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Jamski
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lol ED&D is officially full PvP LOL
May 2002 time: 05:36
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Round Six
The Battle of Eider
In an all-or-nothing gamble Vlad threw his entire fleet against the might of DrSpike, who had instructed his captains to patrol defensively. So it was that every ship Vlad commanded encountered every ship DrSpike controlled in a huge battle by Eider, a yummy little base formerly controlled by Duke.
Vlad : (Fighters->Lasers->Torpedoes)
2x Carriertitan, 2x Carriercruiser, 3x Carrierfrigate, 1x Torpedotitan, 1x Torpedobattleship, 3x Torpedofrigate, 1x Laserdreadnought, 1x Laserbattleship, 1x Laserfrigate.
DrSpike : (Torpedoes->Fighters->Lasers)
6x Lasertitans, 6x Fightertitans, 7x Torpedotitans
Results
code: Vlad DrSpike
17 Fighters 35 Torpedoes DrSpike takes 17 Hits
8 Lasers 30 Fighters DrSpike takes 8 Hits
11 Torpedoes 30 Lasers DrSpike takes 11 Hits
DrSpike takes 36 Hits, losing all seven of his Torpedotitans and one Fightertitan damaged.
Vlad's fleet is unscathed and captures the base Eider
Vlad was very lucky, for more than one reason...
The "Battle" of Hive Sector Alpha
Spaced Cowboy sent a small fleet in to attack Vlad's holdings - but there was noone there! His ships quickly captured all of Vlad's home bases without anyone to oppose their landings.
Spaced Cowboy :
4 Lasertitans, 5 Fightertitans, 4 Torpedotitans
Vlad :
None
Spaced Cowboy captures Hive Sector Alpha, Hive Sector Beta, Hive Sector Delta, Hive Sector Gamma, Hive Sector Epsilon & Hive Sector Zeta, leaving Vlad with only the captured base of Eider.
The First Battle of Mallard
The scheming Skanky Burns was back - with a new ally, Trokair. Together they gathered their battlefleets and attacked DrSpike's holdings in the area formerly belonging to Duke. Did DrSpike's fleet, crippled as it was after the defeat by Vlad, stand a chance to save his crumbling empire?
Perhaps. The allies had failed to agree on a shared battleplan. Angrily Trokair gathered his ships and struck first, leaving Skanky to his starcharts and schemes.
Trokair : (Torpedoes->Fighters->Lasers)
3 Lasertitans, 3 Torpedotitans, 3 Fightertitans
DrSpike : (Torpedoes->Fighters->Lasers)
6x Lasertitans, 5x Fightertitans
Results :
code: Trokair DrSpike
15 Torpedoes 0 Torpedoes DrSpike takes 15 Hits
15 Fighters 25 Fighters Trokair takes 10 Hits
15 Lasers 30 Lasers Trokair takes 15 Hits
Trokair takes 25 Hits and loses 3 Torpedotitans and 2 Fightertitans.
DrSpike takes 15 Hits and loses 3 Fightertitans, but defends Mallard successfully.
The Second Battle of Mallard
Having seen his ally fail to crack DrSpike's defenses, Skanky approached more cautiously. DrSpike had taken two beatings already, but was still defending his systems like a tiger.
Skanky Burns : (Lasers->Fighters->Torpedoes)
1 Laserfrigate, 1 Fighterfrigate, 2 Torpedofrigates, 1 Torpedobattleship, 1 Laserdreadnought, 6 Lasertitans, 6 Fightertitans, 6 Torpedotitans.
DrSpike : (Torpedoes->Fighters->Lasers)
6x Lasertitans, 2x Fightertitans
code: Skanky DrSpike
35 Lasers 0 Torpedoes DrSpike takes 35 Hits
31 Fighters 10 Fighters DrSpike takes 21 Hits
35 Torpedoes 30 Lasers DrSpike takes 35 Hits
Valiant to the last, DrSpike's fleet takes a huge 91 Hits and is vaporised. His bases are shared between Trokair and Skanky, unless they object to this (if it was deliberate to send different OoBs to try and get all the bases, say so NOW) as I think they intended to attack together.
In other news, a spy training program run by Ljcvetko was infilterated by agents from another Overlord, and used to learn counterespionage methods which made Ljcvetko's newly trained spy worthless.
*phew* Starmap here, fleet list to come...
-Jam
Attachment: starmap 1.jpg
This has been downloaded 96 time(s).
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Jamski
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lol ED&D is officially full PvP LOL
May 2002 time: 05:36
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Galactic Overlord v1.1
New hardcore combat rules for Galactic Overlord
The Aim:
The aim of the v1.1 revision is to improve the distribution of results and move away from the "winner takes all" paradigm where in one case from 6 the victor would totaly destroy the enemy fleet while remaining unharmed - even with inferior ships.
The Changes:
Tougher Ships
All ships now have twice the Hitpoints of before :
code: Frigate 2
Cruiser 4
Battleship 6
Deadnought 8
Titan 10
Longer Combats
Each weapon system can now be fired twice in a combat, rather than once. This is in keeping with the doubled hitpoints. The OoB should now contain six entries.
Examples :
Fighters->Lasers->Torps->Lasers->Fighters->Torps
Fighters->Fighters->Lasers->Torps->Lasers->Torps
Or in short : TTFLFL etc...
Adjusted Weapon Comparisons:
Instead of the old model, where 1 laser would beat any number or fighters, and cause 1 Hit, and 1 Fighter would beat any number of Torpedoes etc, in v1.1 weapons simply double in effectiveness against the "favoured weapon"
code: Lasers are x2 vs Fighters
Fighters are x2 vs Torpedoes
Torpedoes are x2 vs Lasers
Adjusted Damage:
The scores are compared after any multiplications (see above) and the one with the higher score inflicts Hits equal to the difference between the scores on the other.
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.
Example OoB Under v1.1
Fighters->Lasers->Lasers->Torpedoes->Fighters->Torpedoes
Bunch Together and Back Off.
This means a bit more work for me, but it should be worth it.
Have fun with v1.1 combat 
-Jam
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duke o' york

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Jeez Skanky, as Paddy says, lighten up.
I didn't seriously accuse anyone of double-crossing me, and I don't even know who did. Someone clearly passed Spikey my attack orders, but until I have an admission then I wouldn't go around accusing anyone, and even after that wouldn't hold a grudge. It's a game! I've played Diplomacy before, and if you start making it personal then it gets to be no fun, and you'll never play it again.
However Skanky, I didn't notice you attacking Smiley's bases in this proposed alliance. Where were your ships if they were not fulfilling the promises you made? 
No-one's blameless here, and I'd be very surprised if anyone came out of the game with clean hands. You have to make, the most of whatever advantage you can glean, and if that means doing the dirty, then you might be prepared to have the dirty done in return. (grammatical questions about that sentence) I attacked Spikey for no good reason other than I wanted to get things underway, and he got the hump and attacked back. Fair enough. It's only a game. 
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