Coral
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Thievious Raccoon
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Post by Coral on Aug 24, 2004 22:00:07 GMT -5
90 and 97 renamed to Jorvik and Cnossos, repectively, on the map. nice pictures, btw
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Post by Cobra5 on Aug 25, 2004 0:16:14 GMT -5
Dividation of ships by size: Battleship (Once known as Dreadnaughts)- Large, slow vessles, with heavy armor and havy guns. Strong against all ships, dues to range and power, except subs (they provide easy targets). Battlecruiser- Mounting the weapons of a Battlship, but far less armor. They are much faster, however. They are more efective against lighter ships and subs then standard battleships, but can't stand in prolonged battles with other battleships. Cruiser- small, fast ships. Designed to protect larger ships from threats they are too large to handle, and also generally mount good anti-air equipment. Destroyer- They are dificult for larger guns to target, but their short range still makes them somewhat inefective against battlships. Still, for their size and relative cost, they are effective at taking on larger ships. Frigate- These types of ships are used almost exclusivly to combat submarines. They are the fastest type of self-reliant naval ships available. Attack Sub: Designed to stealthly eliminate other ships, primarily battleships, before they can determin the location of the attack. Smaller ships present more dificult targets. Their only tracable emmision is noise. Missile Sub: Fires long range missiles from sea. generally incapable of engaging other ships. It can fire support artillery from secure, hidden positions, and it can relocate after each shot. Their major limiting factor is ammo carried.
Dividation of Aircraft: Fighter: Air supiorority class aircraft, specifically designed to combat other aircraft. They are usually not capable of flying at slower speeds, making them less efective at ground combat. Fighter/Bomber: Capable of air supiorority or light ground bombardment. Usually suffer in range. Bomber: A craft specifically designed to carry large amounts of heavy anti-ground payload. It's usually not manuverable, or fast, but usually long-range. Ground-support: Short range craft. They have limited airspeed, but are capable of flying at relitivly low speeds with high manuverability, and are excedlying good at destroying mobile ground equipment. Whereas bombers destroy a general area (a group of buildings), Ground Support are presice enough to attack units in proxmity of friendly forces. Airborne Warning and Control System (AWACS): Non-combat aircraft designed as high-flying, mobile radar and control stations. They carry a full crew of operators and technicians, not just pilots. They always mount a large, usually spinning disk like projection, which houses the radar and sensors. In game, if an area is patroled by an AWACS, you will know exact data about enemy units. Also, any area patroled by an AWACS will allow your fighters to automatically attempt to intercept any enemy aircraft attacks, even without your orders. Helicopters: Helicopters are much much slower then jet aircraft, but their ability to hover in place and jink to the sides makes them perfect for extreme close in support. in fact, they are more often considered part of the army then the airforce, and more commonly refered to as calvery then true support.
Dannination:
Navy: Dannination has no conventional naval forces. Their military hovercraft are anphibous, but do not carry enough fuel for significant periods of time over water. The small size and manuverability of the Danninonian hovercraft as compared to other naval ships is quick a drastic difference, making combat between the two nearly imposable (the D-2 is too small and fast to be targeted by larger naval guns, but lacks significant firepower itself to damage full-size naval ships).
During the Great War, Dannination never came under significant naval assault, so their naval defences rest mainly untested.
Airforce: D-16: A fighter used primarily for air supioriority. Middleing in almost every respect, Dannination focuses more on training their pilots, then giving them top-line equipment. D-16's do, however, show great performence in close-in dogfights, though the usefullness of this is questionable since the dawn of long-range air-to-air missiles. It is equiped with two 20mm guns machine guns, and six wing-mounted payload hardpoints, usually each carrying a rack of three or one single air-to-air missile.
D-101: The D-101 is a multi purpose aircraft. The D-101c is a cargo aircraft, the D-101b is a heavy, long-range, high-altitude bomber, and the D-101a is an AWACS variant. The D-101b can carry about 48,000lbs of bombs, and the D-101c can carry about 50,000lbs of cargo (including troops or paratroopers). The D-101a is equiped with comunication relay equipment, allowing for a non-satilite relay point for long range comunications. It also houses numerous ground-and ocean scanning radars. All are unarmed in the conventional sence.
D-66: The D-66 is a low altitude, ground-support helicopter. It's air-to-air capibilty is lacking, but it is far more manuverable then a jet. It mounts a 20mm, three barreled, ultra- high speed Vulcan gun. It's entire winglets can be removed and replaced, and come in three models- One with rocket pods, one with 4 laser-guided missiles, and one empty.
Mk-10 SAM: An emplaced, radar operated SAM missile. The launchers can be linked together, most SAM sites using four missiles, but some in more strategic locations using racks of up to 12. It is totally immobile, but the missiles are more then powerful enough to take down (if not destroy) even a large jet in one shot.
Wijk Navy: Sub-7: Although it is very unlike the Wijkare, the SBB-7 (Nicknamed the "Sub-7") is a very old design- the very first practical military submarine. Instead of designing a new submarine for each advance in technology, the Sub-7 model has been updated. Other attempts have been made to make a more modern design, but none can match the all-around performence of the orignal. The Sub-7 production model, as well as the existing craft, however, have been kept in perfect condition, and are well into their 5th generation of refits. All have four foward torpedo tubes, and two rear torpedo tubes. Som of the older sub-7's are still equiped with 5in deck-guns, a weapon considered obsolete for a sub, and kept on more as a tribute to the sub's long-lasting design then of actual combat value. The most recent modification has seen the addition of better sonar-absorbing design, and a much more sophisticated- and classified- sonar system.
MMS-8: This submarine was devloped alongside the latest generation of Sub-7's. It is an excelent craft, but still not quite up to par with the Sub-7. It is designed for a totally different role, however. It mounts 24 heavy cruise missile tubes, but no torpedoes. It is designed to fire support bombardment, without the enemy knowing the source of the fire. It is totally incapable of engaging other ships directly, short of ramming them (a gennerally frowned upon practice...).
BC-19: The BS-19 is a battlecruiser. Compared to battleships, it is a far less resiliant. However, the effective range of its 16in guns are considered to be much higher then other nations, and it is much, much faster. This comes from the ship's sophisticated radar and integrated FCS, and becuase of it's lessened armor, it leaves far more weigth for larger engines. All BC-19 ships mount two foward and one rear three-gun 16in turret, as well 16 long-range cruise missiles, though other armements vary from ship to ship. Smaller 5in guns, 20mm AA guns, depth-charges, and even deck-launched torpedoes. This ship is also known to be equiped with the same classified SONAR mounted on the newest SBB-7's. Excells in destroying any non-battleship naval unit, and also long range land bombardment.
PT-18: Frigate class escort ship. It excells in anti-submarine warfare, and some have been mounted with Cruise missles (these are known as PT-18m, though they are technically the same ships). also mounts lighter naval guns, and anti-aircraft weapons, though it will be porbably be destroyed by a battleship or battlecruiser before it even enters range. These ships usually mount the most sophisticated air and naval radars and sonars available, well above any other nation. These ship's usually acompany BC-19's, providing them with extended recon and targeting data.
Airforce: Fgt-113: The Fgt-113 is a powerful and fast fighter designed for long-range fighting. I usualy mounts an ECM pod on at least one of its 7 external pylons, mounted both under the fusalage and under the wings. It has decent manuverability, but it's main advantedges are an excelent HUD, TAG and FCS. Great at long ranges, it's ability for close-range dogfighting is somewhat limited, but this is generally not a problem. It is also not considered an all-weather fighter. Regardless, it is still probably the single most powerful fighter in the air today. It has 7 underwing pylons, mounting AA missiles, ECM pods, Chaff, or Flares, and two .50cal forward wing mounted machinguns.
B-8: The B-8 is a precision bomber, able to pick out a single building from a crouded city and destroy it specifically. It can carry a total of 9 heavy bombs (two internally and seven externally). The bombs it carries weigh 750lbs each. The bombs are unpropelled, but do use fins to guide themselves to their targets. The jet uses a two man crew, Pilot and Gunner. The craft isn't capable of carrying air-to-air weapons short of its mounted 20mm cannon.
AWACS1: The AWACS1 series craft is a very new addition to the Wijkare airforce. Like other Wijkare forces, it mounts excelent air, ground, and naval radar. It also, however, can co-ordinate C3 equipment over an extremly large region.
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Post by Cobra5 on Aug 25, 2004 1:32:26 GMT -5
Midgard:
Navy: The midgardian navy does not produce lines of battlships, instead, each battlehip is an individually designed, unique unit. All their battlships are slow, large, and weak against subs. As such, they rarely travel alone, usually with the company of smaller ships. The battlships carry radar, but no Sonar.
Jormungand: "The Midgard Serpent". Credited as being the largest battleship, many people also think it is the largest ship ever (but in actuality it isn't- a civilian cruise ship holds that record). 831.3 feet long (easily two normal battleships), mounting three forward and three rear four-gun 16in turrets, plus two three-gun 15in turrets. It is also equiped with numerous smaller 5in and 88mm Flak cannons. It cannot fire all of its large guns at once, or it runs the risk of tearing itself in two. This single ship is considered the flagship of the Midgardian fleet.
Aegir: "The God of the Sea" The second largest ship in the midgardian fleet, it pales in comparison to the Jormungand, but at 427 feet, it is still larger then most other battlships. Two foward and two rear three-gun 16in guns comprise its main armaments, with many smaller 5in and 88mm FlaK guns.
Ran: "Reaper of the Sea". About the same size as a normal battlship, the Ran is, however, known for its heavy armor. It carries the same main armament as the Aegir, as well as many smaller guns and Flak.
Atla Class Frigates: The Atla class frigates, unlike the Midgardian battleships, were produced in number. They carry 5in guns, torpedoes, and depth charges. They carry sonar, unlike the three great battlships, and excell at anti-submarine operations.
Hymir Class Attack sub: The Hymir class attack submarines are produced in number like the Atla frigates. Though they are more detectable on SONAR then their Wijkare counterparts, they are much mor sturdy vessles. They are capable of going to depths far beyond normal submarines. They carry four front and four rear torpedo tubes.
Airfoce: Vf-190 Brynhildr: A fighter. It is somewha less manuverable, but is known for is ressiliance. It carries six under-wing pylons, usually mounting AA missiles or Chaff/Flare pods. It also mounts two 30mm nose cannons.
Vb-188 Sigrún (or just Sigrun): The Sigrun is an excellent ground-support craft. It's 30mm gattling cannon is no ordinary cannon- it's 8 barrels fire at about 4200rnd/min. The sound of this gun as become somewhat infamous, and it is litterally able to tear apart a tank to shreds and molten slag. The Sigrun is able to fly at extremly low speeds, due to its duel turbofan construction, and is extremly manuverable. It is also proabably the most resilient aircraft in existence, able to take multiple hits from flak or AAA and return home fine. However, the crafts maximum speed is limited, as is it's effective range. It rates extremly low in air-to-air tests, although it is technically capable of mounting AA missiles, its air targeting gear is sub par. Carries 10 pylons, which only mount specific-build equipment for this craft. Clusterbombs, Guided bombs, guided anti-tank misiles, rocket pods, and Chaff/Flare pods give it a very rounded out arsenal.
Flak/Radar Station: Midgard uses groups of emplaced 88mm flak guns linked to a powerful radar control tower. The Radar is considered an AWACS units. The flak fires large numbers of time-detonating bombs, filling the sky with clouds of shrapnal. Although inacurate, their splash damage gives them an edge against aircraft, especially larger ones.
I'll do the last two tommorow. I would've done them tonight, but the Cowboy BeBop movie was on, and I had to watch it ;D
Lutassat:
Navy: Type-1 Battleship: The Type-1 is an excelent design, with an excelent blend of firepower, speed, and armor. Though few have been produced to date, they have left their mark as all-around good performers. They mount Two foward and one rear four-gun 15in guns, as well as many smaller 5in and 30mm AA guns.
Type-91 Cruiser: These cruisers are designed to be the main force of the Lutassat navy. They are well rounded, neither excelling nor lacking in combat with any other type of naval forces or aircraft, but do lack sufficiant firepower to comabt full battleships alone.
Type-3 PT boat: These small patrol boats can be considered the naval version of the army's Type-7 Dune Buggy. They are small and fast, with excelent radar and sonar. They carry only light weapons, but can mount .50cal or 30mm anti-air machineguns. They cannot operate on their away form larger ships or ports.
Airforce: Type-16 Combat Jet: This multi-role fighter can be considered a fighter/bomber. It is capable of engagin other aircraft, and it is able to destroy ground targets, depending on its payload. It is a reliable aircraft, and has sturdy armor protection as well. The only role this craft dose not exceede in is Ground Support, which lead to the development of the 16b. This jet mounts seven hardpoints, which can mount retarded bombs or guided AA missiles.
Type-16b Ground Support: This is a direct variant of the Type-16. It's wings were redesigned to allow for better low-speed manuverability, and its engines gives less efficiant, although higher power thrust. It can carry a larger payload becuase of this, though its range is limited. The seven pylons can mount Retarded bombs, guided AG missiles, Chaff, Flares, or even add-on 30mm under-wing cannons. The craft also has a built-in 30mm cannon, capable of crippling, if not destroying, enemy tanks.
Type-55aa: The Type-55aa is literally a Type-55 MBT with the turret removed and replaced by a four-gunned 20mm anti-air cannon. It also has a built in air-scanning radar. It's guns are able to fire upon ground targets as well, and it has a high enough rate of fire to even damage other tanks.
Aerohann: Navy: BB-81 Battleship: These battlships show excelent all-round performence. Two foward three-gun 16in turrets, and one rear four-gun 16in turret comprise it's main armament. They also mount smaller 5in guns, but no anti-air weapons. Their radar is excelent, but mount no sonar.
CG-8 Missile Cruiser: This cruiser is purpose built to fire guided missiles. It excells in the anti-air role, a vital escort to BB-81's. It's missiles can also fire on other ships, at very long ranges, especially if there is a forward spotter of some sort, although the missiles do not match the power of a barrage of cannon fire.
FF-6 Anti-submarine frigate: Mounting Sonar, torpedoes, and depth charges, this frigate is designed to combat submarines. It only mounts one 5in gun as an above-water gun.
Airforce: The Aerohann airforce is surprisingly effective. Their aircraft, for some reason, are known to do well even against better equiped enemies. F-67 Fighter: An all-weather fighter craft, it has excelent radar and aviononics. four under-wing hardpoints, two 20mm guns, and two mounted medium range AA missile launchers round out its armament. Fast and very long range, it is designed only for air-to-air engagments.
F/A-21 Fighter/Bomber: This fighter bomber mounts seven underwing pylons, carrying Chaff/Flare pods, ECM, retarted or guided bombs, and guided AA missiles. It also mounts a single 20mm cannon. It is a good blend of fighter and bomber, able to fill either role with, at the very least, satisfactory performence.
E-7 AWACS: An unarmed AWACS jet. It has extremly long range, even for a jet of its class, and can stay in the air for extended periods of time. It can scan for Air, Ground, and Naval contacts.
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Coral
Forum Frequent
Thievious Raccoon
Posts: 1,076
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Post by Coral on Aug 25, 2004 9:22:40 GMT -5
on the ship sizes thing, you mixed up the frigate and destroyer. Destroyer were first made to combat PT-Boats and subs, and are slightly bigger then cruisers. Frigates are smaller then cruisers, and generally are used in support roles. Other then that, great work
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Post by Cobra5 on Aug 25, 2004 12:52:00 GMT -5
All the information I looked up before typing up that post was very fuzzy on the subject. Ships were mostly listed by size category, but frigates simply said "Anti-submarine ship"...
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Post by Dr. Dan on Aug 25, 2004 13:55:02 GMT -5
I think its great. awesome job. and sorry about not calling you. I was very tired and spent most of the day watching the LOTR movies. Today I bought the last one. yay! ;D
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Post by Cobra5 on Aug 25, 2004 14:21:46 GMT -5
I've started typing up the first turns. One was already done (midgard, the longest, because they have the mos agencies ), but it was on my other computer, the lost one. No biggie. I'm may also do a bit of a reformat on the board, maybe... This RPG may get its own board, to keep its threads out of the clutter of other RPGs, because it may need a lot of threads. I'll have to see how it goes I guess. There will be at least three threads- A "World" thread, which displays the map, updated every turn, as well as publiclly known technical information, such as the state of the world economy, major army movements, major civilian actions.... etc. That will be the 'main' thread, and no-one will post in it. There will be the news thread, which will have a summary of information from the previous turn, both civilian and military. Then there will be an "Public Announcments" thread, where players can post, and anyone can read it. This is where players, as the leaders of their nations, can make public adresses both to their people, and to other nations. Most of the game, however, will be taking place in PMs. All of your private nation-specific reports are in PM, as well as any communication with other nations outside of public adresses.
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Coral
Forum Frequent
Thievious Raccoon
Posts: 1,076
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Post by Coral on Aug 25, 2004 14:57:22 GMT -5
how do we move units, tell you WHICH units we want to move, et cetera, et cetera. Do we say 'Move the tanks in 97 to 98,?' And how do we know which units are which? And then, how do we know where our stealth units are, or when we detect stealth units, how do we know where they are?
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Post by Cobra5 on Aug 25, 2004 16:37:29 GMT -5
Every military squadren has a name and a symbol. The symbol identifies it on the map, while the name identifies it in text. An example might be "6th tank division", a group of tanks. Their symbol might be a 6, or a checkerboard or some other design. On the map, their symbol will apear in the small box, while int he military report, they will be refered to by name. Every turn, your military report will let you know the going-ons of all your military units, as well as all of their equipment and situations, so you don't have to memorize it all. They will have a degree of autonomity, automatically moving to defend themselves or to intercept enemies within range, or to take advantedge of a tactical opertunity, for example. But they will stay in the same general area unless otherwise ordered. To order them around, you say which units should go where. They will carry out orders to the best of their ability. You can be as vauge ("6th tank division Move west") or as specific ("6th tank division, head to the lower-left corner of area 23, be specifically careful of traps") as you would like. Abstract things, such as terrain and weather, may[i/] play a part... but won't generally concern you. The commanders of the units will decide what is best under cirtain circumstances, and alert you if it makes a difference in the plans you gave them.
As for engagments, same deal, be as vauge ("attack the enemy in this area") or as specific ("Sweep the lower portions of the region for tanks, treating other enemies as secondary targets") as you would like. Since the combat system is totally abstract now, its more of a RPG then an TBS...
As for the stealth units, they will be kept track of in text alone ("The Northern/central/western/etc portion of region X"). They will be given a name, and every turn you will be told their location, strength, etc. If, for whatever reason, they are no longer stealthed, they will be placed on the map with their symbol, or if they have no symbol, as a blank icon telling only Land, Air, or Sea.
I will, perhaps, keep symbols on the map, but only on my version of the map. I would do a seperet version of the map for each player if I had that much bandwith (and time ), but I really can't.
As for detected stealth units, depending on the situation, they may be placed on the map (They've been detected, and they know it) or their location will be relayed to you only in text (They've been detected, but they don't know it yet).
Some other things- Some units, like AWACS or Type-7 dune buggies, can patrol very large areas in a single turn. Their icon will be in the general area of their patrol if they are told to do so.
Every unit will, of course, have a pricetag. These will be told in-game.
I originally had a system limiting how big your army can be (The amount of people who would willingly join the army), which could be increased by Draft or Conscription, and was based on your total population, morale, and other factors, but I left it out for the test game (just like powerplants...). Its complex enough as it is .
At the start of the game, a city has a maximum of 200,000 per level (Ie, Tleak, a level 3 city, would have 600,000), but this can increase with cirtain researches. Building a new city dosn't produce instintaneous effects, though, as it takes a couple turns to populate it, set up trade routes, build roads, etc etc (which is all automatic). Yes, the starting populations are low, but remember, this is suppsoed to take place after a war that lasted hundreds of years.
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Coral
Forum Frequent
Thievious Raccoon
Posts: 1,076
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Post by Coral on Aug 25, 2004 16:56:03 GMT -5
Is updating a unit faster than designing an entirely new one? Oh and as a simpler version of the symbols, why not do 6T with a -1 -2 -3 or -4 etc.. At least ill do that. 6T-1 for me would be '6th tank divison, First tank design.' with my first tank design being the MBT-7. Or I could do MBT-4, for MBT 7 4th divison. Anyways, for my symbols, give each design an acryonym, tell me it, and whenever I build a unit, put it like (Acryonym)-(number of unit) with the number being like, say the first of every design would be 1 and the second, 2, and so on. And then try to stuff my flag into a corner of the symbol.
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Post by copyKatt on Aug 25, 2004 22:34:31 GMT -5
lol, seems like someone is really looking forward to useing thier army... and i get to share a continent with him... great lol, im just kidding well im looking forward to starting this! and btw, my city names are Halcyon (58) and Ginere (74) along with my capitol, which is Saintside Vista
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Post by Cobra5 on Aug 25, 2004 23:08:58 GMT -5
Yes, upgrades are faster then designing a new unit. Much faster. However, the existing units must undergo some kind of maintence before they get upgraded. Depending on the complexity of the upgrade and the complexity of the unit, upgrades may need them to return to a base, or they may be able to upgrade in the field, so long as they can get supplies.
As for name scheme, you can use whatever system you like. If (when) I have my own army, I'm going to use the system that WWII pilots used- a number, and a name (like the 9th "Flying knights"). You don't even have to use numbers or anything if you don't want. Up to you.
Also remember, now, you are allowed to combine units. (Ie, a group of infantry and tanks). In real life, some armies did do this (like russia), known as "Combined Arms". But most armies keep them divided.
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Post by Tassatul on Aug 26, 2004 16:58:17 GMT -5
lol, seems like someone is really looking forward to useing thier army... and i get to share a continent with him... great Right? I was hoping for a nice, peaceful game And by the way, Will, I like how Lutassat's units are all Type-whatever. Makes sence for a economic nation, not really careing what the military units are named.
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Coral
Forum Frequent
Thievious Raccoon
Posts: 1,076
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Post by Coral on Aug 26, 2004 17:54:35 GMT -5
Katt, howd you know? If you read my description of my country, read "Warring culture" . Make one agressive move against me or an ally of mine, and splat! I have the technological advantage, plus SAW soldiers will prevent you from taking my cities. And then ill rain cruise missile on you with my missile subs, at the same time cutting off your trade with attack subs, while also destroying you surface fleet and bombarding your land units with my battlecruisers. And if you REALLY piss me off.... well, you wont be able to do much about anything becuase you'll be a bloody wreck after my MBT's finsh with you.
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Post by Tassatul on Aug 26, 2004 18:46:55 GMT -5
*proceeds to burn his own oil fields so Coral cant have any, in retaliation*
nyah nyah!
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