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Post by Cid on Oct 25, 2010 20:59:18 GMT -5
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Post by zerodash0 on Oct 25, 2010 15:38:56 GMT -5
Units like Guncannon MPT will appreciate this new setup. Also, !!!! 7th Gundam's in!!
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Post by zerodash0 on Oct 25, 2010 15:31:00 GMT -5
Zakrello, all they way(or until I get shot down in the first battle lol).
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Feyd
ZMF Officer 
Major
Your favorite Tin Cod now with more GUNDAMU
Posts: 1,911
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Post by Feyd on Oct 23, 2010 21:55:57 GMT -5
Acguy
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Frenzy
ZMF Officer 
Commander
Could be Ramsus.
Posts: 2,152
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Post by Frenzy on Oct 22, 2010 15:16:02 GMT -5
Zeon Ground Officer this time. Space has been fun, but I wanna try my hand at the earth.
Gaw Captain eventually, I'm hoping. Already got some plans for Tin Cod busting.
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Post by blackmage on Oct 22, 2010 14:31:49 GMT -5
Zeon Space i guess. I haven't decided if i will be an officer or not.
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Daren
EFF Officer 
Ensign
I Don't know what were talking about.
Posts: 939
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Post by Daren on Oct 22, 2010 11:16:36 GMT -5
Assuming MK 6 comes about and your around to play, what will you be?
Right now I'm feeling an TAF Magella Attack Tank.
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Frenzy
ZMF Officer 
Commander
Could be Ramsus.
Posts: 2,152
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Post by Frenzy on Oct 21, 2010 21:39:47 GMT -5
This actually makes a ton more sense.
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Post by Ketara on Oct 19, 2010 21:57:55 GMT -5
Upgrades list
EF Gundam EZ-8 Waterproof Gundam Heavy Gundam Pixie Gundam Blue Destiny Unit 2 Blue Destiny Unit 3 Gundam Mudrock Gundam GT-4 Admiral A1 Guntank Guncannon Prototype Psycho Gundam 4th Gundam 5th Gundam 6th Gundam 7th Gundam Gundam G-Dash - Green Base
Zeon Efreet Custom Dom Schnee Weiss Zaku II PTT HMT Apsalus II - Katarl Big Rang Dom Cannon Zock Custom Apsalus III Zakrello Custom Zeons Gundam Rhinocerous Zero the R Elmeth Zaku II FS Zaku II Rangefinder Dolmel Dogzam Bigro Kai
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Post by Ketara on Oct 19, 2010 21:40:35 GMT -5
Working out a more streamlined system of optional armaments, and trying to figure out a list of possible upgrades.
I increasingly have the problem of either people not giving their shit optional armaments, giving listings that are completely ridiculous, or people doing it and me being so overwhelmed that I was unable to give a shit.
So I am trying to figure out a simpler and more streamlined system.
For shop units, there'd be a number of fixed loadouts possible. It'd look something like this.
Zaku II F - Loadout A: Machinegun, Heat Hawk, Grenades - Loadout B: Bazooka, Heat Hawk, Grenades
A would be the machinegun loadout and B would be the heavier weapon loadout for everything. Only a couple things would have a C loadout, so is simpler on me.
For PC units, things would be split up via storage racks. It might look something like:
Zaku II FS - Fixed Armaments: 4x 40mm Vulcan Optional Armaments - Primary (2): 120mm Machinegun, MMP-80, 280mm Bazooka, Shotgun - Secondary (2): Extra Ammo, Grenades, Heat Hawk - Legs (1): 2x Panzer Faust, 2x 3-tube Missile Launcher
Secondary slot items could go in Primary slots, but the Legs one would be Legs stuff only. This would limit the amount of stupid shit I might get, and make it so PCs don't have to micromanage every additional magazine.
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Post by Ketara on Oct 19, 2010 16:32:10 GMT -5
I experimented with different systems for extra-long events this run, and have finalized a system that I like. This is it:
Long Events Sometimes a storyline or 20+ PC fleet on fleet event will be classified as a Long Event. These events will be written over multiple days, normally a weekend while the rest of the RPG is paused. It will take place over a number of turns, and PCs will be allowed to modify their strategies between turns. In addition, ammunition and fuel will play a much bigger part than in normal events.
People participate in and send emails for Long Events as normal. Like with most extra big events, an event sheet listing everyones optional armaments and VP will be posted.
Each turn, part of the event will be written. The event may also be split into seperate sections. For example, the battle for Odessa may be split into a Land section, a Naval section, and an Air section, which will play out largely as seperate events, although they may end up affecting each other, for example the winner of the Air event can then support the ground battles.
Each turn, players may send in new emails for their character and Squad. However, ships and fleets will continue along the preset plan, as communication in the middle of a minovsky particle battle can be difficult to impossible.
In addition, the following special rules apply:
Artillery Units Artillery units and anything guarding them will be listed seperately from the main forces. Think of them as being in a seperate battlefield, one zone away from the main area and supporting it.
Units in the main battlefield that are unopposed can spend 1 turn moving into the Artillery area to attack it. Alternatively, (S) class units can begin the battle in the enemies artillery area.
Repairs While in a normal event Repairing players fight at 1/2 VP, this is not the case in a Long Event. In a Long Event, players fight at 10% reduced VP per point of damage. However, their Repairing number will be updated after every turn. So in Turn 1 a 100VP player may be OK, but become Repairing 3. In Turn 2 they would fight at 70 VP.
NPC units do not suffer from Repairs as normal, but PCs and NPCs may become Fatigued, in which case they will fight at 1/2 VP. This may be a Fatigue score that only remains until the end of the event, or it may be a normal Fatigue score listed on the damage outcomes.
Rogues do not receive their additional +1 Repairs until after the event is over.
Because of this, while a Repairing player may fight with more VP than in a normal event, the chance of taking damage multiple turns in a row and therefor ending up dead is higher the longer the event goes on.
Ammunition NPC units do not have to worry about specific ammunition remaining. Instead, the number of NPC units in the force relative to its number of Dedicated Hangars will show how much ammunition the NPC units have. On the event sheet there will be a number of turns shown that the NPC force can continue to upkeep its ammo supply. After that number of turns, NPC units will begin running out of ammo in the writing.
PC units must keep track of ammunition individually. Each weapon carries enough ammo to last 1 turn, and each Extra Ammo optional armament a PC takes lasts an extra turn.
For example, a GMs optional armaments may be: - Primary (2): 90mm Machinegun, Beam Spray Gun, Shield - Secondary (2): Extra Ammo, Grenades
If a PC in a GM takes a 90mm, shield, and 2 Extra Ammo, their 90mm ammunition will last for 3 turns. External beam weaponry always only lasts 1 turn, so PCs must choose carefully which turn they will use their beam weapons in.
Ship Captains PC Ship Captains may use up to 2 alternate missile types per turn. Each non-standard missile type may only be used once.
Support Options Flight, MS and Guerrilla supports are active from the beginning of the battle and fight as normal units.
M Particle Field services may only be used in the first turn, and are only active for the first turn.
Artillery Support and Terrorist Contacts can be used in any turn, and are only active for that turn.
Fuel Space and Airborne battles must also take account of fuel. Every unit starts with 1 fuel point, and a number of factors may increase their fuel level. Both NPC and PC units treat fuel the same way. Once a unit runs out of fuel it must resupply. If it cannot resupply, it either retreats from the battlefield if Airborne, falls into the Atmosphere in Earth Orbit, or continues to fight at 1/2 VP in Space.
The factors that increase fuel points are as follows:
On Earth +1 if launching from a ship or base +1 if launching from a catapult +1 if an unladen Subflight +1 if equipped with Extra Fuel Tanks Airborne units with Minovsky Craft Systems, as well as Helicopters have infinite fuel.
In Space +1 if launching from a ship or base +1 if launching from a catapult +1 if being carried on a Subflight +1 if an unladen Subflight +1 if equipped with Extra Fuel Tanks
Resupplying If their fleet or base can support them, PC units may opt to spend a turn resupplying rather than fighting. NPC units that run out of fuel in air and space battles may also opt to Resupply.
A side can Resupply 1 unit per turn per dedicated hangar it has, so it can be important to figure out what to resupply when. If too many Aircraft run out of fuel at the same time, some may have to retreat from the battlefield rather than be resupplied.
A unit that is resupplied has its fuel and ammunition restored, and may choose a new optional armament setup.
Each ship may only launch a maximum of 100 units per turn.
While most Rogue ships do not have dedicated hangars, Rogues may opt to spend 1 Spare Parts cargo in order to Resupply a unit without a Dedicated Hangar.
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Daren
EFF Officer 
Ensign
I Don't know what were talking about.
Posts: 939
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Post by Daren on Oct 18, 2010 17:55:12 GMT -5
Well Cocks
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Post by on Oct 12, 2010 20:45:18 GMT -5
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Frenzy
ZMF Officer 
Commander
Could be Ramsus.
Posts: 2,152
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Post by Frenzy on Oct 12, 2010 14:08:18 GMT -5
"You called for me, Veronica?"
It wasn't long before Richard made his way into the room, still dressed in his dress uniform. In spite of their surrender and the not-so-suble comments from Jamitov, Richard was holding together suprisingly well. Or as well could be expected. He still felt a great deal of anger towards the pilots who had killed the only other surviving member of the original ZEF, but at the same time a grudging respect for them. But little could be done to change the fact that the ZEF's role as the Duchy's premere front-line combat fleet had pretty much come to an end. Which left the question of what they were going to do in the air.
He'd rarely been in the Athena's Wrath's forward lounge during their operations, sticking mostly to the Bangkok since the Gwazine had been far better protected overall. Not that it mattered much now. If they surrendered the fleet to the Federation, it was either going to wind up getting scrapped, or worse, used for target practice for fleet training, possibly out of spite. Their suits were supposed to be abandoned with their cockpits open for retreival...and he wasn't willing to let any Federation soldier touch his Gelgoog. Richard had worked long and hard to earn the right to pilot it. Taking a seat close to Veronica, he looked up at his colleague, ready to talk about the future of their fleet..
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Nomad
Rogue
[Insert Coin]
Posts: 42
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Post by Nomad on Oct 11, 2010 22:05:28 GMT -5
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