By Norman Dizon (Normandizon) on Tuesday, February 27, 2018 - 01:28 pm: Edit |
EY2
Link to EY2
EY2 presents a different version of the Early Years. The primary goal for EY2, which I must constantly remind myself as EY2 is developed, is to create new tactics on the battlefield. It is easy to get sidetracked by Backgrounds, Timelines, Playtest Rules, Technologies, and Maps. First and foremost EY2 is meant to be played, with ships blasting each other on the tabletop.
EY2 will utilize the material in the Early Years, but present it in different configurations with minor changes. For example, the "Federation" of EY2 will feature a rear firing Photon Torpedo on their CA. Other empires will also have a rear-firing heavy weapon. Weapons which were deemed "technological dead ends" in the Early Years will find new life in EY2. Furthermore, New Technology for each empire will also be carefully introduced in EY2.
Instead of a constantly changing map, or a largely unexplored map, EY2 will present a stable map where each empire has solid borders. Additionally, there will be a neutral zone, much like the neutral zone during the General War. The empires will be different from the Early Years, but many of their elements will feel very familiar.
Towards the end of the EY2 Timeline, a great threat will come that will threaten every empire in EY2. Empires which once fought with each other will have no choice but to band together to repel this new threat. In this way, the EY2 Timeline will mimic Alpha Sector events. However, there will be no RTN in EY2. When the extra-galactic invaders assault every empire in EY2 simultaneously, they will truly possess the numbers and will simply "move in."
While it is inevitable, it is not my goal with EY2 to improve the technology beyond Early Years levels. Perhaps, after the great threat is averted, at the very end of the EY2 Timeline, a new line of ships can be developed which are the equivalent of General War ships. I suppose this would almost be like X-Technology for the empires of EY2. However, this will only happen at the very end of the EY2 Timeline, because every major event in EY2 should take place using Early Years technology. And remember, the goal with EY2 is to create new tactics on the battlefield, not to get caught up in the details of an alternate history.
Lastly, it is important to note the primary difference between Project-Y and EY2. Project-Y, while starting with Early Years technology, will progress through "General War" technology and then end with "X-Technology." EY2 will stay with Early Years technology through nearly all of its timeline and then end with "General War" technology just being developed.
By Norman Dizon (Normandizon) on Tuesday, February 27, 2018 - 01:30 pm: Edit |
THE GREAT GALAXY
Link to the Great Galaxy
The Great Galaxy is a new galaxy which draws some elements from World War I. Essentially, these two elements are attrition and trench warfare, although some WWI technology may also be mirrored in starship designs for the Great Galaxy. The Great Galaxy pays tribute to World War I being known as the "Great War."
There are two ways that I would like attrition to come into play in the Great Galaxy. The first is during starship duels. There are no quick duels in the Great Galaxy. Any duel ending in less than 10 turns will be unheard of. In the Great Galaxy, a typical duel will last between 10-30 turns. The battle will be a slow process of attrition, where each ship slowly grinds down the defenses of the other. This means that weapons will need to do less damage, or perhaps score damage over several turns. Defenses will need to be greater, utilizing more shields, armor, or some other technology. And most importantly, damage control will need to be more efficient, bringing back systems much more rapidly than in the standard game.
The second way is during fleet battles. Here, I want to avoid the concept of every ship combining their fire to destroy one single ship in the opponent's fleet. If the weapons are properly designed for the Great Galaxy, this should not be possible. Still, I may have to create some other factor which prevents fleets from destroying one ship at a time. Fleet battles will mirror starship duels, in that they also will take many, many turns to resolve. What will happen most often, is that one fleet will inflict significant damage to the other fleet, without actually destroying any ships. Both fleets will then withdraw, having "worn down" the other fleet to a certain degree.
The Great Galaxy will also feature "trenches" that separate each of the empires. There needs to be something inherent in the trenches that brings both sides to a standstill. A trench is going to be some kind of new terrain for star fleet battles, perhaps one which provides a significant defensive bonus to ships that hide within it. It should also be noted that the Great Galaxy is in the middle of a galaxy-wide war. The "trenches" are not borders, or a type of neutral zone. They can and should move as offensives are pushed forward and defenses withdraw. This brings up the possibility that the trenches might be created by each empire, with a new type of technology that affects space itself.
So why proceed with the Great Galaxy? In order to examine the effects on tactics and strategy in a galaxy designed with attrition. Clearly, this is not for every star fleet battles player. Some will grow bored with the slow pace of combat in the Great Galaxy. However, there are others, who will enjoy the drawn-out process and employ innovative tactics in order to be successful over a long period of time. These players may be tired of the quick battle, where a lucky roll may seriously hurt the other starship, thereby winning the game. There are no lucky rolls such as this in the Great Galaxy. Those who win, will have earned that result by planning and fighting over many, many turns. Personally, I find this intriguing, and well worth the time to develop the Great Galaxy.
It should be noted that there is a strategic level to the Great Galaxy that falls outside of the realm of Star Fleet Battles. Such strategies are better examined on more of a F&E level. While this will never come to pass, this strategic level should always be remembered in the background, because it will become important for background development, timeline construction, and empire r-sections for the Great Galaxy.
By Norman Dizon (Normandizon) on Tuesday, February 27, 2018 - 01:32 pm: Edit |
TROLL
Link to Troll
Troll is a new galaxy that pays homage to a wonderful tank game from the 80's. In that game, enormous artificially intelligent tanks ruled the battlefield. The same is true in this galaxy, except that the gigantic starships which can cause massive death and destruction are known as...Trolls.
A single Troll should have the ability to destroy an entire fleet of starships. This means that starships in Troll will have to be smaller and more numerous. There will probably be no starships larger than a heavy cruiser in Troll. And heavy cruisers may be on the rare side. It is also possible that starships in Troll will have a built-in weakness, making them more "fragile" than starships in other galaxies. This will likely take the form of a modification to the DAC for starships.
The Trolls themselves will need a decisive ability that makes them deadly in combat. This will most likely take the form of an "invulnerable" type of defense, or at least one that is extremely difficult to penetrate. It could be a highly advanced damage control system. Or it could be weapons which are far deadlier than normal. Lastly, it is possible that Trolls may possess all of the above qualities. I don't want the SSD for each Troll to be enormous, so I will have to take steps to make sure that this does not happen.
Fleets will consist of many smaller starships escorting a single large Troll. There are many possibilities for scenarios in Troll. A single Troll may take on another Troll. A Fleet with one Troll may battle another Fleet with a single Troll. A single Troll may attack a whole fleet of small starships. A Troll may be damaged, requiring it to be recovered. And so forth.
There will be different types of Trolls. They will not all be identical to each other. Perhaps some Trolls use direct-fire weapons, some Trolls use drones, and some Trolls use plasmas. A single Troll-plasma may be enough to completely obliberate a smaller starship! We will have to see. Additionally, each Troll will be independently aware and artificially intelligent. This means the fleet does not tell the Troll what to do, the Troll tells the fleet what to do! Indeed, it is possible that each empire may be run by the Trolls themselves. Are organics now servants to all-powerful A.I.?
Troll will be a fascinating galaxy that presents an all-new perspective on a classic tank game.
By Norman Dizon (Normandizon) on Tuesday, February 27, 2018 - 01:34 pm: Edit |
GALAXY WAR TWO
Link to Galaxy War Two
Galaxy War Two is a galaxy that mirrors World War Two conflict on a starship scale. In order to effect this, the starship designs and rules will have to be heavily modified. This design paradigm for the Star Fleet Battles Engine is perhaps one of the most radical yet.
The units in Galaxy War Two will have to undergo the most drastic changes. There is a need for "infantry", which will take the form of squads of powered-armor. There will be "tanks", starships that move slowly, are heavily armored, can fire a powerful blast, and which are deadly to infantry. There will be "howitzers", which will be stable platforms capable of firing farther than any other unit. There will be even be "off-shore" bombardment, which will be capable of destroying units from off the map. In fact, there will be hordes of other units as well. The goal here is to force the player (the commander) to utilize his "fleet" in a highly tactical and strategic way in order to win.
A necessary element to Galaxy War Two is terrain on the battlefield. This concept goes beyond simple asteroids or black holes. Each hex needs to have a profound impact on the tactics used in the game. These new types of terrain, which fill nearly every part of the standard star fleet battles map, will offer certain bonuses, depending on the unit that occupies it. This will enable players (commanders) to maneuver their units to take advantage of the different types of terrain so they can be victorious. For me, this means that I need to develop many kinds of maps for Galaxy War Two, something that I haven't had to do for any other Genesis Galaxy.
The key to making Galaxy War Two work is to make sure that the Star Fleet Battles Engine is still being used, even with the radically different units. This means that the DAC, To-Hit Rules, Seeking Weapon Rules, Impulse Chart, and Energy Allocation should still be used, no matter what kind of unit is present in the player's (commander's) "fleet." As much as possible, I want to stay away from the "Wet Navy" aspect of World War Two, because this has already been addressed in standard Star Fleet Battles. The focus should be more on "ground warfare" in World War Two. The Eighth Air Force from Stellar Shadows offers a hint about how the SSD's for Galaxy War Two should look.
Galaxy War Two will be a challenge to develop. But I believe the end result will be more than worth it.
By Norman Dizon (Normandizon) on Tuesday, February 27, 2018 - 01:36 pm: Edit |
FOLKTALES
Link to Folktales
Folktales is a new galaxy built upon a single idea. That idea is that every urban legend about a monster is rooted in reality. And that reality is the monster actually originated from outer space.
Folktales will consist of empires whose primary species will be a monster from legend. There will be vampires, werewolves, yeti, frankensteins, bigfoots, blobs, mummies, invisible men, phantoms, hunchbacks, headless horsemen, chupacabra, and more. Each of these real life species visited earth at some point in the past, giving rise to the Folktales that inspired our imaginations. Little did we realize that these incredible supernatural creatures actually roam the universe in starships.
The starships for each empire in Folktales will possess technology reminiscent of the species that built it. For example, the vampire empire might possess starships that can temporarily become "mist-like." The werewolf empire might utilize ships with some kind of transformation ability. The blob empire might feature starships composed entirely of organic matter. The invisible men empire might have some kind of stealth technology. And so forth.
Beyond the starships and the r-sections, the goal for Folktales is to create something playable which requires new tactics. But above all, Folktales is designed for fun. After all, what else is the player supposed to feel when his werewolf starship is finally about to destroy his chupacabra opponent after an exciting battle?
By Norman Dizon (Normandizon) on Tuesday, February 27, 2018 - 01:39 pm: Edit |
INCARNUM
Link to Incarnum
Incarnum is a galaxy full of wormhole aliens who are worshiped as deities. In return for their worship, the "deities" grant their subjects special boons. The deities themselves never personally interfere in the affairs of the galaxy, but their blessings do become incarnate and real. In Incarnum, each empire worships a singular deity that they believe will make them the most powerful empire in the galaxy.
But what form do these boons take? Most often, they will take the form of organic creatures. For example, one of the greatest gifts that a deity can bestow on its worshipers is a "titanic guardian." These immense creatures are as large as a starbase and able to move with a fleet. Functionally, they will possess rules similar to various monster scenarios in star fleet battles. Other boons include medium-sized creatures or fleets of small monsters. Deities can also modify starships with their god-like abilities, creating organic components which are advantageous in combat. There are many possibilities in regards to the boons that each Deity can grant.
And what is involved in the "worship" of these deities? Does the empire have to capture some of the enemy species to "sacrifice?" Is there something else that the deity would like sacrificed to them? Perhaps the deity requires a certain task to be completed, like spreading its faith to far-off inhabited worlds. Or the deity may be at war with another deity, requiring nothing short of the destruction of starships from the enemy faction. There are countless avenues that can be explored here, but each one must keep in mind the goals and background of the deity.
The starships in Incarnum should be simple, weak, and inferior. There must be a need within each empire to worship the wormhole deity to try to obtain boons. A powerful empire would have no such need. But a weak one would try to gain power and strategic advantage from the deity it worships. As each deity will be different in Incarnum, so will each empire that worships it.
Incarnum is a bold new galaxy that incorporates monsters in a much different way than standard star fleet battles. Battles between starships will function the same, except that the organic boons will generate new tactics. There is plenty of potential for new scenarios involving the various creatures that have come into existence. Lastly, the premise behind Incarnum allows for a great deal of creativity when it comes to writing up each individual empire and the deity they worship.
By Norman Dizon (Normandizon) on Tuesday, February 27, 2018 - 01:41 pm: Edit |
VIRUS WARS
Link to Virus Wars
When I first started GenesisGalaxies.Com (long ago), I thought of the concept of viral warfare between starships. This was to be similar to electronic warfare, except that the systems of the starship could be infiltrated, turned off, or even used against itself. There was to be a rating system on each SSD, similar to sensors and scanners. My original idea was to incorporate viral warfare into alpha-sector type starships.
However, now years later, I realize that trying to make the viral warfare idea work with standard ships is the wrong approach. The starships that utilize viral warfare (and defend against it) need to be built from the ground up. This requires a brand new galaxy. And so Virus Wars was born.
Creating starships from scratch will give me the leverage that I need to make sure viral warfare works in the way that I intended it to be. I can remove elements from the SSD that interfere with viral warfare and add new elements that will facilitate its use. It is very important that the systems on each starship be setup to account for the presence of viral warfare in the galaxy. This means that each starship will feature new systems created specifically for viral warfare.
One goal for the starships of Virus Wars is to make sure they work fine without any viral warfare being used. This is important. Even if the combat is dry and dull, they must be able to function, using the Star Fleet Battles Engine, without any kind of viral warfare. Once this foundation has been established, viral warfare can be added. Then, the effect of viral warfare can be properly examined on the battlefield to make sure it is having the intended results.
Developing exactly how the viral warfare system works is the key to Virus Wars. Once that system has been properly defined, the SSD's can be created with this in mind. Lastly, the SSD's must be playtested, first without viral warfare, and then later with viral warfare in use.
By Norman Dizon (Normandizon) on Tuesday, February 27, 2018 - 01:45 pm: Edit |
AVANT-GARDE
Link to Avant-Garde
Avant-Garde is my personal vision of an alternate and very different Alpha and Omega Sector. The original working title was SFB 2.0, but I think I will save that for some far-off future date. Avant-Garde was supposed to take place far in the future, long after the introduction of X2-Technology, but I think that idea will have to be discarded. Avant-Garde must make use of General War technology, as those are the rules, devices, and weapons that work best for star fleet battles. For certain, Avant-Garde will employ many modifications to the standard rules.
One of the primary goals for Avant-Garde is to examine the Design Choices that went into the Alpha Sector and the Omega Sector. Clearly, there are many to look at. Then Avant-Garde will decide if another path should be chosen, one which is interesting and invites new tactics. For example, should the Drex be allowed to use Super Computers? Should the Koligahr's Anti-Matter Cloud affect everything in the hex? Should ESG's affect Drones? Should Overloaded Photons generate 16 points of damage (at maximum)? Should the Acceleration and Deceleration Rules work as they do? Are there alternatives to the Wild Weasel? What other weaponry can be devised that is tactically different from direct-fire weapons, drones, and plasmas? In what way can fighters and fast patrol ships be employed differently? Should the Andromedan Power Absorbers have been redesigned in the manner that they were? Should the RTN have been the key to the Andromedan's defeat? And so forth.
What is the point of examining these kinds of Design Decisions? There are several reasons.
1) For the sake of Balance. Can any changes be made to make things more Balanced?
2) For the sake of Tactics. Does different Decision Making result in New Tactics?
3) For the sake of Fun. Will Avant-Garde result in something fresh and exciting?
4) For the sake of New Directions. Unexplored Avenues can lead to New Discoveries.
5) To make things Better. This is a matter of opinion, but is still a valid reason to do it.
Another goal of Avant-Garde is to generate more options for the captain in combat. Maybe there are more ways to deal with incoming drones. Perhaps there are more options for plasmas. Maybe there are more functions for prepping shuttles. Maybe there are more options for warp usage. Perhaps there are other ways to use reserve power. Maybe there are more options in regards to how shields work. All of these options should ultimately tie back in to Energy Allocation.
There will be plenty of new systems, weapons, and devices in Avant-Garde. This is necessary. Not only will this create things that are new and different, but it will also expand the options available to the starship captain. It is important to note that the creation of these items does not mean that balance will be thrown out the window. Each item must be created with balance first and foremost in the mind.
As different as I want Avant-Garde to be, there must also be an element of familiarity to it. Avant-Garde cannot feel completely foreign to the star fleet battles player. The player should recognize some aspects of Alpha, some aspects of Omega, and some all-new elements they have never seen before.
Avant-Garde will utilize much of what has already been published for star fleet battles, but with modifications in certain areas. Coupled with all-new material, as well as redefined empires, Avant-Garde will be a special creation. For me, it is a galaxy that stands apart from all my other galaxies, one that deserves my highest priority and thought. Redefining published works is no small task, and certainly not something that should be taken lightly.
For Avant-Garde is not just a new galaxy. It is my personal vision of how things could have been, if they took an alternate route. And not just for any reason, but to make things better, more tactically rewarding, and very different from what star fleet battles has been for the last 5 decades.
By Norman Dizon (Normandizon) on Tuesday, February 27, 2018 - 01:53 pm: Edit |
The Forum for Playtesters has been moved from GenesisGalaxies.Net to CelestialFellowshipofGalaxies.Com. Here, playtesters can freely discuss new designs, tactics, fiction, and any ideas they have for improvement.
The Forum on GenesisGalaxies.Net got hit with a pretty bad amount of Spam Registration over the years. To combat this, posting on CelestialFellowshipofGalaxies.Com will first require direct communication with me over e-mail. This should eliminate all the bots that auto-register and then auto-post.
By Norman Dizon (Normandizon) on Tuesday, February 27, 2018 - 02:12 pm: Edit |
Started working on the first weapon for the Grandmaster Galaxy and immediately ran into a problem.
The issue is that the Photon is a hit-or-miss weapon with a fixed amount of damage. The Grandmaster Galaxy eliminates all random chance, transforming SFB into a type of Chess-game. So with the Photon (in the Grandmaster Galaxy), at what range should the Photon automatically hit and automatically miss?
This issue is dealt with far easier with the Disruptor. The Disruptor features a descending scale of damage, so even if the weapon auto-hits at a certain range, the damage can be reduced depending on the range.
However, with the Photon, it causes a set amount of damage. So if it hits automatically at a certain range, it will always score that amount of damage.
Another consideration is if the starship fires, not one, but four Photons.
The solution, I believe, is to use the Law of Averages on the Photon. Based on Averages, at what ranges would the Photon hit reliably? My initial impression is that the Photon should auto-hit at Range 3-4 (67%). After all, how many Federation players will fire their Photons at mid-range (5-8, 50%) or long-range (9-12, 33%) where their to-hit chances are not so promising? Most will close to a range where their to-hit chances are much better, especially if the Photons are overloaded.
More on the Grandmaster Galaxy as it develops...
By Norman Dizon (Normandizon) on Tuesday, February 27, 2018 - 02:20 pm: Edit |
Created some preliminary designs for the first Trinary Cluster CA. More work needs to be done.
The issue is that it is easy to throw three different heavy weapons on a starship and call it a day. But it is much more difficult to think about how this starship will perform in combat on the tabletop. Will the three heavy weapons generate new and unique tactics for that empire? How will the firing arcs for those heavy weapons affect those tactics? If the heavy weapons are multi-turn arming weapons, then how will that affect the starship's power curve?
As always, something that should be simple in terms of design, has become something much more complicated. I could rush the design and not really care about tactics, or I can take the design process slowly, carefully thinking about each heavy weapon. I choose the latter.
By Norman Dizon (Normandizon) on Tuesday, February 27, 2018 - 02:49 pm: Edit |
CURRENT FICTION IN THE CELESTIAL FELLOWSHIP OF GALAXIES
AS OF 2.27.18
MORGAUSE - CAPTAIN JAMIE TIBERIOUS LEADS A UNITED SYSTEM OF STARS DREADNOUGHT IN A BOLD NEW ERA AFTER TOS.
LIBERTY BELL - ICHABELLE IS CAPTAIN OF A REPUBLIC FIRST CRUISER IN PROJECT-X.
GRAND EXPEDITION - A FLEET OF STARSHIPS LED BY CAPTAIN MAGELLAN ATTEMPT TO CROSS THE GREAT DIVIDE.
THE FINAL ENEMY - TALES ABOUT THE PRIMAL ESSENCE OF EVIL.
ALPHA - TALES FROM A GOD-LIKE PERSPECTIVE.
THE VITRUVIAN MAN - AN ALL-HUMAN CREW EXPLORES DEEP SPACE FOR THE FIRST TIME.
TOADSTOOL - A FAIR FOLK COMMAND CRUISER LED BY CAPTAIN JABBERWOCKY IN PARALLEL ALPHA.
WHITE WOLF BEFORE THE FELLOWSHIP - EARLY ADVENTURES OF CAPTAIN ICHABORN ABOARD A COMMONWEALTH CA IN PROJECT-Y.
ICHABORN'S SECRET JOURNAL - STORIES ABOUT THE CELESTIAL FELLOWSHIP OF GALAXIES AS IT WAGES WAR AGAINST THE FINAL ENEMY.
GENESIS TALES - MISCELLANEOUS TALES THAT ARE NOT ONGOING STORIES.
MORE FICTION FORTHCOMING!
By Norman Dizon (Normandizon) on Saturday, March 03, 2018 - 12:02 pm: Edit |
ARABIAN HEAVY CRUISER SSD
Link to the Arabian Heavy Cruiser SSD
I finally completed the first SSD for the Trinary Cluster. This SSD is important because it not only sets the heavy cruiser standard for the Trinary Cluster, but also for the Binary Stars, Dinary Expanse, and Enary Inhabitants. Of importance in this standard is number of internals, shuttles, firing arcs, number of heavy weapons, phasers, shields, and power curve.
I am very pleased with how the SSD turned out. Tactically, the ship flies like a Klingon, but has new possibilities because of the third heavy weapon. Rather than rushing to post the SSD, I took my time with it, making sure the final version was what I was looking for (in terms of the design goals for the Trinary Cluster). I am glad that I did.
I can't wait to see this ship in action during playtest. But in order for that to happen, it needs an opponent of the same design scheme. So work has already begun on the second Trinary Cluster SSD!
By Norman Dizon (Normandizon) on Saturday, March 03, 2018 - 04:27 pm: Edit |
GENESIS THOUGHTS
DESIGN PARADIGMS
Link to previous Genesis Thoughts
** NOTE: GENESIS THOUGHTS ARE SIMPLY MY OWN OPINIONS. I SHARE THEM WITH ANYONE INTERESTED IN THE GENESIS GALAXIES IN ORDER TO PROVIDE INSIGHT AND UNDERSTANDING INTO WHY I CREATE THE DESIGNS THAT I DO. I'M SURE OTHERS WILL DISAGREE, AND THAT IS PERFECTLY FINE. **
Clearly, each of the Genesis Galaxies that I have designed has its own Design Paradigm. Some of these Design Paradigms are compatible, but most of them are not. Yet they all share one important thing in common: each Genesis Galaxy demonstrates yet another form that the Star Fleet Battles Engine can take. And there are many, even more than the Genesis Galaxies that I have come up with.
As I perused the rulebook for the Early Years, I came upon a sudden realization. There are already different Design Paradigms in Star Fleet Battles. They are: the Early Years, X1, X2, the Omega Octant, the Lesser Magellanic Cloud, and the Middle Years.
But all of these are connected by a unified background, you might argue. True, but if you examine pure tabletop play (without the background), the SSD's, and the rules to make the SSD's work, you are looking at a different Design Paradigm for each one. The Early Years is built with slow starships with no overloads. X1 features improvements that take starships to the next level. X2 will be even greater than X1. The Omega Octant illustrates slower starships, simple rules, a chaotic galaxy, and limited drones/fighters. The Lesser Magellanic Cloud incorporates lasers/banks (replacing phasers), inner/outer shields, and a host of other technology. The Middle Years showcases something which is not quite the equal of General War technology, but also is not the equivalent of Early Years technology.
It is obvious that the Alpha Sector is the most popular galaxy among players. There is even a hesitation to try anything different than the Alpha Sector. But why? What is the reason for this? Why aren't the Early Years, X1, X2, the Omega Octant, the LMC, or Middle Years being played more than General War Alpha Sector?
I believe the reason is because of Design Paradigms. The Alpha Sector Design Paradigm has existed since the inception of the game, and the rules have stood the test of time. Everything works as it should, creating a wonderful game to play. And there is a richly detailed background and timeline that supports the Alpha Sector Design Paradigm, showing that everything in it "makes sense." There is even an understanding, among players and Designers, of "how things work" that goes beyond what has been published. Lastly, there is the TV show, which many players imagine in their minds as they play Star Fleet Battles.
So what happens when another galaxy comes along, which doesn't play the same? Where the starships are slower, or the drones work differently, or the sensors/scanners operate differently, or the shields aren't the same? Where the species are radically different or the timeline is highly unusual? Where the tactics they have come to know no longer work? Where starships from this other galaxy don't seem to work properly with Alpha Sector ships (despite BPV's)? Where there is no connection at all to the TV show?
It makes sense to me that players would reject these other galaxies (or at the very least, be hesitant to play them), because they were not created with the Alpha Sector Design Paradigm. And this is fine, because the Alpha Sector Design Paradigm is the Golden Standard. If something is already the best it can be, then why use anything else?
I believe that this is the reason the Omega Tournament ships have difficulty "fitting in" with the Alpha Sector Tournament ships. They need to "modified" to make them work, and sometimes even that isn't enough. To me, the reason is because Omega was created with a different Design Paradigm. Putting two different Design Paradigms together means that one of the Design Paradigms needs to be changed to match the other in order for the ships to work correctly with each other.
As a comparison, I am reminded of the White Box Dungeons and Dragons and Greyhawk. Many players believed that the core version of D&D was all that was needed. And they could be right. But since then, we have had D&D 1.0, D&D 2.0, D&D 3.0, D&D 3.5, D&D 4.0, Pathfinder, and D&D 5.0. And this isn't even counting all the other iterations that have been spun-off of Dungeons and Dragons. Was the White Box all that we needed because it worked great? Or were there other "worlds (meaning roleplaying experiences)" that could be created with the "Dungeons and Dragons Engine?" This might not be best example for Design Paradigms in Star Fleet Battles, but there is a hint of familiarity between the two.
So if the Alpha Sector Design Paradigm is the most popular and works the best, then why proceed with the Genesis Galaxies? The reason is because I want to explore all the possibilities of the Star Fleet Battles Engine. I want to see the "worlds" (experiences) that it can lead to. I want to gaze upon the SSD's that wouldn't normally exist and wonder at the tactics that make them work, which may or may not remind me of Alpha Sector tactics. In the Genesis Galaxies, I am not limited by a market audience, a set financial budget for producing products, or a highly intricate timeline that binds the universe together. This freedom of creativity is highly rewarding and, in my opinion, well worth the effort. I have SVC to thank for giving me that freedom. In return, I share my creations and writings with the players, or at least, those players who are willing to look beyond the Alpha Sector, even if for a moment.
By Norman Dizon (Normandizon) on Sunday, March 04, 2018 - 01:27 am: Edit |
REGION-03
Link to Region-03
Region-03 is a new galaxy in which the only means of propulsion ever developed was the (C51.0) Triaxian Tridirectional Movement. Every empire in Region-03 will be able to move in three directions, not only two (forward and back). In addition, each empire in Region-03 will be able to perform High Energy Directional Changes (HEDC's) as specified under (C51.2). Lastly, all empires in Region-03 will be real, not simulator empires.
So why develop Region-03, you may ask? Or to phrase the question differently, what is the difference from the Triaxians in Module C4? The answer to this lies in the weaponry and ship designs. The empires of Region-03 will not use Type-A Plasmas as the Triaxians do. Instead, they will use standard Alpha (and later Omega) technology. How will these ships that move in three directions work with drones? With plasmas? With direct-fire heavy weapons? How will tactics on the battlefield be affected by the introduction of these different weapons? Region-03 seeks to provide the answer to these questions. Indeed, these questions are exactly why Region-03 was created.
In addition, not all of the starships in Region-03 will match Triaxian ship designs. They may have different firing arcs, different internals, different power curves, different shields, and other significant changes. But balance cannot be forgotten. So all Region-03 empires should be created with balance in mind between them. Playtesting for Region-03 will further double-check that balance.
Region-03 is an exciting new galaxy that examines how three-directional movement impacts the game. It seeks to go beyond the Triaxians presented in Module C4 (and their Type-A Plasmas), attempting to explore tactical avenues never before possible. It will be great fun.
By Norman Dizon (Normandizon) on Sunday, March 04, 2018 - 01:30 am: Edit |
THE ROTARY SECTOR
Link to the Rotary Sector
The original working title for this new galaxy was Sector Heli. After some thought, I decided to change it to the Rotary Sector. The Rotary Sector did not develop warp drive as know it. Instead, they created a type of movement which is reminiscent of 21st century helicopter movement. The Rotary Sector was inspired by the Heloshuttles (J51.0) of Module C4. In fact, all shuttles/fighters in the Rotary Sector are Heloshuttles.
Helicopters can take off and land vertically, hover in place, fly forward, fly backward, and fly laterally. All of these things should be possible for starships in the Rotary Sector. This means that starships can move in directions A + D (forward and backward), B + F (laterally forward), and C + E (laterally backward). Furthermore, they can "hover" in place, staying in the same hex on the map.
To make this work, starships in the Rotary Sector will use a system similar to the Fliverrs' Hoverwarp (C52.0). Various engines on the starship will generate points, which can then be used during the turn to move the starship. Different directional changes (including hovering in place) will cost a different amount of points. A simple system, but effective. The key here is to make sure this system of points is relatively balanced when compared to standard warp drive.
Additionally, I would like the engines (and movement) to be vulnerable in the same way that the wings of the Probr are vulnerable. This means that if a certain engine, which controls movement in a given direction, is blown off (destroyed by internals on the DAC), then the starship can no longer move in that direction. This should give an interesting dynamic to battles in the Rotary Sector, something we have never seen before.
It is essential to keep in mind that the overall goal for the Rotary Sector (like all of the Genesis Galaxies) is to examine the tactics that develop on the battlefield due to the changes. The movement in the Rotary Sector is not being changed just for a whim. It has been changed to answer specific questions about tactics.
What do attack runs look like with this different kind of movement? How does a starship best defend against drones and plasmas with this helicopter-like movement? How do starships fare during battle when they lose key engines, severely limiting their movement? Will this strange movement allow starships to circle each other easier on the map, as opposed to relying on their turn mode to execute a sharper turn than the enemy starship? Are high energy turns still possible in the Rotary Sector, perhaps with a much greater chance of breakdown?
All of these questions will be answered as the Rotary Sector is developed.
By Norman Dizon (Normandizon) on Sunday, March 04, 2018 - 01:33 am: Edit |
THE LINE OF BATTLE
Link to the Line of Battle
The Line of Battle is a new galaxy that further explores the universe hinted at by the Britanians and Hispaniolans. Under (R58.1), the Britanians were based on 18th Century sailing ships of war, with side-firing weapons and virtually no fore-and-aft armament (or shielding). The Hispaniolans (R60.0) were also created under this design method. The Line of Battle will further expand this, by introducing drones, plasmas, fighters, fast patrol ships, and omega technology. All empires in the Line of Battle galaxy will employ side-firing weapons and virtually no fore-and-aft armament (or shielding).
Under (R58.1) it states that the Britanians could hold their disruptors at no cost and fire with UIM's that never burned out. I highly doubt this rule will be used in the Line of Battle. While it might make sense from a historical point of view, such rules would be imbalancing if other empires in the Line of Battle had to pay holding costs for their heavy weapons. Either everyone should not have to pay the holding cost, or everyone does.
(R58.1) also mentions that starships of this design method (side firing weapons with weak fore/aft shields) are particularly vulnerable to EPT's, hellbores, and PPD's. This will be very important for me to keep in mind as I develop the Line of Battle. Enveloping weapons do not work well with ships that have weak front and rear shields.
Proton Torpedoes, as detailed under (E56.0) in Module P6, possess interesting firing modes such as the Chain Shot, the Hot Shot, and the Grape Shot. As these are interesting to me in terms of how they affect tactics on the battlefield, I would like Proton Torpedoes to become a type of "standard armament" in the Line of Battle, similar to how many empires in the Alpha Sector use Disruptors. So many empires in the Line of Battle will use Proton Torpedoes, but none will rely exclusively on it. Unfortunately, (E56.0) also states that the Proton Torpedo can be held at no cost (for a time). I will probably have to do away with this rule, just like the Britanians holding disruptors at no cost.
In summary, the Line of Battle is a galaxy that seeks to expand and explore the tactical possibilities of Britanian and Hispaniolan ship design. Many new weapons will be introduced, along with a multitude of new empires featuring Britanian and Hispaniolan ship design. Enveloping weapons will be avoided. The lack of holding cost for heavy weapons will most likely be deleted for the sake of balance. Tactics will be examined and developed during playtesting, both during single ship duels and with fleet engagements.
It will be great fun.
By Norman Dizon (Normandizon) on Sunday, March 04, 2018 - 01:37 am: Edit |
THE NEXT OCTANT
Link to the Next Octant
The Next Octant is a huge galaxy that modifies, redefines, translates, and converts past science-fiction material into playable Star Fleet Battles empires. Drawing from 7 different television shows, books, a host of computer games, and cartoons, the Next Octant will be a massive galaxy teeming with a multitude of empires. However, it is critical that IP infringement does not occur in any way. To prevent this, each empire will have to be renamed and heavily redefined so that it is familiar, yet different from its source material. The key here is to retain the essence of the material, while changing key parts of the material to make it significantly different.
What can you expect to find in the Next Octant? Within the Next Octant lies devious snake-men who cannot be trusted, aliens whose sole purpose is trade and profit, spider-like starships, organic monsters the size of a starship, helmet wearing figures that talk in a non-sensical slurring pattern, a shape-changing species that can fly through space and merge with one another, an empire that uses forbidden subspace technology, starships that can combine their fire into a single powerful attack, a warrior species that dwells in darkness on the far side of a planet, an invading empire that adapts to your weaponry, an expanding empire that uses clones for soldiers, starships that haul radioactive trash throughout the galaxy, a species that impregnates its victims with its eggs, robots who continue to fight long after their creators have died, a species that features genetic enhancements, and much more. These can all be exciting new additions for Star Fleet Battles, but only as completely revised entities, not as literal copies of their original sources.
Of course, every SSD for the Next Octant will feature the Copyright Statement as defined by the ADB Online Policy.
One essential component to the Next Octant will be creating the SSD's and Rules with balance. This will not be easy. Drawing from different source material means that there was never any balance to begin with, so I will have to inject balance into the material. The empires of the Next Octant cannot just be haphazardly created and thrown together. There needs to be cohesion, a sensible map, borders, a timeline that connects the empires together, detailed backgrounds, and playtest rules that work with one another.
It will be great fun.
By Norman Dizon (Normandizon) on Sunday, March 04, 2018 - 01:45 am: Edit |
SYSTEM ZERO
Link to System Zero
System Zero offers a timeline mired in tragedy. This is perhaps the oldest and most important tale to tell. A sad origin whose conclusion will affect thousands of galaxies, billions of worlds, and countless lives. The story of empires that fought passionately for what they believed in. This is how they lost their way.
System Zero was a humble galaxy that started out very much like the Alpha Sector, although it was known by a different name back then. There were various empires with established borders, separated by a neutral zone. There were many conflicts, in addition to several all out wars that took place. The benevolent empires formed alliances to stand against the oppressive empires of their day, who also formed their own alliances of evil. But as the lust for power grew greater and greater, so did the technology used to conduct the warfare. The result was greater and greater destruction throughout the galaxy, and an unimaginable loss of life.
Starships in System Zero began with a defensive system comprised of panels that absorbed energy. They did not utilize shields. Something akin to phasers was utilized, although it was a weaker version than the offensive phaser used in the Alpha Sector. They were masters of strange displacement technology, a translocation method which was far superior to transporter technology. They also possessed repulsion devices, which they used to manipulate objects outside of their crafts. These technologies, which were used by the empires of System Zero in the beginning, seemed innocent enough.
But as the wars escalated to galaxy-shattering levels, these technologies reached new breakthroughs that made them devastating in battle. The absorption panels could be reinforced, allowing them to absorb punishing blows without damage. The displacement technology was modified so that it could be used on enemy starships. Tractor beam technology was merged with the repulsion technology, creating a devastating direct-fire weapon that could literally shake its target to pieces. Hangers were developed, so large they could house smaller satellite ships within the starship. Enemy starships could be elevated to a different level of space. A network was created, which allowed starships to travel faster than any starship had ever traveled before. And most importantly, batteries evolved to such an advanced level that they could contain many times their original amounts of energy.
With these new technologies, the benevolent alliance and the oppressive alliance ripped their galaxy apart, completely destroying the galaxy that had been their home for so long. Precious resources were destroyed, along with worlds crucial to habitation. Subspace itself was damaged beyond repair. When the Great War was over, only the fragments of two empires remained, one benevolent and one oppressive. Both empires had been devastated, they could no longer wage war with one another. It was a struggle for the two empires to simply survive.
After much deliberation, it was decided that the only way to save their peoples was to leave System Zero and colonize other galaxies. The benevolent empire believed that this process should be achieved through peaceful contact. The oppressive empire believed that this goal should be achieved through war. Fortunately for the two empires, robotic technology had reached breakthrough levels. They could now create starships full of robots that could fly through space on their own. The robots could even create replacement robots as needed. The two critically-impaired empires did not even have to leave System Zero. They only needed to send their gigantic starships full of robots out into the cosmos to find their new homes.
Then, the benevolent empire discovered that the oppressive empire had committed a terrible act of betrayal. They had programmed the robots to use war-like methods to achieve their goals. Every bit of programming for peaceful negotiations had been deleted. In order to correct this, and prevent hordes of immense robot manned starships from being sent out to conquer countless galaxies, the benevolent empire waged one last war against the oppressive empire. This final conflict ended with the destruction of both empires, leaving no one remaining alive in System Zero.
Proceeding with their instructions, the robots left System Zero in huge starships, complete with hangers full of satellite ships. The robots were of limited artificial intelligence, but they still intended to fulfill their creator's last wish. The robots would seek out new galaxies that could provide suitable homes, carefully recon the system for resources and defenses, destroy key empires that could provide resistance, and then, when the time was right, launch a full scale invasion with the intent of conquering the entire galaxy.
System Zero will feature Alpha Sector type empires utilizing Andromedan technology.
By Norman Dizon (Normandizon) on Sunday, March 04, 2018 - 02:18 pm: Edit |
Transferred several Miniatures Pics from GenesisGalaxies.Com to CelestialFellowshipofGalaxies.Com. I have literally piles of SFB unpainted miniatures that I just don't have time to paint. Maybe someday...
Andromedan Conquistador and Python Unpainted
Federation New Light Cruiser Unpainted
Tholian Heavy Cruiser Primed
Hydran Ranger Primed
ISC Heavy Cruiser
Gorn Battlecruiser Primed
Klingon D7 Primed
By Norman Dizon (Normandizon) on Sunday, March 04, 2018 - 06:06 pm: Edit |
MARY CELESTE - UNDEAD LOG
STARDATE 03.04.18
Link to previous Mary Celeste entries
Captain Rasputin stared at the view screen blandly. He couldn't help but to lean on his right fist. He slumped further down in his Captain's chair. The anomoly that sucked their ship in had dumped them into this strange region of space. They have been traveling through this asteroid field for two weeks now, it seemed as though there was no end to it. Perhaps just like their damnation. After all, what was worse than a cursed existence? A dull and boring one. Slowly, Captain Rasputin drifted off into his dreams...
He was back in his homeland again, the place he loved the most. High on a mountaintop, his wife was there, along with his eight children. They were happy, his wife was smiling and his children were laughing loudly. Rasputin settled snugly on top of the picnic cloth that had been laid out over the grass. A gentle breeze blew, the perfect combination for the warm sun that was shining down on them. Rasputin stared at his wife. She was so beautiful, yet sad for some reason. It seemed that she missed him terribly. Yet here he was, right in front of her...
"Captain?"
Captain Rasputin snapped awake. His Science Officer was staring at him. There was a ship on the view screen. The asteroid field was gone. They were on Red Alert.
"Your orders?" his Science Officer asked as if he was repeating himself.
"Report!" Captain Rasputin barked in anger. He wanted to shift the focus off of himself and onto the current situation. Finally, something to break the boredom.
"We exited the asteroid field and were immediately intercepted by this strange vessel," the Science Officer reported. "They have not armed weapons. But they have not established communications with us either."
Captain Rasputin stared at the ship on the view screen. It was an attractive vessel, elegant and smooth. Almost like a piece of art. Very curious. A strange contrast to his own Geist Heavy Cruiser, which was constantly surrounded by a netherworld mist.
"Open a channel," Captain Rasputin ordered, motioning with his ethereal hand toward his Communications Officer. "Hailing Frequencies."
The view screen slowly shimmered, revealing a robotic figure staring back at them. Captain Rasputin was impressed. Normally, the sight of a ghost crew on the Bridge was enough to startle any living being. But this robot wasn't alive. And he didn't seem to care about their unearthly existence.
"Turn back NOW," the robot ordered. "You have entered the territory of the D.<bzzzt>..x. This region of space is .<bzzzt>..off limits. If you do not .<bzzzt>..comply, you will be fired upon."
Quite demanding, for a robot. Rasputin didn't fear these robots that flew pretty starships. But he was intrigued. Let's see if their threat is for real.
"Ahead Warp Two," Captain Rasputin ordered, talking to Engineering with a push of the button. "Ignore these robots. I'm curious as to how they will react."
As soon as the Mary Celeste began to move forward, the sleek robotic vessel surged forward on an attack vector. Weapons fired from afar, pounding the transparent ghost ship lightly.
"They are firing some sort of hyper-velocity shells at us through subspace," the Science Officer reported. "Minor damage to the shields. Don't they know they can't kill what is already dead?"
Captain Rasputin ignored the question. He was simply happy to finally get some action. An excitement rose within Captain Rasputin. The thrill of battle!
"Begin arming both forward heavy ghost torpedoes, as well as the port and starboard light ghost torpedoes," Captain Rasputin instructed calmly. A smile formed on his wraith-like face. "And charge the phantom shields. If they continue firing, the accuracy of their shells will be greatly diminished by our phantom shields. Bring us to heading 324, mark 101. Charge the phaser capacitor to maximum. Lock onto the robot starship with our wide phasers."
The bridge of the Mary Celeste burst into activity. Captain Rasputin gripped both sides of his Captain's chair tightly. Now, this is how it feels to be alive again! Nothing like combat to wake the dead! Captain Rasputin stared at the smooth starcraft that was closing in on them with his two black eye sockets.
Ghosts versus Robots...
A fair fight.
By Norman Dizon (Normandizon) on Tuesday, March 06, 2018 - 06:03 pm: Edit |
GENESIS TOP GUN - EXTRA CREDIT
THE BEST OF THE BEST. BUT SOMETIMES THE BEST ISN'T ENOUGH. THEY WANT...
EXTRA CREDIT!
Link to previous Tactics Discussions
McGilliere stared at a brilliant Cadet who wanted even more than her classroom setting. She was a beautiful Civilian Contractor who taught at Genesis Top Gun, so lovely she has caused more than one cadet to stutter while responding to her question in class. But behind that beauty was a calculating intelligence, a tactician few could best in battle, and an encyclopedic mind full of every known strategy in existence.
“So Cadet, you want to go above and beyond the performance of the other Cadets? Are you prepared for my question?”
The eager Cadet was jelly under her gaze. He was quaking with nervousness. A response sputtered out his mouth, "Y...y....yes,....Maam!"
"Very well," McGilliere said as she slowly crossed her legs in front of the Cadet. The Cadet's eyes enlarged slightly. A bead of sweat dribbled down his forehead.
"If you were an Alunda Captain on a Huntship, describe to me a tactic that you would use involving the Plasma Cloud Generator."
"Hmmm...a Plasma Cloud Generator..." DogWhoEatsDisruptors mumbled to himself. Then his eyes lit up. "Well, considering that the PCG has a RA facing on the Huntship, I would use it to cover my escape after an overrun. Approaching the target, I would use supercharged Bioelectric Bolts to first bring down his shield. If the target tried to move off, I would activate my Attraction/Repulsion Field to bring him towards me. Once I caved in at least one shield, I would employ my Plasma Whips to maximum effectiveness by scoring double internals through the downed shield. After soaring past the ravaged starship, I would lay my Plasma Cloud behind me, thereby gaining protection against retaliant direct-fire weapons and seeking weapons. A couple of notes here. Not only could I activate the PCG with Reserve Power, but I could also lay the Plasma Cloud at a lower setting, costing me three points of energy or one point of energy depending. A large number of Plasma Cloud hexes is not needed to make the tactic effective."
“An impressive response, Cadet,” McGilliere said, while studying the Cadet from under her lightweight glasses. She provocatively flipped her hair from one shoulder to the other. “You have earned your Extra Credit! But it won't be valid unless you provide supporting documentation. I want your 50 Page Analysis detailing this tactic, with Footnotes, on my desk by tomorrow at 0400 hours.”
“You are Dismissed, Top Gun Cadet.”
By Norman Dizon (Normandizon) on Thursday, March 08, 2018 - 12:35 pm: Edit |
GENESIS DESIGN
GALACTIC DEFENDERS TO HOMEGUARD
Link to the Galactic Defenders Gallant Heavy Cruiser SSD
Link to the Homeguard First Rocketship SSD
Flash Gordon presents an intruiging and fun way of interpreting science fiction. I have always wanted to bring this interpretation to Star Fleet Battles. My first attempt was back in 2014, shortly after I created GenesisGalaxies.Com.
The Galactic Defenders Gallant Heavy Cruiser featured Ray Beams, Buster Guns, Hydro Cannons, Earthquake Bombs, Double-Layer Gamma Shields, Rocket Engines, Lead Plating, Targeter, Transponder, Antenna, Transceiver, Cockpit, Hero, Robot, X-Ray Scope, Escape Pod, Luxury Areas, Storage Areas, Rocket Packs, Jet Engines, Turbo Boosters, Power Generators, Electro Cells, Space Planes, and Grabbers. The Galactic Defenders were part of what was then called the Retro Galaxy.
As you can see, the Galactic Defenders Gallant Heavy Cruiser SSD was full of creativity, but lacked experience in SSD Design. With all the weapons, technology, and new rules, the Galactic Defenders Gallant Heavy Cruiser was impossible to balance. There are too many variables and too many things that can "break" during playtesting. The design looked "cool", but introduced too many foreign concepts all at once.
But my inspiration for a Flash Gordon type of empire would not die with the Galactic Defenders. Two years later, it would find a home in Project-X, as the Homeguard. The Homeguard First Rocketship SSD is a greatly toned down version of the Galactic Defenders Gallant Heavy Cruiser. It also fits the Design Paradigm for Project-X. The Homeguard First Rocketship features Ray Beams, Buster Torpedoes, Magneto Beams, Computron, Space Planes, and Rocket Engines. The Homeguard First Rocketship has no shields or armor, which actually makes more sense given what it is supposed to represent.
There are also fiction stories about the Homeguard, featuring Thunder Steven, Princess Sextia, Buster Grah, Kid Burnsome, K.Z.10, and the Infamous Petrixx the Perilous! You can read these wonderful tales here:
Rocketship Amarillo Part 1
Rocketship Amarillo Part 2
Rocketship Amarillo Part 3
In the Project-X Background, the Homeguard makes contact with the Republic, who takes them in and oversees their technological development.
Many future ships lay waiting for the Homeguard. Some of these starships will obviously have heavy Republic influence. The Homeguard First Rocketship is a much more workable design than the Galactic Defenders Gallant Heavy Cruiser. Set in Project-X, it can easily go through its own rounds of playtesting to make sure it works properly. While fun, the Homeguard was always meant to be a playable empire in Star Fleet Battles, one that allowed the player to envision himself as a kind of Space Hero like Flash Gordon, complete with his own Rocket Ship to fly.
By Norman Dizon (Normandizon) on Tuesday, March 13, 2018 - 04:33 pm: Edit |
MARY CELESTE - UNDEAD LOG
STARDATE 03.13.18
Link to previous Mary Celeste entries
BOOM!! BOOM!! BOOM!! BOOM!! BOOM!! BOOM!! BOOM!! BOOM!!
The Mary Celeste shook from the repeated hyper-velocity shells fired through subspace. Captain Rasputin cursed to himself. Their shields were wearing dangerously thin. He had only one chance left. It was a gamble, for certain, but what other choice did he have except to withdraw?
Captain Rasputin had ordered the Mary Celeste to engage this beautiful starship full of robots that insisted that he reverse course. Captain Rasputin never liked being ordered about in life, and certainly not in death. And most definitely not by robots! So Captain Rasputin matched his Ghost Torpedoes and Phantom Shields against the odd Hyper-cannons that the robot vessel seemed to employ. He believed that the speed of his Ghost Torpedoes would allow them to overwhelm his sleek opponent. Captain Rasputin was wrong.
Captain Rasputin could not believe the speed and maneuverability of this lovely robot starship. It performed maneuvers that would have been impossible for a human. And perhaps that was the problem. The ship seemed to be controlled by some kind of...Central Processing Unit, making it capable of doing things that a normal starship could not. Captain Rasputin gurgled as he tipped his bottle of ghost vodka directly into his ethereal mouth. Angrily, he wiped his wet transparent beard when he was finished. Captain Rasputin had seriously underestimated his opponent.
The pretty robot starship had been able to anticipate and outrun every ghost torpedo that he had launched. Powerful phasers composed of particle energy served to reduce the ghost torpedoes to minimal levels. What ghost torpedoes did catch their prey caused minor damage. So Captain Rasputin had switched to Ghost Bolts, a more direct-fire application of the Ghost Torpedoes. Sadly, his Ghost Bolts were outmatched compared to the Robot Ship's deadly Hyper-cannons.
To make matters worse, the strange Hyper-shells utilitized by the robots seemed to be capable of a variety of damage. The Mary Celeste found her shields being quickly worn away by what his Science Officer called "Enveloping Shells." Then, when the Mary Celeste lost her aft shield, "Imploding Shells" caused tremendous internal damage by funneling the energy through the down shield. Captain Rasputin quickly had the aft shield repaired to cover this vulnerability.
Even the Mary Celeste's Phantom Shields had been stripped of their effectiveness. These robots were extremely intelligent. After the Phantom Shield lessened the damage caused by their initial Hyper-cannon volley, the robots quickly learned not to waste their ammunition while the Phantom Shields were raised. Perhaps their "CPU" had learned to identify when the Phantom Shield was up and when it was not. Without the Phantom Shields, the Mary Celeste was at a disadvantage. Sure, she could use the Phantom Shields to prevent the robot ship from firing, but only for a very short period of time.
Captain Rasputin's Science Officer, after analyzing the slender robot vessel with sensors, reported that they employed two different types of Hyper-cannons. The smaller versions seemed capable of firing more rapidly than the larger cannons. The larger cannons, however, seemed to have their fire greatly restricted by the arc used to track their target. Intriguing weapons, Captain Rasputin mused. Never before had he seen the like.
The robot starship had played an excellent strategy so far. To minimize the Mary Celeste's wide phasers, the smooth starcraft had dipped in and out from 40,000 to 80,000 kilometers, using its strange "Particle Phasers" to inflict more damage at range. It was a hit-and-run tactic. Captain Rasputin was reminded of a type of "Sabre Dancing" game that he and his friends used to play with swords when they were young. A pity that Rasputin was young no longer.
Now, everything relied on this last gamble. The Mary Celeste had to feign injury, appearing to be mortally wounded. If the attractive robot ship could be lulled into close range, the Mary Celeste could lock onto it with tractor beams. Not only would the Mary Celeste be able to hammer the robot vessel with Ghost Torpedoes that were sure to find their mark, but it could also launch the two suicide shuttles it had been slowly charging during the battle. The robot starship would be maimed for certain. But only if the ruse worked...
Silently, the beautiful robot starship drifted, just outside of tractor beam range. It was staring at the Mary Celeste, almost as if taunting her delicate condition. Were robots capable of mocking their enemy? Do they possess the emotions necessary to feel as though they are superior to a wounded opponent? Or are they cold, emotionless robots who are simply following their programming?
Suddenly, the Mary Celeste shook from the impact of one of the smaller hyper-cannons. Seconds passed. Then another impact. Another pause. Then another impact. The robots were definitely trying to tell Captain Rasputin something.
Curse these robots to the Fiery Pit!! Oh wait, robots cannot be cursed at all. Well then, may they wear down through eternity until they are nothing but rusted bolts and screws!! Captain Rasputin laughed through his own anger. He did not fear death, nor did his crew, and this had been a wonderful engagement. It's just that Captain Rasputin liked to win, rather than to lose.
"Turn about!" Captain Rasputin barked with fury. "Bring us back into the asteroid field. Use the asteroids to cover our escape course. Continue damage repair."
As the Mary Celeste entered the asteroid field, the robot starship watched like a tiger stalking its prey. It could pounce at any second, ripping its prey to shreds. But it did not. The robots allowed the Mary Celeste to escape.
Could it be that these robots actually possessed emotions? That they knew the value of life? Perhaps that they themselves were, in a way, "alive?" Is that why, after a long and arduous battle, they decided to grant Captain Rasputin and his crew...
MERCY?
By Jeffrey George Anderson (Jeff) on Saturday, March 17, 2018 - 10:28 pm: Edit |
Norman Dizon
With regards to "Troll"
Years (and years) ago, I tried writing a scenario featuring a computer controlled Monitor attacking a command post... Excuse me, a SAMs... which is defended by fighters, some of which have booster packs (to represent a type of hovertank in another game) and others don't (and, as such, can take more damage, but are slower, and are supposed to represent normal tanks in the same game.)
There are also asteroids with a couple ground based weapons and a number of stingray drones, to represent how infantry were shown in that game.
Never could make it work, but it was something I REALLY tried hard with.
Your "Troll" reminded me of the fun I had with that endeavor. Hope you have better success than I did. ^_^
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