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Command the fleet

Ryder

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Next week your last options will be asked, turn 1 of our crazy beta will finally be run the following week! (Depending on response time a little. )

The map is my big kick in the teeth now, but basically it's nearly ready, turn 1 options/orders will be requested next week, and the map will be ready! (Positive reinforcement. )
 
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Ryder

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The latest, sortof.

the Colonel
Bismarck
generic destroyer x1
Religious Crisis
Duke of York
Dunedin
Uzi_4_U
Hermes
Suffolk
Newcastle
Birmingham
D.C
Hood
Ajax
Paladin44
Tirpitz
generic destroyer x1
marmaladePRO
Deutschland
generic destroyer x4
isshinwhat
King George V
generic destroyer x2
Kelly
Revenge
? CV
Tini
Graf Spee

Admiral Scheer
Karlsruhe
generic destroyer x2
U-Boat type IX x2
Possibility
? Ramillies
Noddingdog
Nelson

Norfolk
Servant77
? Scharnhorst
Rideoflife
? Ark Royal


Tini, no, you can only have one fleet, splitting your own forces up would just make things too complicated, at least for a beta run.

Blessed-one feel free to join in if you want eh! :)
 
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Noddingdog

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marmaladePRO said:
merry Christmas all, and a blessed happy new year... and to the allies, duck and cover, cause here we come ;)

/trash talking during the holidays, wrong?
Watch out for the landmines before you come! (Within blasting range, that is! :D)
 
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Ryder

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OK, time for those last information packets!

You guys need to choose a starting character, this isn't too big a deal though. As far as roleplaying goes, I'll leave the level of complexity up to you guys. A name and bonus choice will due, but if you want to include a brief paragraph of background then go for it! Please keep the names and backgrounds consistent with a lower grade admiral of ww2, no aliens! Also, mind your side, no German admirals by the name of John Q. Churchill. I'll reserve rights to re-arrange profiles in this regard. Also, please don't assume a real historical figure, for example Churchill and 'uncle' Karl might already be limited NPCs (or the closest thing this game has got to NPCs). You can just use your username if ya really want, if it's half-**** in theme already anyways.

Speaking of starting bonuses, your admiral will have one of the following bonuses:

Tactical genius
-Bonus to locate
-Bonus to track

Resourceful
-Bonus to avoid
-Bonus to shake (this isn't dancing! )

Relentless
-Bonus to pursue
-Bonus to track

Escape artist
-Bonus to escape
-Bonus to shake

Natural leader
-Bonus to re-enforce
-Bonus to clout

And of course, here's what those mean,

Locate -Chance to find fleets in your present ocean space.

Avoid -Chance to evade detection by other fleets attempting to locate you.

Pursue -Chance to re-initiate battle on the immediately following turn after a battle ended because of withdraw or the time expiring.

Escape -Chance to evade being pursued after a battle.

Track -Chance to keep tabs on detected fleets in your present ocean space. Often a fleet is detected you will not choose to engage in battle, or too many fleets are detected at once, these may be tracked, allowing you to see into which ocean spaces they exit your current one and giving you the option to follow them virtually indefinitely.

Shake -Chance to evade any trackers.

Re-enforce -Chance to draw in nearby PC or NPC fleets into your fights if they are already in the same ocean space as you, but not currently with orders to directly aid you.

Clout -Chance to improve your success when dealing with all NPCs (of your side) and improves the weight of your vote within your sides admiralty.

So there's the skills, you'll all have each of them, but your 'one' starting bonus will determine which two skills will function with greater reliability.

Now, on to the ship layouts. Rather than try to explain this, I'm just going to provide a template, with whatever responses provided and other possible choices in brackets, (ok? ) well here goes...

PLAYER CF NAME: Johnny Smith "^.^"

PLAYER CTF NAME: Jimmy H. Benson (John H. Smith ; Johny S. Wallace ; whatever)

BACKGROUND: Born in Richmond, Tennessee. Jimmy Benson followed in his fathers footsteps and served in Norfolk.... (uh? oops, well that would work if the US were in this from the start, anyhow you get the idea)

STARTING ABILITIES: Natural Leader (any 'one' ability package thingy)

SHIPS: Missouri, Enterprise, 2x generic American destroyers (your ships)

FLAGSHIP: Missouri (choose carefully, while a larger ship offers greater HP and protection, it also garners more attention from enemy guns. Smaller ships get noticed less, but, well, they sink alot easier! You don't want your flagship sinking, everytime your flagship sinks, and only when it sinks, there is a small chance you die, instant game over, that'd suck)

ROLES: (done for each ship, unless you'd like to group similar ships)

SHIP NAME: Missouri

PRIMARY DESIRED ENGAGEMENT RANGE: 3 (or 2, or 1, remember your ship will 'try' and fight from this range, against faster ships it may not succeed)

EXCEPTIONS: When there is only one other battleship present of equal or lessor size, and assuming our health is likewise, close to range 1 (or maybe, if main guns knocked out, fight from range 2, but never 1, too many other options, be creative! You can add as many exceptions to each order as you want)

PRIMARY DESIRED TARGETS FOR ANTISHIP GUNS: Enemy heavy capital ships, the biggest present! Preference order, BB then CV then C then DD. I'd like to definitely focus on damaged big ships, finishing them off completely one at a time, regardless as to wether they're so damaged they are hardly firing back, SINK 'EM! (Be creative, when in doubt in these orders forms, offer alot of exceptions! Maybe a good smaller ship order to add would be focus on other destroyers, or maybe focus on whatever ship X is focusing on, where X is another ship in your fleet)

EXCEPTIONS: When encountering a really damaged cruiser or carrier with a healthy battleship, finish off the damaged ship before attacking the battleship, if possible. Never stoop to shooting a destroyers when there's something better to shoot at. When my health goes below half, supercede all other orders and shoot at whatever is the greatest threat to me, shoot whatever is damaging me quickest, if I can (There could be alot of other options here, like ignore battleships if 2+ destroyers get to range 1 with me. Or fire on anything that presents the greatest threat, ie -is doing the most damage to, ship X, where X is some other ship in your fleet, <good exception condition for escorting little ships, but if you want your little destroyers to be at least quasi active then you might add to that 'shoot greatest threat ship X only if ship X is at half health or lower, otherwise use main AS target, there's alot you can do here! )

PRIMARY DESIRED 'PREFERENCE' FOR MULTIROLE GUNS: AS (AntiShip, or AntiAir)

EXCEPTIONS: Help AS guns unless enemy planes are greater than 5 (You could be more specific and say, 'help AS unless enemy planes are greater than 5 and at least 3 are attacking this ship, stop firing if the planes attacking this ship are destroyed/driven off, or maybe fire on any planes attacking ship X, or fire on any planes attacking a ship below half HP, btw, that can be 1/4, 1/2, 2/3, 3/4, whatever, just don't use 1/8th's 'n stuff! you could just do the opposite of Jimmy here and make primary targets for MR guns planes, and leave exceptions like; go AS if main guns (AS) knocked out severely, like less than 1/4 of them left firing. Or go greater threat, MR=AS when greater damage taken from ships, =AA when greater damage taken from planes, this ship or ship X, experiment! )

AA GUNS -No command, fire at random on any enemy planes

ASUB -ASUB weaponry also fires at random on any subs, but at the cost of AS guns for that round of a battle, so your choice is 'take the shot' or 'let the subs pass': take the shot, always, I hate stinky sneaky subs (or you could say, take the shot only if subs are hitting target X for more damage than something surface, or whatever)

WITHDRAWAL (for the FLEET, not just Missouri): When my flagship is at 1/3 HP or lower, attempt withdrawal, also if my flagship has 2 similar (read similar to mean, doing roughly the damage I'm doing) BBs firing on me, attempt withdrawal. Or if any of my ships is at 1/4 health, minus the destroyers, (those are expensive all the same, Jimmy is a waster! Well, maybe to do high damage he's smart, dunno) then attempt withdrawal. If my carrier is at 1/3 HP and still taking hull damage roughly considerable, like 5 points a round or something, attempt withdrawal. (careful not to creat the ultimate panzy fleet with a million excuses to exit, stage left. Also, withdrawals A, take time, and B, don't always work, just remember that)

GIST OF THE ORDERS (back to individual ships again): (just say in plain english what you want each ship to do, this is beta and their could be alot of contradictions in the orders for combat, so describing how you envision each ship performing under different circumstances would help, ALOT!)

Final PS's, I'm in a rush now, I promise to fix this later, but some need-to-knows:

As a group! AS (and any MRs acting as AS at the moment) can only target one ship at a time!

As a group! MRs can only be one thing at a time!

There are no non-group alternatives (I'd die trying to resolve a fight! :D )

ASUBs stop AS when they fire (only on the one round they fire) but do not disturb AAs (or MRs acting as AA)

AAs are never disturbed and always work, you just can't order them, they shoot whatever, same with MRs, you can get complicated with what conditions turn the MRs to the AA role, but once they're AA, they're shootin' whatever they feel like... 'if it flies it dies!' :D

More soon!
 
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Ryder

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I can't believe I'm so annoying to you guys, I'm sorry, but please disregard the above call for info. I'm gonna standardize the setup (which will largely resemble what's above, so if you've been thinking about it already, it's not time wasted). Making standardized options to choose from allows for the possibility of automating things later, so I'm going that route. The site will be updated this weekend!

Please don't kill me! :sorry:
 
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Ryder

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Just an update, as I'm racking my brain trying to decide on a major, I'm behind for registration. This not only means my web space at school may go offline, but it's starting to soak up my time, and my nerves. So anyhow, the update may go up and straight down again, but only for a few days.
 
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Ryder

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Tini said:
Have I missed something guys?:scratch: :scratch: :confused:
No, this was a bonified awkward absence. And it's my fault. I've kinda let CTF slip by the way, for part because of my troubles picking a major and trying to plan a career, for another (possibly larger) part because I've shyed away from the looming time consumption of battle calculations and whatnot inherent in this game. I've tried meagerly to get a programer buddy of mine to help set up a battle script (makes hosting a turn take only minutes), but as of yet nothing has materialized. Again, I didn't push too hard, nor did I get any real bites. Anyhow, I'm not planning on just dropping this one square through the floor, but I have let the dust accumulate. I'll personally be surprised to find even four players left. I know Noddingdog for one is completely awol, anybody seen him btw? Well, I hope it's nothing serious anyways. What I may do for a beta run is dumb down some scale, if I can't get a programmer buddy from my area. Anybody still here even?

/me starts replacing bulbs and setting the furniture back out, feeling like he's in that movie Graveyard Shift.
 
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