries involved (2 vs 1) then to be fair the 1 nation by itself should be able to defend itself individually against each country with the full navy it started the day with, and casualties not applied until after both battles have been completed or something as close to that as possible - navies are expensive and it's only fair they should be able to defend themselves when 1 navy is ganged up upon by 2 or more navies. not realistic, but fair. it could be argued that the CVN should have fighters on it and therefore if all CGs are sunk there should still be a 70% chance of shooting down incoming attacking aircraft only - i would agree with that myself. as far as when 1 (friendly) side has a full navy while the enemy has SSNs and an AK only, the friendly side with the full navy can only attack the enemy AK until it has the full 8 hits, THEN once the AK has the full 8 hits, the next day he can attack the enemy country land since enemy subs do not count as surface forces. basically attacking land with ships only amounts to extra cruise missile attacks - i wanted to keep that simple. they still have to defend against enemy sub attacks until they sink all the enemy subs, but at least the friendly country has hurt the enemy country already by reducing their income by -$16, having to spend 1.6mil repairing the AK after the war, and by launching daily attacks on the enemy country with CG missiles and the CVN. when any ship gets a hit but is not sunk there is no affect on it's capability - it will work at full capacity until it is sunk. so a CVN with 2 or 3 hits works the exact same way as a CVN with no hits - to keep it simple it is basically just a counter to absorb damage. also as far as the 3 CGs go if they are all undamaged and they take 3 hits, each 1 gets 1 hit so none are sunk until you get the 4th hit. there is an likely easier way to keep track/handle this, but i'l put more thought into it later. mabe 1 CG with 6 hits and higher repair instead, a single 5 hit DD with higher repair... anyhow i'm sick of typing so feel free to comment criticize - i don't expect this to ever be implemented, but i had it in my head and it's pretty simple and straight-forward so thought i'd throw it up.
  4. i'm curious if you have the best trade set [Aluminum] [Cattle] [Fish] [Gems] [iron] [Lumber] [Marble] [Pigs] [spices] [sugar] [Water] [Wheat] how many nukes do you need to make it worth dropping gems for uranium upkeep-wise? since gems are just sort of an 'bonus' in that trade set... i know if you have [Aluminum] [Cattle] [Coal] [Fish] [iron] [Lumber] [Marble] [Oil] [Rubber] [sugar] [Water] [Wheat] there's nothing worth dropping since they'r all essential
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