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Star Wars Age of Alliances: Hadrix and Cujo
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omg…
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@Noraaa said in Star Wars Age of Alliances: Hadrix and Cujo:
@Third-Eye As a circle-backer, I can say I was mostly just feeling a creative pull to return to Star Wars and I genuinely do enjoy the coded systems / GM tools they have for storytellers on that game. Though it’s pretty clumsily-implemented, I actually think the space flight / cargo system COULD be really cool to help drive plots. You get to fly around to a bunch of diverse settings, after all.
I can’t say I disagree. For all of AoA’s numerous faults, the large amount of automation made GMing easier than any other place I went to. It was easy to jump with an idea without having to consult page 305 about dodging mechanics.
Though I’ll say the playerbase now has definitely gotten quite small. You can still sort of fly around and if you can find some of the active folks who are fun writers (there are some!) I bet you could get some good small-scale, crew-based stories going.
Quite small is a way to put it. Atrophied. Sure, some folks might be active, but the good writers mostly left. Some remained, sure, but most of it is gone. Hex is gone, and he was amazing. Kasia is gone, Adhar is gone. Rheisa, who made Togruta, is gone. Most of the strange elements seem to have departed with their writers.
And as an aside, I think last time the Sith Leaders were on last year. Not sure. My passwords got changed forcibly yesterday.
Ah. And Ship Repair stations linked to an FC now get a discount. Not related to you, but AoA staff wants to make FCs more interesting. Sl, Parmac gets a discount due to Qi’Ra, the Rebellion due to Ray…
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@Ashkuri oh, I could have. I suppose morbid curiosity kept me logging on.
What I mean to say, I kinda wish I had that strength, rather than some Nostalgia having kept me coming back.
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@Zephyr yeah this kind of got old and from someone who had taken a joke too far and got told about it… I stopped. But this just kept going on. It was nearly constant… Despite how good her other characters were. She had a lot of hate for the admin and game systems even when I first started as Devii.
You mentioned the day to day rp a while back. I remember when I made Sajin and Oriana had left, that period where the game died the first time for a bit… That was the only thing that kept it alive was the bar rp. That’s where I got my writing chops, describing messily eating food and so on and so forth. Mopping the hanger floor. Arguing with my droid. I remember that more fondly than any of the other grandiose crap. Or the switch to Liz and his ridiculous excentricities.
I considered myself pretty introverted and ‘hateful’ of people but from an admin perspective I can’t see how that’s why they did what they did… Because I don’t like people and yet I wouldn’t do that to them in a playtime environment.
I would only ever return to AoA to troll. Please @Jax stop giving me ideas.
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@SqeakyClean Taking Jax? Go for it. I want logs.
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Cujo now wants suggestions from people!
======================<* 7: Game Announcements - 183 *>======================
Message: 7/183 Posted Author
What do YOU want? Nov 21 2024 CujoAre there any major events you have dreamt of having happen in the galaxy? I am curious to know what, where, and how you think they would go down. What would you like to see happen to the galactic map? What would you like to see happen to the Rebellion? What would you like to see happen to the Sith Empire? What major events, of any ilk, have you thought the game needed to have happen, but you thought the Staff would never go for it?
Send me an @mail, and let me know. I might actually go for it.
One of the things I’ve noticed, when I overhear other people talking about this game, is that it can be challenging to alter the grid, or make impactful changes to the galaxy, and I want people to know that is not my intention with the place. Not at all. I want everyone to effect it as much as they desire, but it has to make IC sense within the believability of our setting, and the rules of the Star Wars galaxy.
But if you have an idea for something? Let me know in an @mail. Idealy, I’d like it to be events that you, or someone would GM. But really, I just want to hear what you guys want to do, but you think the Staff would never go for.
Because we just might actually go for it.
------------------------------< +bbread 7/183 >-------------------------------It “might” happen, they “might” go for it. Plus heaven forbid they run the events people want to see happen! Nope! In the unlikely event it gets rubber stamped, you have to do the heavy lifting yourself to change the grid!
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@ThisGuy Funny how things change, yet remain the same. Cujo and his dodgy fave staff still want the biggest Star Wars MUSH around, but still don’t want to run plots, preferring to foist that duty off on players and minor staffers while they bicker about coded junk that doesn’t begin to promote RP.
In one way, though, they’ve actually gotten their wish for having the biggest game evar! But not in any way they wanted…
======================<* 7: Game Announcements - 46 *>=======================
Message: 7/46 Posted Author
XP Inheritance Aug 15 2018 CujoAre you tired of your character but you like the xp that you earned on them? Well… here’s the thing, we’re going to let you take a character on your account and let them get killed off or disappear… whatever you want to do, and you can make a new one and retain the xp you earned on that role.
Why? This is to let people have a chance to drop characters they’ve had for a long time that they’re just not that into anymore. It can also setup the potential for some IC dramatic deaths of long-standing roles, something that is woefully lacking on this ‘Wars’ game.
So if you have over 100 +noms earned, and you’d like to let your character cash in their chips and then pass that experience off to a new role who’s stepping up into the spotlight for their time to shine? We’re going to give you that xp to build a new role with.
You can just contact someone on Staff to arrange it all.
Note: +nom levels do not transfer, money doesn’t transfer, material possessions does not transfer. Only the xp that role had earned in totality. And… you cannot cash in more than one character at a time to stack xp onto the single new role.
- Cujo
===================< Comment 1 - Added Oct 22 11:43PM GMT >===================
Cujo Commented:
None of your personal possessions transfer, to anyone, other players included.
===================< Comment 2 - Added Oct 23 06:19PM GMT >===================
Cujo Commented:
Updated:
Limited item inheritance will be included with this system going forward in this form.
Having 100 +noms means you can pass 1 item on to another person.
Having 200 +noms means you can pass 2 items along.
So forth. The more noms you have when you cash your character in, the more you can pass along to others.
“Why not everything?”
Every, single, day, this game’s database is getting larger. Every day players buy more, build more, ask for more. The database is growing. Recycling items is the only real way to stop this. We have to find ways to cut the fat.
Idle players have forever lost their inventory. We’ve never let people claim the inventories/property of idle players. This goes for players who die too. We cannot allow troves of treasure to keep getting passed along when people die.
This will be worked out when a player approaches Staff about cashing their character in for xp toward a new role.
===================< Comment 3 - Added Jan 14 11:13PM GMT >===================
Cujo Commented:- We are lowering the 100 +nom requirement for rollover, down to 50 +noms.
-------------------------------< +bbread 7/46 >-------------------------------
There it is in black and white, folks… the database bloat is real, and it gets worse every day. Or so Cujo says. They just might have the most bloated Star Wars MUSH database out there! So you can’t pass along more than a few heirlooms if you’re lucky, you greedy, naughty twinkie-eating munchkins! Shame on you and your materialism!
But the real question here is about just why such restrictions even exist. Even the greenest rookie MUSHer can see that this problem is entirely self-inflicted. Just why does the grid need so much sheer STUFF to play a pretendy funtime game IN SPACE? Let’s not forget that the game was vastly overcoded BEFORE it reopened, and the volume of coded stuff almost tripled when the blasters got nerfed and needed mods to be useful again, different kinds of coded powerpacks were suddenly needed for different coded weapons, bacta tanks became a thing, and then suddenly needed coded bacta or kolto to work, coded workbenches and other things are needed to modify weapons and ships, there are functional smartphones in the form of datapads in a cassette futurism setting, etc., etc., effing etc.
Does any of this stuff actually facilitate RP? The short answer is no. The long answer is also no, possibly with a lot more o’s tacked on. Most of it’s there to suck up credits, 'cause, as any senior staffer will tell you, ‘OMG, thar iz 2 much mon33 on mah gridz!!1!11!!!’
Let’s not forget that this stuff is also constantly being tweaked and tuned for ‘balance’, or at least that’s what they tell us. We already know that DSS has almost zero transparency unless you’re a coder, and is very easy to rig behind the scenes to cause unfavorable outcomes to anyone Cujo and his cronies don’t happen to like. Not to mention all this code breaks down sometimes, and only does so more often when there’s more of it to break. But I suppose it gives them a reason to say they don’t have time to run plots, right?
In theory, if this game were trying to be a Star Wars simulator, this makes logical sense. Cujo and company have been bashing away at a coded space combat system for literally years, one that is meant to be compatible with the space flight system used on the game. And after not less than three years, they may have actually gotten it working, though work-arounds are still in heavy use, and I can’t recall seeing many actual coded space battles that happened on actual coded ships in the last year or so.
But they can code until the sky falls down and still never get an authentic Star Wars experience. I don’t recall Han Solo and Chewbacca flying the Millennium Falcon by inputting text commands and watching endless static displays of text, and I doubt I’ll ever meet anyone who does. So I guess the operative question is… why? There are Star Wars games out there that have as good of an experience or better, and have done so with much, much less code. And they don’t suffer from database bloat to boot.
TL;DR AoA has rules in place to try to mitigate a self-inflicted database bloat issue. Why does this game have so much unnecessary code in general, and so much coded STUFF in particular, when none of it adds to the RP experience, and often actually impedes RP? Ask Cujo. Just don’t expect a meaningful answer.
- Cujo
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@Warlander It’s the next closest thing to them admitting the game is dying. And it IS dying. Most of the log-ins are triplicate alts.
The hoops newer players are still expected to jump through is staggering.
None of the above promotes RP. 50 Noms may as well be 500.
Essentially None (not all) of their so called Feature Characters foster RP. They have such a bloated feature characters list that is essentially pointless. They are not really held to a standard, and still steer their events towards their friends and not the public.
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@Krautistanian I agree, to a point. I keep logging on out of a sense of morbid curiosity, too. Possibly for the same sort of deep-down reasons that people (meaning non-pyros, just to be clear) like to watch fires.
At this point, the whole structure is engulfed from foundation to forty feet above the roofline, but has somehow managed not to collapse. The evacuation is still ongoing.
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@Templari All very, very true. And let’s not forget that the gap between newbies and even low-ranking dinos is less of a gap and more of a boundless ocean, which is entirely by design. I suspect Cujo and Company resent the living hell out of veteran players who help newbies with equipment and useful (aka modded) weapons, in spite of the two-week double-XP lure they dangle in front of newbies and players who play with them, in hopes that they’ll stay.
Few do. The writing on the wall is forty feet tall and in John Deere green… or possibly Claas’s optic-yellow-esque light green.
Speaking of lures, Cujo is now dangling charbits who are in command of one of a faction’s capital ships, meaning Resistance and Sith Empire battleships. These bits also have the ability to ‘change the grid’, whatever that may mean. We all know Aryn’s not going to let the grid get changed unless she gets to do the changing.
As many as six of these bits were snapped up within two weeks. If I can scrape up the free time (my weeks just keep getting busier), I’ll see if I can find the posts. Fair warning; they’re lengthy.
I’m wondering how long this is going to last, and how many of them will keep the roles for long.
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@Warlander (I don’t like to reply to myself, but it’s not completely inappropriate in this case, since this is a follow-up post)
Here’s the goods, as promised. And like I said before, it’s lengthy.
======================<* 7: Game Announcements - 185 *>======================
Message: 7/185 Posted Author
Captains to the Bridge Dec 08 2024 CujoWe are going to be offering players the chance to be a Captain of their own naval fleet ship. Whether it be an Imperial or a Rebel ship. If you would like to make a Captain in either military, you can start off as the Captain of a Rebel MC75 Cal Cruiser in the Rebellion, or a Victory-class Star Destroyer in the Sith Empire.
If you serve actively for six months, you can upgrade to serve as the Captain of an MC80 Cal Cruiser, or an Imperial Star Destroyer. While, after a year of active service, you can upgrade to serve on an MC90 Cal Cruiser, or a Resurgent-class Star Destroyer. From there, if you maintain activity, we can discuss future upgrades to serve aboard.
Your activity as a Captain will yield you the ability to buy 3 support fleet ships, to have with you, bought via Screambucks, to push RP as the driving goal here. Some support ships include Corvettes, Nebulon Frigates, and Interdictor Cruisers. Each one will have different abilities to offer your fleet a bonus, but you can only have three support ships in total.
These positions are meant to offer players the chance to play an influential role in the military sphere of RP, and give an opportunity for a new kind of impact on the game’s grid.
Some Rules:
- You can freely travel in your capital ship between any star systems that your faction controls, but to enter enemy faction territory, you have to get Staff approval first.
- You can freely travel to any independent (yellow) star system on +mapscale, but you may be more vulnerable to attack from NPCs or enemy factions.
- To attack enemy ships, Staff has to be consulted via a +request, and a battle will be attempted to be organized. If one party is unable to be reached, and a battle be setup, Staff holds the right to hold the battle in the absence of the Captain of the ship being attacked.
- All ships are going to be given a base set of dice to determine its power vs an enemy’s power. This will include some dice for such elements such as Capital ship Offense. Defense. Starfighter Attack and Starfighter Defense. Planetary Attack and Planetary Defenses.
- If you lose a battle, your ship will be assumed to flee back to a safe harbor, where you will have to be at port for a month for repairs and restock. Your ship will be locked down for this time period, before it can travel again.
- If your ship is caught in a gravity well, produced by an enemy ship, it can be destroyed, and you will be shipless for a month before you receive a new assignment.
- Staff hold the right to decide if your ship is attacked at any given moment anywhere on grid, as the overall flow of the grid’s IC challenges might change.
- These represent a base line of rules for what we’re offering here, and the system will be given greater detail, should people engage with it.
If you would like to make a Capital Ship Captain, then please do so. This WILL be about galactic conquest, if players want it to be. It is also about helping the flow of the game change, through player driven choices and decisions, while Staff maintains the theme from the background.
===================< Comment 1 - Added Dec 10 11:35PM GMT >===================
Cujo Commented:
Here is what the basics are for cap vs cap fighting. this does not include starfighters yet. These may change too, of course.Capital Ship Stats
Each ship has three primary stats:
Hull Points (HP): Represents the structural integrity of the ship.
Shield Points (SP): Absorbs damage before it reaches the hull.
Offense Dice (OD): Represents the ship?s attack capability, rolled during combat.All ships have identical stats for both Rebel and Sith fleets to ensure balanced gameplay. The progression is based on ship class:
Base Stats by Class
Ship Class
Hull Points
Shield Points
Offense DiceMC75 / Victory Star Destroyer
Hit Points: 500
Shield Points: 200
Offense Dice: 1 d20MC80 Cal Cruiser / Imperial Star Destroyer
Hit Points: 700
Shield Points: 300
Offense Dice: 2 d20MC90 Cal Cruiser / Resurgent Star Destroyer
Hit Points: 900
Shield Points: 400
Offense Dice: 3 d20Support Ships
Players can acquire up to three support ships, each adding unique bonuses to the fleet. Bonuses apply only when the support ships are in the same system as the capital ship.
Support Ship Options
CR90 Corvette / Raider-class Corvette
Bonus: +5 to Capital Ship Offense Rolls
Hit Points: 100
Shield Points: 50
Offense Dice: 1d10Nebulon-B Frigate / Arquitens-class Cruiser
Bonus: +50 Shield Points to Capital ShipHit Points: 200
Shield Points: 150
Offense Dice: 1d12Interdictor Cruiser
Bonus: Gravity Well Generator to prevent enemy retreatHit Points: 250
Shield Points: 100
Offense Dice: 1d8Combat System
Combat between ships will involve rolling dice and applying damage based on the following system:
Determine Initiative:
Each Captain rolls 1d20 to determine who attacks first.
Attack Roll:
Attacker rolls their ship’s Offense Dice (OD).
Defender rolls a dice based on their Naval Officer Profession level.
Level 1: 1d5 (Basic Naval Officers)
Level 2: 1d10 (Above Average Naval Officers)
Level 3: 1d15 (Specialized Naval Officers)
Level 4: 1d20 (Master Naval Officers)Subtract defense roll from the attack roll to determine net damage.
Apply Damage:
Damage is first applied to Shield Points (SP). Any remaining damage is then applied to Hull Points (HP).
Critical Hits:
Rolling a natural 20 on an attack roll deals double damage.
Special Abilities:
Support ships? bonuses are applied automatically.
Gravity Well Generators from Interdictor Cruisers prevent retreat and force combat to continue until resolution.
Repair and Recovery
If a ship is reduced to 0 HP, it is considered disabled and must flee if possible.
Disabled ships return to base, where a dice roll will determine their ship’s repair time. Max 1 month.
If caught in a gravity well, a ship can be destroyed outright, requiring the Captain to wait one month for reassignment to a new vessel.
Progression and Advancement
Captains start with an MC75 or Victory-class Star Destroyer.After 6 months of active play, Captains may upgrade to an MC80 or Imperial Star Destroyer.
After 1 year of active play, Captains may upgrade to an MC90 or Resurgent-class Star Destroyer.
===================< Comment 2 - Added Dec 11 11:28PM GMT >===================
Cujo Commented:
Starfighters in Naval Battles:
Every Captain has a number of starfighters at their combat disposal aboard their assigned capital ship. The squadrons are commanded by an NPC Wing Commander by default, though if a PC Wing Commander joins the Captain’s ship, then the PC Wing Commander can provide roll bonuses to the fleet’s starfighters, based on their Combat Pilot profession levels.Capital Ship Squadrons:
MC75 Cal Cruiser / Victory Star Destroyer: 2 Squadrons (24 Fighters or 2d12)
MC80 Cal Cruiser / Imperial Star Destroyer: 4 Squadrons (48 Fighters or 4d12)
MC90 Cal Cruiser / Resurgent Star Destroyer: 6 Squadrons (72 Fighters or 6d12)Starfighters can be launched from their capital ship at any time during a naval battle. The Captain must declare OOC what role the deployed squadron is, and what their target is.
Deployment Roles:
Dogfight: This is targeting an enemy starfighter squadron.
Defenders: this is defending a target capital ship.
Attack Run: This is an attack on an enemy capital ship / support ship.Dogfight Deployment:
When two, or more, squadrons are tasked with dogfighting one another, then each Captain rolls 1d12 vs 1d12. The highest of the two rolls is the squadron who won that round, and the difference is subtracted from the losing squadron’s dice. This represents dwindling fighter numbers in that squadron.Example:
Rebel captain rolls 1d12, vs Imperial Captain who rolls 1d12. Rebel roll is 8. Imperial roll is 11. Difference is 3. Rebel Captain’s squadron dice is now 1d9 vs Imperial squadron dice of 1d12. Keep rolling until a squadron is defeated, or flees the fight.Defender Deployment:
A squadron is assigned as a defender of a capital ship or support ship, and that squadron’s current dice is added to the Captain’s defense roll. An attacking ship or squadron must eliminate the starfighter squadron before they can resume an undefended attack on that capital / support ship.Example:
Rebel Captain assigns a squadron to defend their MC75 Cruiser. Since they are a Profession level 1 Captain, their Defense dice is 1d5, but their squadron now brings it to 1d17 for the MC75 Cruiser. The Imperial Captain declares if their damage dealt to the enemy is to its target’s capital ship shields(or Hull if shields are gone) or to the defenders starfighter dice, to reduce the starfighter dice until it is gone.Attack Run Deployment:
An attacking Captain adds their starfighter squadron dice to their Capital ship’s Offense Dice.Example:
A Rebel Captain’s MC75 Cruiser is attacking a Victory Star Destroyer. the base Offense Dice of 1d20 now becomes 1d32. All counter attacks from the Imperial Captain can be declared against the starfighter dice of the Rebel Captain, or against their capital ship itself. To reduce the Rebel Captain’s Offense Dice, the Imperial Captain has to direct 12 damage directly to the starfighter squadron dice the Rebel Captain is using to boost their Offense Dice.If an attacking Rebel Captain wishes to keep their MC75 Cruiser out of the fight, and the Imperial Captain is not wishing to close distance, then the Rebel Captain’s Offense Dice is left at just 1d12 for the squadron.
Remember: Damage to squadron dice reduce it overall, to reflect starfighter losses.
PC Wing Commanders:
If a Captain has a PC Wing Commander, then the PC Wing Commander can add a bonus based on their Combat Pilot profession level.
Level 1: 1d2 (Basic Combat Pilot)
Level 2: 1d4 (Above Average Combat Pilot)
Level 3: 1d6 (Specialized Combat Pilot)
Level 4: 1d8 (Master Combat Pilot or ‘Ace’)
===================< Comment 3 - Added Dec 12 12:02AM GMT >===================
Cujo Commented:
All of this is about putting the state of the galactic map in your hands, the players. Right now the Sith have dominant control of the map, but the Rebels’ are hiding, along with their ultra mega huge ship production facility. It is mobile, and they are always on the move. Every Sith planet (red planets on +mapscale) have a specific amount of ships guarding it. Staff will decide what that system has when a Captain(s) decides to attack it. If a Rebel fleet takes over a star system, they will have to defend it from a Staff-chosen amount of enemies every so often, until they can build a force of NPCs that will protect the planet for them.This might sound complicated, and maybe it is. The goal here is to make it as approachable, as possible, though, and to give the game to you guys to decide where it goes. Obviously, though, it requires people to become Captains though… and report to their bridges.
===================< Comment 4 - Added Dec 16 03:00AM GMT >===================
Cujo Commented:
The first support ships can be chosen by those who run their first Cap ship vs Cap ship battle. The Captain who GMs the event, whether it turns out as a loss for their ship or not, will get to choose their first Support Ship.So, please, Captains to the Bridge, and lets get some fights going. GM a fight, get a Support Ship for your new fleet.
===================< Comment 5 - Added Dec 17 11:53PM GMT >===================
Cujo Commented:
The Naval Combat School room has been added to the OOC Lounge area. If one wishes more information on the naval system posted here, this will be the room where the most updated information gets displayed. +Views will soon be added with the most refined rules, while display objects give stats, and show what ships can be used in the standard fights for this NCS options here on the MUSH.If you’d like to hold chats with other players, or Staff, this is a perfect location to go and talk about the NCS in its latest iteration.
===================< Comment 6 - Added Dec 19 11:43PM GMT >===================
Cujo Commented:
We’re upping Capital Ship Offense Dice to Tier 1: 1d50. Tier 2: 2d50. Tier 3: 3d50.This is to make Cap Ships stand alone more dangerous. this change was anticipated, and planned for. It is better to need to creep up, in stats, than it is to creep down.
All Captains, keep at it, and keep offering suggestions. Work together, and keep having the fun. We need more Captains, and more Wing Commanders too. Please consider joining up today.
===================< Comment 7 - Added Dec 21 06:32AM GMT >===================
Cujo Commented:
Note: When a Capital ship acquires support ships, you will see it in the bridge info desc. It will also be on scan, when another ship scans the Capital ship. It will also change a capital ship’s name. If you see, for example: Ponderosa, and then the ship is suddenly Ponderosa Fleet, then that means the Ponderosa has acquired at least one support ship. Just scan it, to see what is in its IC fleet.
===================< Comment 8 - Added Dec 23 12:34AM GMT >===================
Cujo Commented:
Captains:All support ships, for your fleet, can be purchased for 25 screambucks (+help screambucks) via +request.
GO OOC to the Naval Combat School, to view the available support ship displays. Pick the ones you want for your fleet, and purchase them with screambucks. If you lose them IC, you’ll have to earn the SBs to replace them. All about that RP currency.
Currently, support ships are listed in your Capital ship’s main bridge, and in the ship’s description when externally scanned by other vessels. We also are renaming your capital ship to include ‘Fleet’ in the name, to let others nearby know that your Capital ship is flanked by support vessels.
------------------------------< +bbread 7/185 >-------------------------------A similar thing has been done with ground conflict.
======================<* 7: Game Announcements - 187 *>======================
Message: 7/187 Posted Author
Generals to the Front Dec 20 2024 CujoContinuing our goal of all out galactic war, the following is an overview of the ground invasion / defense system that we will be utilizing.
Ground Combat Mechanics Overview
Purpose:
To capture, defend, or sabotage planets, providing strategic resources and territory for the controlling faction. Staff will decide what each planet has, when the ground invasion is ready to begin.Key Concepts:
- Ground combat is triggered after a fleet defeats or bypasses orbital defenses.
- Ground units are deployed to capture key objectives such as planetary shields, command centers, or industrial complexes.
- Players can enhance planetary defenses through garrisons and planetary shields.
Ground Units:
Ground forces are categorized into unit types with unique roles:- Infantry (e.g., Stormtroopers, Rebel Troopers): Core combat units for assaults and defense.
- Armored Units (e.g., AT-STs, T2-B Repulsor Tanks): Heavily armed vehicles for attacking fortified positions.
- Artillery (e.g., AT-ATs, Heavy Artillery Platforms): Long-range units ideal for siege combat.
- Air Support (e.g., TIE Strikers, Airspeeders): Provides bonuses to damage or mobility during combat.
- Special Forces (e.g., Imperial Commandos, Rebel SpecForce): Used for sabotage, intelligence gathering, or disabling key planetary infrastructure.
Planetary Defense Installations:
- Planetary Shields: Protect the planet from bombardment; must be disabled before ground combat begins.
- Turbolaser Batteries: Damage attacking fleets or ground units during the invasion phase.
- Military Bases: Increase defending ground units’ rolls and provide reinforcements.
Ground Combat Procedure
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Orbital Phase:
Naval combat determines control of space. If planetary shields are active, attacking forces must disable them using bombardment or sabotage. -
Deployment Phase:
- Attacking players allocate ground forces to the invasion.
- Defending players use local garrisons and reinforcements.
- Units are assigned to specific objectives on the planet.
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Combat Rounds:
Ground combat proceeds in turns, with dice rolls determining the effectiveness of attacks and defenses.
Example Combat Dice Mechanics:
- Infantry: 1d6 per unit
- Armored Units: 1d8 per unit
- Artillery: 1d10 per unit
- Air Support: Adds 1d6 bonus to all allied units
- Special Forces: 1d4 sabotage action
Modifiers could include planetary terrain bonuses (e.g., forested planets reduce armored unit effectiveness), defensive structures, or leadership.
- Victory Conditions:
- The attacker must eliminate defending units and capture key objectives.
- The defender wins if attackers are repelled or time runs out (e.g., reinforcements arrive).
Continued in part two…
===================< Comment 1 - Added Dec 20 03:31AM GMT >===================
Cujo Commented:
Part two… ### Example Scenario: Planetary Invasion of SullustOrbital Phase:
The Rebel fleet defeats the Imperial Star Destroyers and disables the planetary shields using specialized starfighters and sabotage units.Deployment Phase:
- Rebels deploy 4 Infantry units, 2 Armored units (T2-B Tanks), and 1 Air Support unit (Airspeeders).
- Imperials deploy 3 Infantry units, 1 Armored unit (AT-ST), and 1 Artillery unit (Turbolaser Battery).
Combat Rounds:
Round 1:- Rebels roll 4d6 for Infantry, 2d8 for Armored, and 1d6 Air Support bonus. Total: 27 damage.
- Imperials roll 3d6 for Infantry, 1d8 for Armored, and 1d10 for Artillery. Total: 18 damage.
Round 2:
Rebels focus fire on the Artillery and destroy it, leaving the Imperials vulnerable. The Imperials counterattack but lose their last armored unit.Outcome:
Rebels capture the Sullust industrial complex and establish control of the planet.Integration with Naval Combat
- Ground units can be transported by specific capital ships (e.g., Victory Star Destroyers, MC75s).
- Naval battles directly impact planetary defenses and the availability of reinforcements.
- Planetary battles influence fleet logistics (e.g., gaining shipyards or losing supply depots).
Continued in part three… (Stats)
===================< Comment 2 - Added Dec 20 04:43AM GMT >===================
Cujo Commented:Ground Unit Invader Types: Stats
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Infantry Units
- HP: 5
- Offense Dice: 1d6
- Examples: Rebel Troopers, Stormtroopers
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Armored Units
- HP: 10
- Offense Dice: 2d8
- Examples: T2-B Repulsor Tanks, AT-ST Walkers
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Artillery Units
- HP: 25
- Offense Dice: 1d10 (long-range attacks)
- Examples: Mobile Turbolaser Platforms, AT-AT / AT-MT, Heavy Artillery Units
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Air Support Units
- HP: 7
- Offense Dice: 1d12 (versatile strikes, can target both ground and air units)
- Examples: Rebel Airspeeders, TIE Strikers
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Special Forces Units
- HP: 8
- Offense Dice: 2d6 (targeted attacks, often with bonuses against specific units like vehicles or structures)
- Examples: Rebel SpecForce Infiltrators, Imperial Commandos
Ground Unit Allocation by Capital Ship Tier
Tier 1: MC75 Cal Cruiser / Victory Star Destroyer
- Infantry Units: 2
- Armored Units: 1
- Artillery Units: 1
- Air Support Units: 1
- Special Forces Units: 0
Tier 2: MC80 Cal Cruiser / Imperial Star Destroyer
- Infantry Units: 4
- Armored Units: 2
- Artillery Units: 2
- Air Support Units: 2
- Special Forces Units: 1
Tier 3: MC90 / Resurgent Star Destroyer
- Infantry Units: 6
- Armored Units: 3
- Artillery Units: 3
- Air Support Units: 3
- Special Forces Units: 2
Example Breakdown
MC75 / Victory Star Destroyer Ground Units
- 2 Infantry Units (10 HP total, 2d6 combined Offense Dice)
- 1 Armored Unit (10 HP, 2d8 Offense Dice)
- 1 Artillery Unit (8 HP, 1d10 Offense Dice)
- 1 Air Support Unit (7 HP, 1d12 Offense Dice)
MC80 / Imperial Star Destroyer Ground Units
- 4 Infantry Units (20 HP total, 4d6 combined Offense Dice)
- 2 Armored Units (20 HP total, 4d8 combined Offense Dice)
- 2 Artillery Units (50 HP total, 2d10 combined Offense Dice)
- 2 Air Support Units (14 HP total, 2d12 combined Offense Dice)
- 1 Special Forces Unit (6 HP, 2d6 Offense Dice)
MC90 / Resurgent Star Destroyer Ground Units
- 6 Infantry Units (30 HP total, 6d6 combined Offense Dice)
- 3 Armored Units (30 HP total, 6d8 combined Offense Dice)
- 3 Artillery Units (24 HP total, 3d10 combined Offense Dice)
- 3 Air Support Units (21 HP total, 3d12 combined Offense Dice)
- 2 Special Forces Units (12 HP total, 4d6 combined Offense Dice)
Continued in part 4: (ground unit defenders)
===================< Comment 3 - Added Dec 20 05:23AM GMT >===================
Cujo Commented:Planetary Defense Units
1. Planetary Infantry
- HP: 5
- Offense Dice: 1d6
- Description: Standard defensive troops equipped with blasters and basic armor.
- Example: Stormtroopers, Rebel Soldiers, Local Militia
2. Heavy Vehicle Division
- HP: 10
- Offense Dice: 2d8
- Description: Armored vehicles designed for heavy combat against invading forces.
- Example: AT-AT Walkers (Imperial), T4-B Tanks (Rebel)
3. Artillery Battery
- HP: 8
- Offense Dice: 1d10
- Description: Long-range weapon platforms used to bombard advancing enemy forces.
- Example: Planetary Turbolasers, Surface-to-Air Cannons
4. Fighter Defense Squadron
- HP: 6
- Offense Dice: 2d6
- Description: Small groups of starfighters deployed for planetary defense. Effective against air and light ground targets.
- Example: TIE Fighters, Z-95 Headhunters
5. Planetary Shield Generator
- HP: 50
- Offense Dice: None (defensive utility)
- Description: Projects a shield over key planetary assets, preventing orbital bombardments. Must be destroyed for invading forces to achieve full planetary control.
- Example: Shield Generators on Hoth
Typical Planetary Defense Composition
Planetary defenses will vary based on a planet’s significance and resources:
Lightly Defended Planet
- 2 Infantry Units
- 1 Fighter Defense Squadron
Moderately Defended Planet
- 3 Infantry Units
- 1 Heavy Vehicle Division
- 1 Fighter Defense Squadron
Heavily Defended Planet
- 4 Infantry Units
- 2 Heavy Vehicle Divisions
- 2 Artillery Batteries
- 1 Planetary Shield Generator
Strategic Core World
- 6 Infantry Units
- 2 Heavy Vehicle Divisions
- 2 Artillery Batteries
- 2 Fighter Defense Squadrons
- 1 Planetary Shield Generator
(These values are just examples. They are likely to change.)
Continued in part 5… (Generals and Heroes)
===================< Comment 4 - Added Dec 20 06:19AM GMT >===================
Cujo Commented:Generals and Heroes
Every great battle requires a great leader.
Player Character (PC) Generals are vital to bolstering the strength and effectiveness of military ground forces. Much like Naval Officers influence the performance of capital ships, Generals provide strategic bonuses to their troops. To serve as a General, a PC must have the Soldier profession. The level of their Soldier profession determines the bonus dice they contribute to ground combat rolls.
General Bonus Dice by Level:
- Level 1: 1d2 (Soldier - Basic)
- Level 2: 1d4 (Soldier - Above Average)
- Level 3: 1d6 (Soldier - Specialized)
- Level 4: 1d8 (Soldier - Master)
Generals roll their bonus dice, and the result is added to their forces’ Offense Dice rolls, enhancing their combat effectiveness.
Heroes
Heroes are Feature Characters and Force Users who have taken on the mantle of military command within one of the galaxy’s major factions. Non-Force Heroes must follow the same rules as standard Generals and adopt the Soldier profession to lead effectively. Sith and Jedi, however, operate under unique rules due to their Force abilities.
Currently, the Jedi are not actively serving as Generals for the Rebellion, though exceptional circumstances could change this. The Sith, in contrast, actively serve as commanders within the Imperial military. For Force User Heroes, their bonus dice are determined by their Force Skills (+FS) tier, while non-Force Heroes follow the standard General bonus dice system.
Hero Bonus Dice by Level:
- Level 1: 1d2 (Soldier - Basic / Force Skills Tier 1)
- Level 2: 1d4 (Soldier - Above Average / Force Skills Tier 2)
- Level 3: 1d6 (Soldier - Specialized / Force Skills Tier 3)
- Level 4: 1d6 (Soldier - Master / Force Skills Tier 4)
- Level 5: 1d10 (Force Skills Tier 5)
- Level 6: 1d12 (Force Skills Tier 6)
Heroes roll their bonus dice, and the result is applied to all ground force combat rolls, boosting the offensive output of their troops.
Rules for Deployment
- A military can only field one General during a battle.
- A military can field as many Sith or Jedi as they have available for combat.
This structure integrates the mechanics of Generals and Heroes seamlessly into the ground combat system, ensuring every leader has a distinct and impactful role in the outcome of battles.
===================< Comment 5 - Added Dec 20 06:24AM GMT >===================
Cujo Commented:
All of this information is now on display in the Ground Combat School, inside the Naval Combat School. Just head to the OOC Lounge, and go through the NC exit, then through the GC exit.You will find the various post entries in the +views, where they can be studied individually.
------------------------------< +bbread 7/187 >-------------------------------I’m getting a headache just looking at these, especially the second one. But I don’t believe for a second that any of this will result in any meaningful significance to PC actions, since most likely the only players who will truly understand the systems and take advantage of them are the ones who can already do whatever they want on the grid anyway. Assuming they bother with them at all.
To any non-favored players who really do want to give this stuff a try, and actually are interested in influencing the grid? I can’t lie to you about your chances, but… you have my sympathies.
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@Warlander Yeah… I would ignored this completely after a month, especially after giving it a try and it accomplished nothing. All I would have won was a headache from sad Banshee/Aryn/Hadrix noises and extra steps.
This sounds like a want to be table top war game and not a RPG.
That being said it’s all fine and maybe worked. Did they ever address the sex pest issues?
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@Jax I’m going to say no, 'cause they’ve certainly given no sign that anything has been done.
Not that I expect them to even try…
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I’m a big Star Wars fan, and I’ve played a lot of tabletop Star Wars RPGs. The fact that they’re making Mon Calamari cruisers mechanically identical to Star Destroyers is gross. /end tangent
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@MisterBoring this is the same game that made a DL-44 identical in stats to a DL-18.
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The game design behind their wargame is shockingly bad. Depending on 1-3 large dice is going to be shockingly random. There’s nothing in place for excellent tactics, it’s all just throwing a couple of big dice and hoping you roll better than your opponent.
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@Jax
These are the mechanics the sex pest in chief pitched a few years ago, so. -
This might sound complicated, and maybe it is. The goal here is to make it as approachable, as possible, though
lol
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@Trashcan said in Star Wars Age of Alliances: Hadrix and Cujo:
@Jax
These are the mechanics the sex pest in chief pitched a few years ago, so.Can confirm.
Haxrix pushed this nonsense years ago and it was dismissed because no one is going to use a system that requires they follow so many uncoded rules. Cujo would probably have ship to ship space combat right now had he not set fire to his own game by empowering the aforementioned sex pest in chief, and lost the only person on the game that was capable of coding it.