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Xalphox

Executive Administrator
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Everything posted by Xalphox

  1. Name: The name of the character Reason: The reason why you think your character should receive a roll bonus on top of their base rank. Admins determine what your roll bonus will be. ANY admin can approve a roll bonus - they should appoint an appropriate bonus (in line with what others have received) and post a thread noting it, plus any conditions. Admins cannot award roll bonuses to other admins. Reply to this thread if you wish to apply for a bonus. Please post the threads yourself after approved - noting the roll bonus, who approved it, and why.
  2. +75 due to his previous affiliation as a Pathfinder - to decrease by 5 every week. Through hard training he may maintain a maximum of a +40. @Medic should biweekly provide proof if he wishes to maintain +40.
  3. Zaiger under @Tonic does not suffer the non-Mobile Infantry demerit Intelligence officers usually suffer due to her origins as a Mobile Infantry trained Marine.
  4. +25 for steroid abuse, experience, and a lifestyle focused on fitness.
  5. Hi all, It's been a while since I addressed the community and its direction - and with the Civil War coming to a close, a number of structural changes having been implemented, and a series of development now coming to maturity I feel these offer excellent opportunity to bring you all up to speed. END OF THE CIVIL WAR As is readily becoming apparent, we are fast approaching the conclusion of the Civil War - the storyline that has driven SSTRP since the start of 2018 following the loss of Earth and our subsequent betrayal by Erin O'Brien and the Sanctuary faction. To recap: we started as one of 7 factions - the Sixth Fleet, the scorned Centaurans, the separatist Draconians, the business-obsessed Confederation, as well as the Federal Unionists and Sanctuary. We quickly grew through the month of January, taking up several new holdings, almost exclusively through the power of diplomacy. We forged several alliances - some held, some broke. We convinced Iskander, "the Breadbasket of the Federation" and a prior bastion of pro-Federation civic virtue to join us - eventually, Iskander would become our capital. We fought our first major foe - the Draconians - as January came to a close. The duplicitous separatists who had themselves arranged a non-aggression pact chose to perfidiously invade our western borders. The Sixth Fleet sent a fleet of their own to respond, culminating in our first overwhelming victory of the war - a victory so powerful it convinced our easterly neighbours who already shared many of our values to enter into a formal union with us - eventually supplying our leader, General Danny Martin. Much of February was spent planet hopping through Draconian space, slowly but surely conquering and absorbing their empire into our own, titling ourselves "the Coalition", in appreciation of the multiple separate but equal entities that made us up. By March, we were a force to be reckoned with, controlling much of the south, and with this we set our sights northwards: it was inevitable that Sanctuary would eventually attack us, and force our otherwise cordial northerly neighbours the Confederacy to fold in or face annihilation: from there, our strategic goal was to convince the Confederacy that we, not Sanctuary, were the future of the Federation - and more importantly, that we had a realistic chance of coming up as victor, especially as it became evident that the other unionist faction - the Federal Unionists - were not long for this world. The Unionists knowing the inevitability of their defeat eventually decided to throw in the towel - ceding their unholdable territory to Sanctuary, whilst pledging the remainder of their fleet to the Coalition in return for safe passage. They also gave us another little gem in the form of intelligence: several councilmen, the politicians who made up the former Federation's supreme lawmaking authority, were being held on a remote planet within Sanctuary space. The Ulysses S. Grant - as the fastest, smallest and hardest to detect ship within the Coalition (or indeed the entire Federation) was dispatched into enemy territory to reclaim them. And reclaim them we did - however, this came with its own unique set of challenges: we had just claimed one of Sanctuary's prize possessions, and they wanted them back. Sanctuary assembled a task force of warships to sweep west to east - with the goal of hunting down and tightening the noose around the Grant. We did however escape that fate - we raided several Sanctuary planets, forcing Sanctuary to send task force ships to respond, stretching them thin. We knocked out their local communications relay within the region, reducing their ability to communicate and respond. We exploited their disarray and snuck past their line, making our way westwards across the entirety of Sanctuary's domain. As we made our way westwards, we were tasked with a special mission: Sanctuary were developing some sort of weapon on Epsilon Prime; we were tasked with capturing or destroying it. We discovered there that Sanctuary were working on Progenitor beam tech under the watchful instruction of Dr Przemek Lubomierz - a renowned if eccentric Federation scientist. We abducted him (though he didn't seem to mind an awful lot), recruiting him to develop weapons for us instead - and within a month, he had delivered a prototype. We eventually made our way back to Coalition space, where once again we focused on establishing an alliance with the Confederates. We had made some progress - impressing them with our ability to strike Sanctuary, to reclaim the Federation councillors, and our flexibility in negotiations to give them a better deal than Sanctuary were willing to offer. A summit was scheduled to take place on Iskander - our capital - to further explore terms. But whilst there disaster struck: our arch-foe the Progenitors reared their ugly head, with the goal of taking Iskander. After a long, hard fought battle, however, Lubomierz's device was weaponised and aimed at the Progenitor ark - delivering a blow hard enough to convince the Progenitors to abandon their desires on Iskander. Our victory - the first outright win in a battle between Progenitors and Humankind - was enough to convince the Confederates to join our alliance against Sanctuary: where there was 7, there was now only 2. This position means that we are poised for the final phase of the war - two factions must enter the ring, but only one will leave. There are two potential outcomes for us: a win scenario, and a lose scenario. This depends on the performance of the Coalition leadership as well as the individual actions of MI on the ground. The conclusion will be a three day campaign - though not for Sanctuary itself (as I would struggle to find enough material to fill it) but for a planet critical to both sides' interests in a sort of Crossing of the Rhine moment. @Orwell and @F r a n c o have kindly helped me launch our final death spiral this week whilst I have been away with Sanctuary's decision to blitzkrieg the Coalition. This will take place some time in May. WHAT COMES NEXT? Following the conclusion of the Civil War, the newly reformed Federation will refocus its efforts on humanity's real enemy at this current time: the Progenitors. I have a series of events as well as a pair of campaigns planned that will progress the story line the Progenitor's own promised demise - likely to take place some time around September (their one year anniversary). After this, we will return to developing some of the more traditional facets of the SST universe. I don't intend on spoiling the surprise - but long story short, we've already lined up a third major plot to succeed the Progenitors. NEW DEVELOPMENTS As mentioned above, there are a good 10-15 projects in the works right now. As a rule, I don't like to hype or mention these until they're reaching maturity, because let's face it: GMod projects often fall through. I am however pleased to say that there are at least a couple of projects that will come to the fore in the near future: NEW SCRIPT Whilst it's only been 6 months since SSTwoRP debuted, a number of faults and bugs have emerged and the original developer is unfortunately no longer in a position to help. A great shame - but there's no point crying over spilt milk. Many of you may have noticed @Gr4Ss's presence on server this past months: those of you who aren't aware, Gr4ss was a former SSTRPer from the better part of half a decade ago. In those five years since he has developed a reputation as a premier developer, especially within the Clockwork sphere where he is a strong contributor and a developer of the most popular plugins on the market. He has kindly agreed to work with us in order to develop a new schema tailored to modern day SSTRP - albeit with a few twists that should help us to push the server in a direction that is more rich, more complex, and where the your decisions and the decisions of the people around you are more consequential. We began closed testing amongst the admin team in March and are hoping to run a series of successive missions on the development server over April in order to properly put the script through its paces and to eliminate any bugs or causes of lag before we permanently go live with it. MORITA MK 3 I've hinted at it repeatedly ingame - but another development that is just about to reach the end of the pipeline is the Morita Mk 3. Shortly before I wrote this post the developer who was tasked with animating this handed it off for me to test - meaning all that remains is to bind this to CW. Much like the Mk 1, there are several variants of/attachments for the new rifle - suppressors, scopes/ironsights, as well as ammunition types (including a high powered round that sacrifices great recoil in return for high damage - perfect for those with the DMR scope!) and etc. This will likely debut towards the end of the Civil War. To begin with it will be made available top down until eventually it will likely be offered as an option to PFCs and above. It is unlikely to fully supplant the Mk 1 however. GRANT RETROFIT Another thing in the works right now is the first major retrofit of our ship - the Ulysses S. Grant. The bottom half of the ship is being completely revamped for this task, with a new scoop-style hangar, a new half-deck in between Habitation and the Cargo Bay, as well as a new armoury and new brig. The central reservation will likely be overhauled to feature a proper freight elevator, and the cafeteria area will be populated with some new rooms to encourage roleplay - besides a couple of free rooms, I am thinking a tattoo parlour and a dentist. More maintenance areas will be added. This will take place after the end of the Civil War. NEW TANKS @El Excellente is currently in the process of stripping and skinning a new tank entity over from Neurotec - these perform much better both in terms of lag and in terms of how they actually function ingame. It will also provide a good opportunity to put Neurotec to the test as this framework will also form the backbone of the later TACOPs gamemode. These should debut within the next month or thereabouts. MK III SAW Heavily WIP - but it will replace the Mk 2 as our SAW. Bear in mind that it is completely untextured right now - the red is just a modellers aid. I will intentionally be keeping this bare metal - this will be pure ironsights, and there won't be a scope for it (even if there is one in the movie). In terms of their gameplay role, they should not be effective at range - that's the job of regular infantry with their versatile long rifles. As a result, I will intentionally be keeping these bare metal - meaning ironsights with no scope. OTHER STRUCTURAL CHANGES MARINES ARE DISBANDED This is due to a multitude of reasons: 1. They often attract a type of player that are looking for an easy ride to power. These players then use their authority to interfere in the discipline of the MI as if they were legitimate Sergeants or NCOs. The history of the marines is littered with examples of this: I've personally killed three marine Specialists for challenging and trying to confront Larsen - a General. 2. They have no valid reliable role in the field: guarding HVTs is a rarity (<1 a month), and the plan to have them exclusively handle breaching actions detracts from the MI and is therefore a detriment to the server. 3. For them to perform these roles exclusively it would mean they'd need to be in-game 24/7 - which means they need high recruitment. But high recruitment for a division that does so little so rarely is a recipe for failure. If there are no marines on, would that mean we can't breach buildings (and therefore not deploy at all)? Of course not - the MI would do it. Which leads me on to my final point: everything they can do could and often is done by a regular infantry sergeant rounding up a posse. In their place, an as of yet unnamed investigative/prosecutor division made up of Military Intelligence Lieutenants will replace them. FFRL LEADERSHIP I'm tapping @El Excellente to manage FFRL as he already manages the wiki - and FFRL as a division are designed to enhance our canon (through the wiki).
  6. Don't die and then you won't have to roll at all. Arachnids attack whoever is closest to them (as someone rightly mentioned). So long as you aren't closest to them, they won't attack you. Ergo don't be closest to them and you'll survive. Hell even if you are closest to them - retreat behind somebody else and suddenly they're somebody else's problem. Skinnies and separatists are a little more difficult - but not by much. The NPCs are still fundamentally pretty fucking stupid - they spawn, stand still, shoot, pause, perhaps move 3 meters, then shoot again. On the rare occasion that they manage to actually hit anything, they inflict single digit damage per shot. Don't isolate and overextend yourself, take cover, especially when you find yourself below 30 HP, and they become somebody else's problem. And if you find your health precariously low through normal wear and tear and attrition: voluntarily seek out a medic, have them roleplay healing you up, and then report for an admin to set your HP. Hell - if there are no medics around, roleplay bandaging yourself up or something and an admin will give you at least some HP. Now admittedly sometimes admins overestimate the strength of a squad and they spawn too many NPCs and the squad gets massacred - we try and avoid this because it breaks immersion, but it does happen even to the best of us. Once again my expectation in such a scenario is that the admin would exercise their discretion and let everybody off - failing that, me and the XAs would vacate the PK at appeal. Though just to assert - if you are the only one who dies during a wave, that almost certainly means you are the one at fault, not the admin. Sometimes players die and they manage to sneak back without an admin noticing without having to roll - everybody right now has a chance at that. Lucky them. If you have that big an issue with it, snitch on them and report it - but expect people to start doing the same to you when you die without an admin noticing. Sometimes an admin exercises their discretion and chooses not to make a player roll at all for a death like for example when it is due to circumstances beyond their control or etc - that is their prerogative: if you think they are being too lenient or too harsh, there is always the appeals/complaints forum to address this. Also, we (as an admin team) will not be maintaining a database of every character and their past injuries. It is an unnecessary overhead on an already fast paced and intense environment. Finally I just want to once again assert that on top of the <=5 rule that I follow, I also inflict critical, life threatening injuries for people who roll below a 20. These are the kinds of injury that CAN be treated, but could still end in a PK - and you are THREE TIMES AS LIKELY TO RECEIVE ONE OF THESE THAN AN INSTANT DEATH. More than half of the PKs I have inflicted this week have been due to untreated/poorly critical injuries, or critical injuries where the drop lead has decided to A11 them vs seeking treatment. And at the end of the day, the odds of you being PKed are still only 5%. Assuming every critical injury ended in death (spoiler: less than a quarter of them do), you have an 80% chance of survival. And you still have to actually put yourself in a position where you die first.
  7. Admins can and should adjust roll bonuses to reflect the circumstances. In a case like that, because I'm nice and because miracles do happen, I'd say anything below a 95 is a PK with something like that.
  8. I've moved this from the staff forums to the public forums - may as well make the reasoning clear. For me (because it's up to individual admins to set their own thresholds based on the circumstances), anyone who rolls below a 15 receives a life threatening injury - where, left untreated, or treated poorly, they will be PKed within a certain timeframe. This has happened a couple of times this week - particularly Davidson's drop where his particular style of leadership was to blitzkrieg and to leave wounded behind vs. other leaders who focus on getting their men out alive (two of "my" PKs this week were the results of A6s). The key benefits of the roll system overall for me: It's consistent and objective. There is little opportunity for an admin to target a player. And the end result is that PKs whilst remaining upsetting are no longer adversarial - the player isn't left feeling that they have been wronged. But it also swings the other way: @Appetite Ruining Kebab mentioned during his appeal that another player had been let off a situation (like jumping on a grenade) that clearly ought to have been a PK - but was let off instead. This system means everybody has a fair chance of survival, our players don't feel like they've been specifically wronged when they are PKed, and I'm not left trying to prove a negative (he's biased against me!) after every PK. It's balanced both ways. The probability of being PKed is 1/20 - meaning every time you die, you have a 95% chance of survival. And let's face it - to actually die in combat on SSTRP, particularly more than once, you are usually being reckless and you deserve to die. Retreat is an option. Not taking point is an option. The actual risk of being PKed is negligible but it's enough to make you think twice. If you are reasonably careful, you will find it very hard to die. @Gr4Ss kindly put together this probability distribution for me: It adds risk and consequence to Starship Troopers - and it makes the server feel realistically gory. The MI feels like a proper military: death is around the corner, and if you are reckless, you are likely to die. It's hard to develop a character as a grizzled, death defying veteran who has seen all their buddies die around them unless they actually are a grizzled, death defying veteran who has seen their buddies die around them. The character development I've seen players have just this week alone has been exceptional - and I've been told by a number of people that this week has been the most intense (and most fun) week of SSTRP they've played. Rank fluidity. My favourite term. When NCOs and even COs (because not even Davidson is off limits to this system) die, it's an opportunity for huge character development for the entire server. But it also means new people have to go up to fill the shoes of their former leaders.
  9. The core Civil War plot line plays at the rate at which I'm free and available, and the last one was less than a fortnight ago.
  10. Мне нравится снимать всю мою одежду, кроме как из моих носков, потому что это было бы негигиенично, но во всяком случае, где медные старики-суки
  11. Week 6 Goals Make our way to safe Coalition space. Engage, negotiate with and encourage the Federal Unionists to join us. Engage, negotiate with and encourage the Colonial Confederation to join us. Up to now Now we are on the very brink of Unionist space, and will cross the divide this evening (Monday 5th March). Dr. Lubomierz, still held technically as a prisoner and under the instruction of FFRL, commissioned a number of missions to acquire Progenitor power sources and technology - from this drive, he has been able to assemble a prototype pulse cannon in the style of the Progenitor beam weapons. Following this, answering a call from Coalition spy and intelligence operative Major Nathaniel Riviera(callsign "Tinkerbell"), the Grant made a stop off at Epsilon Prime - humanity's crown jewel in scientific innovation and R&D. There, they discovered that Sanctuary had reverse engineered the Progenitor power source and were far into the development of a Progenitor Beam Weapon under the watchful eye of Doctor Przemek Lubomierz. The Infantry destroyed the weapon, captured Dr. Lubomierz, and made their way back to the Grant. We broke their formation on Thursday (March 1st) via launching a series of raids to draw their forces out, and eliminating a local FTL comms relay - knocking out their ability to communicate for a short while. This was enough to form a small chink in their armour - which we exploited in order to slip past the Sanctuary task force. The Colonial Confederation is unlikely to grant us safe passage - as doing so would likely be considered an act of war against Sanctuary. Furthermore, intelligence estimates a high probability that Sanctuary has prepared an ambush to our south east - therefore, we have no choice but to cross Sanctuary space and make our way back to friendly territory via our western frontier with the Federal Unionists. However, the task force of enemy ships stands between us and them. This operation was a success - we were able to rescue 12 councilmen - however in doing so we lit a fire under Sanctuary, who have assembled a task force of no less than 30 ships to sweep west to east through Sanctuary space with the goal of locating and surrounding the Grant. Last week, following a tip off by the Federal Unionists, the Ulysses S. Grant (us) were dispatched to locate and rescue a handful of federal councilmen (members of the Federal Council - the supreme law making authority within the UCF), who were held in a holding facility deep within Sanctuary (Faction)space. See http://wiki.sstrp.net for day to day updates
  12. 06:39:03 - 2Lt. Aleks Peters: How's it looking? 06:39:09 - Doctor Przemek Lubomierz: Not good 06:39:34 - Doctor Przemek Lubomierz: Could you fetch me a ham and cheese sandwich please? 06:39:37 - 2Lt. Aleks Peters: Test shot fry some circuits perhaps? 06:39:41 - Doctor Przemek Lubomierz: No 06:39:43 - Doctor Przemek Lubomierz: Am hungry 06:39:45 - 2Lt. Aleks Peters: Sure, I'll get on that. 06:39:49 - 2Lt. Aleks Peters: Right.
  13. Week 5 (This Week) The Ulysses S. Grant Following the successful daring rescue attempt on the federal councillors by Second Lieutenant Kowalski, it is suffice to say that we have attracted Sanctuary's attention and well and truly kicked the hornet's nest. Sanctuary have dispatched a wave of ships to locate and destroy the Grant: intelligence estimates close to 20 ships have been tasked with methodically sweeping west to east across Sanctuary space with the hope of closing a noose around us. And whilst the Grant might put up a good fight in a 1-v-1 battle with a destroyer, it is a ship built for speed; not for prolonged battle. Furthermore, it is unlikely that the Confederacy will grant us safe passage as doing so will likely be considered an act of war by Sanctuary. Our most obvious option therefore is to navigate around the Confederacy through the east - and through unknown space - however intelligence have predicted that Sanctuary have almost certainly considered that option and have laid an ambush there for us. The tactic chosen by High Command therefore is to be unpredictable: we will move westwards deeper into Sanctuary space, linking up with the Unionist movement in the far west, before making our way back to Coalition space along the safer western frontier. In order to do this, we will need to break their line of ships: we will achieve this through wreaking havoc and chaos, launching hit-and-run raids on their colonies, drawing their forces out and spreading them thin - hopefully offering us a chink in their armour to exploit and escape. Others Out of contact - unknown
  14. I failed to post week 4's summary - apologies. This post will include both last week and this week. Week 4 (Last Week) Coalition - Successfully defeated the Draconis Hegemony, and annexed the Sigma Draconis system. - Received an encrypted communique from the Federal Unionists, alerting us to the fact that a handful of Federal councillors - members of the supreme lawmaking body of the former Federation - were being held prisoner deep within Sanctuary space. The Ulysses S. Grant, as the fastest and smallest ship within the Fleet, was dispatched to rescue the councillors. Draconis Hegemony Surrendered to the Coalition. Confederation Continues to trade with all parties - however tensions are on the rise. Sanctuary Continues to war with the Unionists - however are continuing to take a greater interest in the other factions and have begun to reiterate their demands for surrender. Federal Unionists Just fighting
  15. Hi all, As mentioned in a previous thread, the civil war storyline has been somewhat on hold thanks to a series of trips abroad and an unexpected bout of illness that put me in the hospital for a few days (yay for socialized healthcare). The original plan was to run a campaign for the invasion of Faraway but the general impression I'm getting is that everyone is sick of fighting the Draconians and frankly it would be unwise for me in my present state to run a Omega-style 3 day campaign so soon after a serious illness. Therefore we're going to draw a line of that and celebrate our victory over the god damn separatists. The State of the Union (https://d3vv6lp55qjaqc.cloudfront.net/items/2c2z1S1p412o2a3e0E2n/TheCivilWar.png?X-CloudApp-Visitor-Id=1972837&v=6679cbac) The Centauran Empire and the Draconian Hegemony are no more: the former voluntarily becoming an equal partner with the Sixth Fleet in order to form the self-titled "Coalition", and latter falling to the combined might of this new grand Coalition. The great war between Sanctuary and the Federal Unionists has locked what were originally the two greatest factions into what seemed to be a death spiral, and has taken many millions of lives - but the outcome of the war has become ever more clear as the Unionists lose the vast majority of their territory, including their capital. It seems they are casting their final death throes - after this, it can all but be assumed that Sanctuary will once again turn their gaze southwards. The business-minded Colonial Confederation, made up of some of the largest corporations within the former UCF, have bided their time, remaining cordial with Sanctuary through a policy of compliance and non-confrontation whilst continuing to maintain trading relationships with all other partners (except the Unionists who Sanctuary forced the Confederation to stop trading with some time ago). The Coalition (headed by the Sixth Fleet alongside the remnants of the Centauran Empire and the conquered Draconian Hegemony) now find themselves to be the second biggest successor state after Sanctuary - and with the Unionists in clear decline, it is clear who will be next in Sanctuary's sights. A war council will convene this evening to discuss a plan of action.
  16. Play nicely all of you or don't play at all. This is a character thread - not an opportunity for a roast.
  17. Hi all, Sorry for the short notice - but this is the first time in a week that I've been un-jet-lagged enough to reliably stay up past 9.30 PM without being a zombie. Planning on running a town hall tonight to address some of the concerns raised in the surveys, to discuss GnT/FFRL/divisions and their impact on day to day gameplay, some of the pending technological developments that we've been working on, as well as to serve as an open floor for anyone to raise any concerns or suggestions. It will take place in Teamspeak - if you don't have a mic, you are welcome to PM. Format will be: Everyone but me will be muted. Anyone who wants to ask a question can PM (not poke) me on Teamspeak. I'll move through the PMs in sequential order as they were received, answering the question and unmuting the asker.
  18. So this first iteration was not quite as successful as I was hoping for - things bottle-necked around Franco and Grimm more than I would have liked which caused stagnation whereas I would have preferred strategic decisions, particularly around what the 112th were doing, to have been made in-game with the input of the command staff & the NCOs. But this is new for us - we've been blessed that the transition to the civil war model of SSTRP thus far has been relatively painless, but there it was guaranteed that there would at some point be teething problems. I'm going to make another attempt this week - but this time I'm going to lead it personally on General Larsen and make it more inclusive, starting with a war council tonight, and culminating in regular round tables with Sgts+ around a command tent (or something similar) whilst on planet to work out our next steps. GnT will instead be given NPC battalions to control, with clear but separate objectives on other parts of the map. Another thing I'd like to consider is having individual admins take control of OPFOR battalions to serve as opponents to GnT. Furthermore I've also FFRL to kick themselves into drive - some of the technology that they have the ability to research would be extremely valuable to the war effort.
  19. Week 3 Sixth Fleet (Coalition) 1. Successfully repelled attack on SC, annihilating the Draconian fleet and taking a handful of ships that had surrendered. 2. Seized the advantage and successfully invaded DE (Shoreridge III) 3. Negotiated a union with the Centauran Empire, doubling their size and fleet. 4. Renamed to "Coalition" 5. Vice Admiral Johnson was arrested for treason for offering a military alliance with the Draconian Hegemony (a separatist group). He was found not guilty, but nonetheless relieved of command in lieu of General Danny Martin. Centauran Empire 1. Negotiated union with Sixth Fleet 2. Dissolved themselves. Draconian Hegemony 1. Lost DE (Shoreridge III) Colonial Confederation 1. Trade with all factions: success 2. Have received an ultimatum from Sanctuary: join them, or they are next. Federal Unionists + Sanctuary After weeks of deadlock, Sanctuary are emerging as the clear winner in the war between the two giants. The Unionists have not only lost the battle for Epsilon Eridani, but have also lost several planets since. The Unionists are on the back foot.
  20. Xalphox

    Pathfinders

    I'm sitting at 7 complaints for the Pathfinders and their prevalence in the last two weeks. A prevalence I never authorised - indeed a prevalence I expressly forbade. Stay off your Pathfinder characters unless there is a distinct reason to be on them.
  21. Hey guys Sorry for the delay - I was in Japan this week. News is good: I've built up our first target for invasion, selected a tool that we'll be using for battle planning, assembled a list of units that will be at Intel's disposal and and I'll be running a town hall this evening around 4.30 PM EST (or 9.30 PM GMT) to discuss everything around this.
  22. My first attempt, and I made it way too small, but this is an example of the sorts of maps we'll be getting.
  23. Week 2 Sixth Fleet 1. Successfully defended SC from a Draconis invasion, wiping out Draconis fleet; launched successful counter attack against DF (Shoreridge III). Won 5 destroyers. 2. Defended Iskander from pirates (Black Cross): success Centauran Empire 1. Peaceful acquisition of XI: success 2. Try to convince XF, XG to join CE: partial success; XG joins CE Draconian Hegemony 1. Perfidious surprise attack against the Sixth Fleet's SC: failure. Lost entire fleet! 2. XC revolts, electing to join the Colonial Confederation. Colonial Confederation 1. Trade with all factions: success 2. Negotiate agreement with all factions to borrow their tech: success Federal Unionists + Sanctuary Both parties continue to be in all out war over Epsilon Prime. The battle threatens to engulf both parties as both embrace themselves in a death spiral.
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