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Ben Zwycky

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Everything posted by Ben Zwycky

  1. OK, I feel like an idiot now. We agreed ages ago to go out with friends this Saturday night, and I completely forgot about it. WeÔÇÖll have to change the start time to 1400 or 1500 (at a tight squeeze maybe 1600) GMT, IÔÇÖm really sorry. Can anyone make those times? If so reply here as soon as you read this. Otherwise IÔÇÖll just turn up on the Fleet Teamspeak server at 1500 GMT and wait for 15 minutes. If no one comes, thereÔÇÖll be no training, which would be a great pity, because this is the last chance to get you ready for the tournament finals.
  2. OK, I feel like an idiot now. We agreed ages ago to go out with friends this Saturday night, and I completely forgot about it. WeÔÇÖll have to change the start time to 1400 or 1500 (at a tight squeeze maybe 1600) GMT, IÔÇÖm really sorry. Can anyone make those times? If so reply here as soon as you read this. Otherwise IÔÇÖll just turn up on the Fleet Teamspeak server at 1500 GMT and wait for 15 minutes. If no one comes, thereÔÇÖll be no training, which would be a great pity, because this is the last chance to get you ready for the tournament finals. I'm posting this here as well because we should really be using this thread for arranging training sessions.
  3. Sounds like a real useful meeting... Gotta make one one day...
  4. I'm afraid I'm on dial-up, so I'm not online long enough to justify using ICQ. That will change in the new year, when I'll be getting basic broadband. We can arrange stuff through PM's here, though, no problem. I'm doing a fleet training session from 1800 GMT on Saturday, probably until around 1930-2000 GMT, so we could meet up after then.
  5. OK, while I was away someone approved a Commander going by the name of Jorgat to the fleet database. He's flying the GCV Gettysburg, but has yet to put in an appearance here on the forums. I would like him to take the opportunity to introduce himself, so he can get to enjoy all the benefits of fleet membership. Commander, if you please...
  6. It's smaller, but with more stations per system than in single player, and a lot more ways to get from one system to another. Dennymala is also italian, so you can ask him stuff in italian through PM if you don't know how to ask something in English, and there are a few other European mp players around, like myself (Czech Republic), Dreada (England) and Papi(Finland), we could meet up at the weekend at a more convenient time for you, since our time zones are much closer to yours. Welcome to our adventure
  7. OK, we need three members for a full team for the fleet tournament on Sunday at 1900 GMT. I'll be there, I'm sort of counting on Rip to be there, but we know Zane won't be, so we need someone else. If need be we'll play shorthanded or accept substitutes, but I would much prefer to have a full team. If you are coming, then please come to the next team training session at 1800 GMT (work out for yourself what time this is in your time zone) on Saturday the 19th of December (this coming Saturday). We will need to run through some things together (or at least meet so I can tell you what will happen there.) I'm asking very nicely
  8. yeah, happy birthday. Yes, with a game master/game leader to organise everything in teamspeak then everything is simple, I was just trying to create a method that would work if there happened to not be one. Not that likely, so probably not worth bothering about.
  9. Hmmm... we'll have to sort that out when it happens. Well, IÔÇÖm back safely after a pleasant and calm flight, watching various cloud formations from above, very pretty, and the boys were really good (as normal, but I still really appreciate it). WeÔÇÖll see how messed up they get by the time changes. My wife is even losing her fear of flying at this rate . I found a lot of my old disks back at my parentÔÇÖs house, including my old BC3k v2.0 CD, and a really old, but nice flight sim by the name of Tornado (the first game that made me upgrade my computer, from a 386 25Mhz SX (thatÔÇÖs without FPU) to a 486 DX4100MHz- the power!! Ah, the memories . All that remains now is to try and get my voice back by the weekend after getting flattened by a second flu bug during the last couple of days of my stay, so IÔÇÖm a real bass now. So whatÔÇÖd I miss?
  10. Well, Remo's method works fine for hiding one team from the other, but it doesn't hide both from each other, which was my aim in Deep Cover. We could always make it so the shuttle can see the guards starting locations as part of his pre-mission intel, in which case he would log in first using Remo's method and there's no problem, but I thought that might make it too easy for the shuttle, hence the double-blind goal. Anyway, I'm back online properly tomorrow, and we'll be looking at dsl connections for January (along with my AWA-ready second comp
  11. Yeah, version 1 of Deep cover really needs a game master or something to announce it over teamspeak, so it can remain double-blind. Your method could work, we can give it a try. Another alternative would be to have all the players on the same teamspeak channel, the agent joining the channel after the counter agents are all in, and then switching off his speakers just after announcing the match start so he doesn't get the advantage of listening into their comms. I originally thought it up in terms of version 2, maybe version 1 doesn't work so well. Another thought for Eye in the Sky would be to have both the AWACS craft isolated from the rest of their fleet, somewhere halfway between the two fleets, so you have to decide whether you are going to try and rescue your own craft or destroy the enemies'. Just a thought off the top of my head. Gotta go now,
  12. Here's another one on a similar theme, though maybe not so interesting or specialised. Scoring for this (and the ROE above) are open to discussion. Operation Eye in the Sky Roleplay Notes A major fleet engagement is imminent, and both sides have good intel provided by their AWACS crafts. Should one side lose their eye in the sky, it could be decisive Players required: 6-8 or more Both teams are comprised of the same craft: 1 AWACS craft (unarmed transport) 1 Carrier 1 Cruiser (1 super fighter) For teams of more than 4 members, extra cruisers and/or fighters can be added, as long as both teams have the same distribution of crafts. Rules of Engagement [*]1. No going planetside by any member of either team. [*]2. No docking with any stations once the match has started. All craft must remain in space. [*]3. No use of PTA or support crafts are allowed, only mines, missiles and main guns. [*]4. The Match will end when either one of two conditions are met: [*]A. One fleet is completely destroyed. [*]B. The 60-minute time limit expires. [*]5. No player re-spawns [*]6. Substitution players allowed. Launch Bases: Insurgents: Farpoint Station in Tapestran Galcom: Eterna Station in Galadran Match Procedure: The Two AWACS craft log in first, followed by the rest of the teams. In the event of no server logs or observer. When all craft are logged in and launched, they must send their name and ship type to their own AWACS craft (who send their info to themselves) The AWACS craft keep their chat windows open all through the match, all other craft close theirs as soon as the match begins. Through teamspeak, the AWACS craft of each team can give his teammates good radar intelligence for as long as he is alive. (I.e. enemy craft current location and hyperdrive activity as given in his chat log) and continually update this information as he receives it. All craft are free to move around as they see fit (including the AWACS) with the only restriction that they stay in space. Team Objective Completely destroy the other fleet- 2000 points. Should both fleets have some craft left when the timer expires, then whichever fleet is the stronger (has the highest combined ranking score of all its surviving craft) is declared the winner- 1000 points. Just trying to add some more variety to next season. Later,
  13. OK, this the sort of stuff CIOPS/Wraith/Bishamon? live for. Version 1 is quite simple, but version 2 is pretty complicated, although I think interesting from an rp point of view. Operation Deep Cover: Roleplay Notes Version 1: A deep cover agent has discovered important information that must be relayed back home. He believes that he is at serious risk of being exposed, and so has requested an extraction. The mission briefing and route are highly classified and extreme stealth will be required. Pre-mission intel has reported active fighter patrols in the region. Version 2(additional): There is a possible security risk somewhere in the region (a hacker caste vessel), who we believe has managed to crack our security codes and may attempt to sell his knowledge to the enemy, so speed is of the essence. A second agent has been dispatched to locate and take out the security risk before he can give away our plans. Players required: 4-6 Team 1: 1 agent (space force marine) Team 2: 3 counter agents (elite force pilots) Optional(version 2): Team 3: 1 hacker (in unarmed transport), any caste that is not allied to either side. I.e. terran trader/ vesperon military/ gammulan military Team 1: 1 assassin (elite force pilot), same caste as agent Rules of Engagement [*]1. ONLY the shuttle (the agent) can go planetside, and is only allowed to dock with itÔÇÖs starting station. [*]2. The hacker is not allowed to dock with any stations. It must remain in space. [*]3. No use of PTA or support crafts are allowed, only mines, missiles and main guns. [*]4. The Match will end when either one of two conditions are met: [*]A. The shuttle is destroyed. [*]B. The shuttle successfully completes his mission (i.e. flies to and lands on the target planet and then returns to and docks with their starting station.) [*]C. The 30-minute time limit expires. [*]5. No player re-spawns [*]6. Substitution players allowed. [/li] Match Procedure: If no server log or independent observer is available, then chat logs will be required both from the shuttle and the first of the counter agents in version 1 or from the shuttle and the hacker in version 2. If an independent observer is available, then all ship and route info should be sent to him/her. Version 1: The agent (shuttle)ÔÇÖs target planet and launch base are known only to that player. He is given that information by the game master (or chooses for himself from the list at the end of this document if there is no game master) just before the match begins. The three counter agents must log in first (from any station they like), send their name and fighter type to the counter agent logged in as player 1 (that player sending to himself) and close their chat windows before the shuttle logs in. When the shuttle logs in, he must send his name, shuttle type and destination planet to himself. No one is allowed to enter hyperspace until the match begins. When the match begins, the shuttle must attempt to fly to his target planet, make planetfall and land. When landed, he must send the message ÔÇÿagent retrievedÔÇÖ to himself, then attempt to return to his starting point and dock with the station. The counter agents must try to locate and destroy the shuttle in space before he can complete his mission. Version 2: The hacker and the agent and the assassin know the starting point and target planet before the mission starts. The hacker must log in first, logging into a station that is not in the same region as a station owned by team 2ÔÇÖs caste, and not the same as team 1ÔÇÖs starting location. He/she keeps his/her chat window open the entire match, and so is able to follow all the other craft. The hacker stays in the same teamspeak channel as the counter agents, but MUST NOT talk to them (except to announce the start of the match) until arrested (more on that below). The counter agents then log in at any friendly station as in version 1 and send their info to the hacker and close their chat windows. Then the agent (shuttle) and assassin log in at the same station, the assassin sending his name and fighter type to the hacker, the agent sending his name, shuttle type and destination planet to the hacker. Before the match starts, no one is allowed to enter hyperspace. At this point, the hacker can communicate with the assassin and agent by chat and the counter agents via teamspeak to announce the start of the match. The agent and assassin then close their chat windows. As in version 1, the agent must attempt to fly to his target planet, land and return, with the same procedures to be followed. The assassin must attempt to ensure the shuttleÔÇÖs safety but also destroy the hacker if located. The counter agents must attempt to destroy the shuttle as in version 1, but to aid them in doing so, they can force the hacker to provide them with detailed intelligence. If they locate the hacker and fly to within gun range of him/her (20km or less), they can arrest him (maybe fire some warning shots across his bow, or a single shot to damage his shields). At this point, the hacker must send the message ÔÇÿI surrenderÔÇÖ to himself, and through teamspeak give the counter agents all the information he has. (I.e. the agentÔÇÖs destination and home base, the agent and assassinÔÇÖs current location as given in his chat log) and continually update this information as he receives it. Team 1 Objectives Primary Objective: retrieve the deep cover operative and bring him safely home: 1000 points {Secondary Objective: eliminate the security risk: 500 points Tertiary Objective: eliminate the security risk before he is employed by the counter-agents: 250 points} Team 2 Objectives Primary Objective: destroy the shuttle before it completes its mission: 1000 points. {Secondary Objective: Find and employ your informant and then protect him/her until the end of the match: 500 points Tertiary Objective: Destroy the assassin: 250 points} {Team 3 Objectives Primary Objective: Stay alive until the end of the match: 500 points Secondary Objective: Avoid being pressed into service by the counter agents: 250 points.} { }- only applies to version 2 Galcom agent possible routes: Somaris to: Foron / Rovarix / Gendar / Palean Procon to: Palean / Gendar Galadran to: Gaulan / Foron / Tapestran / Gendar Junae to: Tapestran / Gaulan / Palean I havenÔÇÖt worked out Insurgent agent possible routes yet (obviously the reverse of most of those above, but IÔÇÖd need to look at the mp map when I get home)
  14. I have one nearly done using mainly fighters. It's a little complex. If I have time, I'll finish it off and post it sometime soon.
  15. Can't make that. I'm very skittishly online until the 13th. Sorry
  16. OK, some interesting changes, there. Hmmm... I guess I'll just have to try and earn top spot at the tournament. At least I'm in (along with ISS in the fleet tournament) Interesting that will be... I guess Chav is kinduv a team player, then.
  17. I'm very sorry to hear that, Nick. If there's anything I can do, then just ask. You're in my prayers.
  18. so, how did it turn out? I'm on tenderhooks here :bites nails: I'm writing from my parent's computer (very slow, connected at 24k) just on-line for 10 mins or so.
  19. Good to hear, Daniel- Glad I was some help. You know who to turn to in bad times and good (and I don't mean me ) All his blessings and guidance,
  20. I'd say 4.9 I get to spend lots of time with my wife and kids, virtually zero travelling, a lot of variety, and we hardly ever miss a deadline (which are all set with a healthy safety margin) Occassionally we'll get really difficult documents (ones that weren't written by a native speaker and it's not at all clear what they mean) but those are rare Btw we translate films, documentaries and tv series for dubbing on a freelance basis. We get other documents from time to time.
  21. Right, IÔÇÖm leaving tomorrow and IÔÇÖll be at my parentÔÇÖs in England until the 13th. Maybe IÔÇÖll be able to connect there and see how youÔÇÖre getting on without me, but I make no promises. bye for now,
  22. OK, those of you who already have your security clearance codes, head on over to our fleet forums and start using them.
  23. OK, for a session to count towards there must be a high ranking officer present and it must last at least an hour. When I come back, I'll want a full report on all cadets' progress. Whoever wants their clearance passwords has to PM me their email adress.
  24. OK, log in to the fleet database, click on your name and click on roll call. This applies to everyone in the fleet.
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