Archive through November 08, 2009

Star Fleet Universe Discussion Board: Star Fleet Battles: Star Fleet Battles Online: Campaigns: Campaign Rules Discussion: Archive through November 08, 2009
By William Albert (Lazyoldbear) on Tuesday, January 11, 2005 - 10:30 am: Edit

Lessss,

I believe it's an unrefit BS. I asked and was told that I could not put any modules on mine.

There is a previous answer on this thread saying ground bases are not allowed.

Paul,

Please.

By Jude Hornborg (Von_Nasty) on Tuesday, January 11, 2005 - 10:41 am: Edit

Les, I think we just get a Base Station at our home planets. This makes sense, IMO, since the fleets we're using are too small for a BATS assault.

By Paul Colburn (Innocentb) on Tuesday, January 11, 2005 - 10:49 am: Edit

Just a base station and no modules. None of you have enough bpv to handle any more than that anyway.

Keep it small.

Paul, Thank you yes!

Still waiting Ian.

By Paul Franz (Andromedan) on Tuesday, January 11, 2005 - 11:19 am: Edit

Done.

By Les LeBlanc (Lessss) on Tuesday, March 22, 2005 - 04:14 pm: Edit

To All players of Campaigns on SFBOL:

If you have participated in a Campaign on this board coupld you write up a brief note as to what campaign, and what you liked or disliked.

If you have been in more than one cmapaign run by different people could you post what you liked or disliked about each and which you had more fun in.

My reason for doing this? I'd like some feedback that will help Pul F see what kind of campaigns are out there what drawbacks there were to help make decisions on the future flexability of the Campaign rooms. Remember this is for campaigns that were run using the campaign room on SFBOL.

By Jeremy Gray (Gray) on Thursday, May 19, 2005 - 08:26 pm: Edit

CAPTAINS WANTED! Dale Mckee and I are running an Admiral's Game. It is Y165, and the Kzintis have invaded the Federation. Dale and I do not live near each other, and will be playing some games against other local players and a few on SFBOL, but we also want to open some of the games up to the greater SFBOL community.

Please see the thread at http://www.starfleetgames.com/discus/messages/1871/10639.html?1116548392. We are looking for Captains to play out some of these games, and we will immortalize you with command of ships in the Federation 4th Fleet. Play multiple games and rise in rank to command a great warship.

Dale and I are looking forward to hearing from you. Cheers!

By Les LeBlanc (Lessss) on Friday, May 20, 2005 - 12:07 am: Edit

If the drones and optional items are already bought I'll fly as needed.

By Jeremy Gray (Gray) on Friday, May 20, 2005 - 09:34 am: Edit

Thanks Les. All of the options are bought by Dale and I. You just get to blow up our ships!

By Dale McKee (Brigman) on Friday, May 20, 2005 - 11:42 am: Edit

Sounds great Les! If you have an opponent, you guys can choose sides and pick one of the available battles. Just let us know and we'll shoot you our commander's options. Right now all four base battles are up for grabs - 1.1, 1.3, 1.5 and 1.7. 1.7 is the closest to an even fight, though the others all bear playing for the purpose of experience and putting a hurt on the enemy.

By Dale McKee (Brigman) on Friday, May 20, 2005 - 02:27 pm: Edit

Jeff Lorenzen and I are going to tackle 1.2 and possibly 1.8 tonight. Since Jeff was the Fed player in our now-defunct SF Bay Area campaign, this ought to be an interesting fight!

By Joshua J Brumley (Sweeper) on Wednesday, August 16, 2006 - 09:09 pm: Edit

Anyone going to start a new O/L campaign? I'd love to participate.

By Ted Fay (Catwhoeatsphoto) on Wednesday, August 16, 2006 - 10:34 pm: Edit

It's not too late to sign up for Masters Maze. It's underway now, but you can check it out under the relevant topic on the BBS.

-The Overseer

By David Slatter (Davidas) on Friday, December 14, 2007 - 11:19 am: Edit

Quick Question.

I have a heavily advanced ship design system that would be hard to break. It can encompass all alpha weapons and many omega ones. I can also alter it for EY use - X-tech is a little further off.

I would happily moderate ship designing for a number of players in a campaign, probably not releasing the full rules, so there could be an element of the players simply requesting design emphasis. I could then give them "several competing designs" from which they select one.

But this needs a campaign to go with it. Is anyone interested? I should be able to fit in the desiging within campaign rules.

David.

By Ken Burnside (Ken_Burnside) on Saturday, October 24, 2009 - 06:23 pm: Edit

I am mildly tempted to start up a variant of Master and Commander called Diplomacy By Other Means.

It would be limited to 6 players. I have a blank map (no terrain features or resource centers).

It would allow only one order per fleet per turn.

Fleet cap is limited to 700 BPV, year is Y182 with the following restrictions:

Only Hydrans have fighters, no true carriers at all (for anyone), no PFs or PFTs, no X ships, no drogues, but Sabot plasma refits are allowed.

Core Ship Set:

Ships from Basic Set, AM, C1, C2, C3 and C5, R1 through R5 are considered 'core'.

At least half of your ships must be SC 4. No more than 1/4 of your ships can come from a non-Core product, and only ships that have been published in final form (EG: Not in Captain's Log only).

Warship Status:

One CNJ or one UNV (period) for the entire campaign, it's not replaceable. If you take a BB with that, any fighters that are on the ship are replaced with Admin shuttles.

No more than 1/3 of your ships can be anything other than RPW.

No self generated EW other than Erratic Maneuvers, scouts may lend EW normally.

Everyone has one Starbase in their home base. You may build a BATS in any sector you control, but the BATS counts as a fleet unto itself.

Type A Resource centers are worth 400 BPV and give one admiral with it. No Type B resource centers.

By Tos Crawford (Tos) on Saturday, October 24, 2009 - 11:24 pm: Edit

ECM Drones and ECP work normally? Without the ability to generate ECCM that makes them kinda powerful.

Why would R6-R11 be non-core? I'm confused as to the purpose of limiting ships in this way. What does it hope to accomplish?

By Ken Burnside (Ken_Burnside) on Sunday, October 25, 2009 - 01:49 am: Edit

Let me rephrase:

The only sources of EW

1) Special Sensor lending
2) EM, Small Target Mods, Passive Fire Control, Wild Weasels.
3) Terrain

I'm even willing to go Tourney EW.

"Core" versus "Non-Core"

The intention is to use a subset of ships that avoid some of the 'last designed, best designed' paradigm. Also, I think Ted's M&C game results in battles that will be so big as to be unplayable.

It doesn't matter if you've got all the toys if battles take 2 months to resolve.

Over the last decade and a half of SFB, there's been noticeable power creep, plus a profusion of classes and variants that, in my opinion, don't add a lot of fun to the game.

My primary aim here is to make a campaign game where the battles are manageable enough to be played in 1-2 sessions.

Ideally, I'd like to keep this with players in the Mountain/Central/Eastern time zone and have everyone log in at once and /msg me their strategic orders.

By Tos Crawford (Tos) on Sunday, October 25, 2009 - 02:03 am: Edit

Perhaps, but I'd rather see the ship selection opened wide, but with a cap (3) on how many of each ship can be taken. That will be self limiting on problem ships while allowing for more diversity in battles to prevent monotony.

EW: MRS lending? Officers/crew? Orion? Vudar?

By Ken Burnside (Ken_Burnside) on Sunday, October 25, 2009 - 03:41 am: Edit

Tos:

EW: None of those items are on the list above, so, no EW effects allowed.

No legendary officers or non-standard crew qualities allowed. (Horribly uneven in their balancing)

Ship selections:

One of the other reasons why I'm limiting the ship selections the way I am is to specifically keep things light weight.

By Dale McKee (Brigman) on Sunday, October 25, 2009 - 06:53 pm: Edit

Ken: I couldn't play in any event, just don't have time right now.

But, I will say, I find the restrictions a bit tight - no offense.

By Ken Burnside (Ken_Burnside) on Sunday, November 08, 2009 - 01:53 am: Edit

Dale - no offense taken.

I've seen waaaay too many campaign games grind to a halt because the battles get too large, and too many people use the 'woogie' ships from later products.

By Ken Burnside (Ken_Burnside) on Sunday, November 08, 2009 - 02:15 am: Edit

Revision 1a:

We'll be using the Master and Commander rules as the base. Campaign needs 4 players minimum and I'll tolerate up to 6. Each player must ALSO have a designated backup player.

The following changes to the M&C rules will be used:

Two fleet orders per fleet per turn. Only one M or S order is allowed. You may supplement an O or R order as the second order; it is assumed that if you do not give a second order, that the Occupy order is allowed.

M from XXXX to YYYY
S Fleet # into YYYY

It would allow only one order per fleet per turn.

Fleet cap is limited to 700 BPV, year is Y182 with the following restrictions:

Only Hydrans have fighters, no true carriers at all (for anyone), no PFs or PFTs, no X ships, no drogues, but Sabot plasma refits are allowed.

Core Ship Set:

Ships from Basic Set, AM, C1, C2, C3 and C5, R1 through R4 and J1 are considered 'core'. The year of availability is Y173. Every 6 campaign turns advances the calendar year by 1 year for ship availability.

This is an alternate universe where PFs were never developed. Yes, PFs are cool, they're a natural, logical extension of the SFU tech paradigm, and everyone wants to be the guy with Howlers.

The only item from J2 that's allowed is Sabot rules and the 'plasma-K' and related plasma fighter upgrades.

This means no drogues, no megafighters, no bombers, no A-Admins.

At least half of your ships must be SC 4. No more than 1/3 of your ships can come from a non-Core product, and only ships that have been published in final form (EG: Not in Captain's Log only).

You have a Primary race and a secondary.

Primary races are:

Fed, Gorn, Klingon, Romulan, Kzinti, Hydran, Lyran,

Secondary races are:

ISC, Tholian, Maghadim, Baduvai, Eneen

No more than 1/3 of your total BPV can be from your secondary race.

Warship Status:

Initial year of availability is Y173.

One CNJ or one UNV (period) for the entire campaign, it's not replaceable.

No more than 1/3 of your ships can be anything other than RPW.

EW: Natural sources plus Scout Lending only.

Everyone has one SB in their home base. You may build a BATS in any sector you control, but the BATS counts as a fleet unto itself.

Type A Resource centers are worth 400 BPV and give one admiral with it. No Type B resource centers.

By Tos Crawford (Tos) on Sunday, November 08, 2009 - 02:37 pm: Edit

So no EW from a WW? That's odd. Does EM give EW?

Can you pick two primary races or must the secondary race come from the secondary race list? Maybe WYN Fish can be a secondary?

Any restrictions on HDW? With your SC4 restrictions you may see more of them than you want. Consider calling all MC=2/3 ships SC3.

I'm not sure if allowing the Hydrans to have fighters gives them some sort of strategic advantage. It would depend on the cost associated with fighter replacement.

One year every 6 turns seems way too slow.

Why Y173? What kind of chaos is this going to cause when your entire fleet gets the Y175 refit?

You've got no more than 1/3 of your BPV from Secondary or non-RPW, but you count hulls for non-Core products. Was this intentional?

With no carriers allowed, I fail to see the purpose in calling J1 a core module.

Calling C5 Core seems something of a stretch of the term.

Will the Klingon and Hydrans having their DW published in non-core modules while pretty much everyone else gets theirs in a core product cause a problem?

I'm not convinced that the concept of core modules is necessary. It seems redundant (and potentially unbalancing) with the 2/3 RPW requirement.

I suggest that combat of any sort causes a fleet to lose their next strategic move and the combat area to remain locked during that time. This should dramatically reduce campaign stall and encourage pinning actions.

By Ken Burnside (Ken_Burnside) on Sunday, November 08, 2009 - 03:00 pm: Edit


Quote:

So no EW from a WW? That's odd. Does EM give EW?




No EW from WW
EM is considered EW from a natural source.


Quote:

Can you pick two primary races or must the secondary race come from the secondary race list? Maybe WYN Fish can be a secondary?




Any primary race is also eligible as a secondary race

WYN Fish don't exist in Y173, which is why they're not listed as a secondary race.


Quote:

Any restrictions on HDW? With your SC4 restrictions you may see more of them than you want. Consider calling all MC=2/3 ships SC3.




HDWs don't come out in a 'core' module, so no more than 1/3 of your hulls could be them. That being said, I'm not especially fond of them - I see them as war cruisers crammed one size class down.

I'm willing to call HDWs SC3 for this purpose. Or ban them entirely.


Quote:

I'm not sure if allowing the Hydrans to have fighters gives them some sort of strategic advantage. It would depend on the cost associated with fighter replacement.




Same fighter replacement rules: 1/3 of your fighters come back at the end of each turn.

Note that I've outlawed PFs and PFTs, not carriers. [Ah, I see - there was something I forgot to delete; carriers from J1 are allowed, not from J2.]

J1 is Core so that people who want to do carriers can.


Quote:

One year every 6 turns seems way too slow.




It means that you fight with what you've got, and plan for what you want to have in the future.


Quote:

Why Y173? What kind of chaos is this going to cause when your entire fleet gets the Y175 refit?




You can either scrap something to free up the BPV for the refits, or voluntarily forgo refits on units to keep under the cap.


Quote:

You've got no more than 1/3 of your BPV from Secondary or non-RPW, but you count hulls for non-Core products. Was this intentional?




It wasn't intentional; however, it appears to give a wider optimization space.


Quote:

With no carriers allowed, I fail to see the purpose in calling J1 a core module.




See above.


Quote:

Calling C5 Core seems something of a stretch of the term.




It is core for Authorial Bias (grin), and because it contains the 'standard units' for the races it presents. That being said, it can only be 1/3 of your force, since those three races are limited to secondaries.

I'll also cheerfully say "No Magellanics" if the majority of 6 players say they don't want to have to figure out tactics to fight 'em.


Quote:

Will the Klingon and Hydrans having their DW published in non-core modules while pretty much everyone else gets theirs in a core product cause a problem?




It might - but I suspect it won't. It's one of those odd quirks of the Klingon navy. The Hydran Lancer/Knight DD pair are pretty good as is.


Quote:

I'm not convinced that the concept of core modules is necessary. It seems redundant (and potentially unbalancing) with the 2/3 RPW requirement.




It has been my experience that starting with R6 and progressing onwards, the ships that people PICK from those modules tend to be 'woogie'

Were it entirely up to me, and it wouldn't mess up the Romulans, I'd ban War Cruisers and HDWs entirely.


Quote:

I suggest that combat of any sort causes a fleet to lose their next strategic move and the combat area to remain locked during that time. This should dramatically reduce campaign stall and encourage pinning actions.




I'm not seeing how this reduces campaign stall; the big thing that causes campaign stall is battles that haven't resolved.

Or are you saying that neither of those fleets can move, and thus the rest of the campaign map could update while the battle is being resolved?

By Tos Crawford (Tos) on Sunday, November 08, 2009 - 03:25 pm: Edit

I'm saying any fleet involved in combat forfeits their next strategic movement. The effect is if a fleet enters combat on turn 6, the strategic campaign can move on to turn 7 while combat is being resolved. I'll post an example.

By Tos Crawford (Tos) on Sunday, November 08, 2009 - 03:42 pm: Edit

Consider the following timeline:

2/1: Map for Turn 7 comes out. Fleet X is in combat with Fleet Y.

2/21: Strategic Orders for Turn 7 are due. Fleet X and Fleet Y combat still underway and neither fleet can move strategically on Turn 7.

2/28: Map for Turn 8 is released. Fleets A and B enter combat.

3/14: Combat between Fleet X and Fleet Y is complete. Fleet X is victorious and remains in the combat area. Fleet Y retreats.

3/21: Map for Turn 9 is released.

4/11: Strategic orders for Turn 9 due. Fleet X and Y may both take strategic actions.

This gives the moderator 1 week after orders to process a turn and publish a map. Players get 6 weeks for combat and 3 weeks for strategic orders.

Battles lasting more than 6 weeks may ask for an extension of 3 weeks at the cost of their next strategic movement. This will only be granted in two cases: 1) The attacking player of a fixed defense makes the request or 2) Both players agree to the extension. All other cases will be adjudicated by the moderator at the end of six weeks.

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