How to start:- Players must provide fleet name, faction name and admiral name (the universe is vanilla, but u're free to play
minor, completley new, factions or play inside bigger vanilla factions).
- When starting out a fleet, players might spend up to 12000 + [total value of Skipped turns, see below, usually makes catching up very feasible] credits in SHIP HULLS (+ WEAPONS VALUE for each ship) \ FIGHTER WINGS.
- The game is organized in Turns divided in 2 phases. read below for more information.
Fleet composition:-
PM me the
.variant files (HIGHLY SUGGESTED TRYLOBOT's EDITOR) and fleet composition. You can freely use Vanilla variants. No variants descriptions allowed, as building em take too much of my time. Remember to specify WeaponGroups in the .variant file. Use prefixes or suffixes for both .variant file names AND ids (Your_Nick_buffalomkII_CS for name and id, please). Name and ID should be identical and differ from previous versions of your ships. Upload variants using sites like
http://www.mediafire.com/.
- Variants need to be inside OP boundaries.
- No FP Limit.
- Veterancy status of the crew can be upgraded paying the difference.
- Refitting costs the Weapons Value of the ship.
- Hangar space limit the amount of fighters (up to 100% hangar space used).
- All fleet compositions are hidden and known only by the owner player and ME.
- Default Veterancy status on all ships is GREEN.
- Player can sell ships for 1\2 their price (and transfer\sell crew and weapons aswell for 1\2 the price).
- Player can freely name ships, just PM me.
- Player can set the whole fleet behaviour (Attack, Defend).
Restock Phase:- All modifications\upgrades\purchases must be requested during a Restock Phase. Basically everything that's not in the Challenge Phase.
- Players can either buy empty ships or add them Weapons, paying the Weapons Value cost of the ship.
- Completely destroyed fighters and ships can be repaired paying their Weapons value. Assigned crew is lost though.
- You can freely barter stuff with other players.
- A player may exchange money and stuff but his total possessions can never go below his starting pool (12k in money and\or ships). This is to prevent fake accounts for easy money + various shenanigans. This counts for quit fleets too.
- Form Alliances (YES, you can fight adding your ships to your partner), mercenary jobs, swapping factions (many players may share the same faction while performing in different fleets) are HIGHLY encouraged and resolved in this phase.
- You can declare to be Skipping (see Challenge Phase for mechanic) in this Phase.
Challenge Phase:- Each player fight, defend or skip every turn spending his single action (token). Challenge Phase doesn't pass until everyone has either fought traded or skipped the turn. During a turn, each player can challenge others once (Challenge) and be challenged once (Defense).
FIGHT:
- You can publically challenge other players fleets on
The Roleplay and Challenge thread, and both fleets earn 25% of the enemy destroyed\disabled ships value (not escaped) in usable money + the value of the weapons of the ships destroyed.
- Battles with no losses will be discarded and re-recorded.
- In battle, both fleets are fully controlled by Admiral AI.
- There's no way to lose SHIPS and MONEY during a fight unless a hull gets COMPLETELY destroyed, then it needs to be repaired.
- Players that (W)on their last turn Challenge may only challenge players that (W)on last turn. Players that (L)ost their last turn Challenge may only challenge players that (L)ost last turn. This rule apply until there are enough fleets of the same pool.
- For multi-player factions vs multi-player factions: The W\L rule apply for them and it now consider for each MP-fleet a "Leader". Factions and Alliances must declare the Leader or it will be arbitrarily assigned.
- When players share the Faction, they can challenge adding their ships together (consuming all participants Challenge token) or challenge alone. On the other hand other players may challenge the whole Faction fleet or any of its singular players.
SKIP:
- A player that Skips his turn gets Credits (see table in the Player Chart) and cannot be challenged for that turn. If done after challenged, the player gets only the Challenge Skip reward (as he only Skipped his attack). Skip Rewards scale up during the turns.
DEFEND:
- A Player fleet can forcefully defend another fleet spending its Challenge token, in that case nobody can attack the defended fleet without facing both. This can also be issu