Don’t forget we moved!
https://brandmu.day/
Star Wars Age of Alliances: Hadrix and Cujo
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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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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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@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.
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@Warlander said in Star Wars Age of Alliances: Hadrix and Cujo:
Just why does the grid need so much sheer STUFF to play a pretendy funtime game IN SPACE?
I can tell you exactly why Cujo deems it necessary. It was somewhere to sink your coded money because it would bother Cujo if people accumulated too many credits. He would ask on the admin channel for more ideas for money sinks so people had to burn money, which is why there are things like pay bacta tanks, why you have to buy bacta now, why there are ship mods, and weapon mods, and fuel. All because Cujo created a system where people earned the credits, then he got mad that people had credits, so he had to force them to spend them.
That then led to him being mad that people obsessed over vendors and shopping, and punishing people for doing the thing he was pushing them to do in order to burn the credits he didn’t want them to have. He created the system, hated the system, got angry at players for using the system, then created more barriers in the system that he then turned around and hated. He’s not a good leader.
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Consider me a total bystander. Based on the posts here, I got the impression that the game was slowly dying.
According to their reported numbers, the population practically doubled just a few days ago.
https://iberia.jdai.pt/mudstats/mud/star_wars_age_of_alliances
I’m just curious what happened.
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@Jumpscare Any time there is new Star Wars media, line go up. I know very little about the one other Star Wars game that exists, but I assume its different enough that the City of Hope effect is in play.
… which is to say, AoA offers players something other Star Wars games don’t, and rhose players are willing to put up with an amount of fuckery due to lack of options.
For City of Hope, this used to be sky’s the limit concepts… Mummies, Nephandi, Shadow Court/Thallain, Demon the Fallen, Possessed, Sabbat… but there was also a serious lack of alternative oWoD games around. Now there is simultaneously a decrease in playable spheres, in addition to competition from other games like Liberation, RetroMu, Fulcrum, Towers, and at least one, maybe more, in alpha… and that means logins are going to go down as people flock elsewhere.
Maybe it is Imperial PCs. Maybe it’s the playable Dark Side. Maybe it’s the ridiculous obsession with Mandalorians. Maybe it is the ability to customize stuff. Maybe it’s the fact that you just +attack and the game spits out success and damage for you without you needing to own a rulebook to understand what happened. Whatever the case, people who are logging in have decided that something outweighs the bad.
The trick is finding out what that something is and replicating it elsewhere, bereft of the bad, and people will flock to you.
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@Jumpscare said in Star Wars Age of Alliances: Hadrix and Cujo:
According to their reported numbers, the population practically doubled just a few days ago.
The number of active characters practically doubled.
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@Jumpscare Is these stats for unique connections or total connections? It’s common on Aoa for players to have multiple alts. It might be there was a rush of alts.
There was an Exodus of around 20+ players a few years back started by this thread. So we’ll a lot of us are remembering our old days vs what’s there now.
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It’s not just multiple alts, but those alts connected multiple times. For example, Sumi in the past used to connect all her alts from three-to-five different devices, meaning over a dozen connections from one player. That’s the number
WHO
looks at, and the number iberia.jdai.pt sees.