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Specialized Fleet ROE Discussion.


Guest Remo Williams
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Guest Remo Williams

I've finished the 1st of many specialized ROE for the special roles of the fleets. This ROE is designed for the ISS Fleet, but accomodates Prime fleet and a specialized Insurgent fleet in the process.

Here is the documented ROE in RTF format for the different fleet ROE archives that are WIP.

Operation Home Run

I will post the ROE here also for discussion and testing.

Operation Home Run

Match Notes

In this match The ISS Fleet is in a support role for Prime Fleet. The ISS will launch from Procon and locate an Insurgent strike force that has been dampening PrimeÔÇÖs logistical operations to the N-Zone. When and if the strike force is located ISS will notify the Prime fleet team CO. before engaging the strike force.

Prime Fleet team members will begin their journey to the N-Zone 5 minutes after the ISS has begun operations with aprox. 55 minutes left in the match. Prime fleet will attempt to make their logistics run to Eterna without intersecting the insurgent strike force along the way. With a little help from the ISS this can be achieved.

The Insurgents will login to the server first and will not leave their launch region until after the match has begun and all players in-game chat windows are closed to insure their location is unknown. The insurgent will login to the server at any friendly station except Farpoint. Once the match is in progress the insurgents need to locate and destroy the Prime fleet logistics team without being spotted by the ISS Intel team.

Rules Of Engagement

  1. No use of Capital ship support units. (Fighters, shuttles)



  2. Mines and missiles are allowed.



  3. Capital ships may not enter planet zones.



  4. Only main gun are allowed. Power to the PTA systems must be turned off.



  5. The Match will end when the conditions below are met:

    A.60-minute time limit expires, or
    B.The Prime Fleet Transport is destroyed.



  6. Players may re-spawn in the designated regions below.



  7. A maximum of three players is allowed on a team with a minimum of two players to compete.



  8. Substitution players allowed.

Fleet Launch Regions & Re-spawn Points

Launch Points

[*]Insurgents: Insurgent Choice!

[*]GalCom: Procon ÔÇô Paladian

Re-Spawn Points

[*]Insurgent: Insurgent Choice!

[*]GalCom: Procon - Paladian

Team Assets

[*]ISS Team 1: 1 Cruisers, 2. Super Fighters.

[*]Prime Team 2: 2 Cruisers, 1. Armed Transport.

[*]Insurgent Team 3: 2 Cruisers 1 Super Fighter.

ISS Team 1 Objectives

  1. Primary Objective: Upon launch find the Insurgent strike forces and send the Intel Report back to the Prime fleet logisticsÔÇÖ group.



  2. Secondary Objective: Destroy all opposing team members.

Prime Team 2 Objectives

  1. Primary Objective: Upon launch start making your way to the N-zone Eterna Star-Station, so the transport can bring needed supplies to the station. The ISS contingent will contact you with an Intel Report containing the enemyÔÇÖs position. Avoid contact with the insurgent Strike Force if possible and get that transport to Eterna Station.



  2. Secondary Objective: Destroy all opposing forces if contact is made with the Insurgents

Insurgent Team 3 Objectives

  1. Primary Objective: Launch from an undisclosed location and make your way to the Prime Fleet logisticsÔÇÖ team without being spotted by the ISS Fleet Intel Team.



  2. Secondary Objective: Destroy the Prime Fleet Transport before it makes it to the N-Zone.

Match Objectives Point Values

[*]Team 3 completes Primary Objective: 1500

[*]Team 3 completes Secondary objective: 1000

[*]Team 2 completes Primary Objective: 1500

[*]Team 2 completes Secondary objective: 1000

[*]Team 1 completes Primary Objective: 1500

[*]Team 2 completes Secondary objective: 1000

Point values will be score to players for destroyed assets from the fleet score sheet along with any EP assigned to the asset in accordance with the Fleet Scoring rules sheet.

Edited Formatting

[ 11-28-2004, 07:22 AM: Message edited by: Remo Williams ]

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  • 2 weeks later...
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Let me know when you're interested in testing this out. Maybe we could meet online with Chavik and a few of the regulars this side of the pond to try it out.

That said, one thing I like the idea of is doing a few pure FC scenarios; commanding CC's is fun, but FC combat has some definite appeal given how much larger everything else would be, and how fast (and relatively simple) the FCs are.

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Guest Remo Williams

quote:

Originally posted by Marvin:

Okay, Remo, I've copied this one down. Let us know when you'd like to test it.

I'm shooting for this weekend when I have a bit more time.

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I should (HOPEFULLY) have UC up by then, it's giving me problems already but that's because of the way the system is configured

What time are you going to do this at? Cause since I won't be at the meeting I won't know what time it ends

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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)

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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 itÔÇÖs surviving craft) is declared the winner- 1000 points.

Just trying to add some more variety to next season. Later,

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quote:

Scenario 1:

The three counter agents must log in first ... and close their chat windows before the shuttle logs in.

How will they know when the game starts?

Try having the agent log on first, position himself accordingly, send the data to himself, then send enough "bump" messages to clear the chat window of any information telling of his position.

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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,

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After posting the suggestion, I had a conversation with Gordon who is also working on a scenario with a "hidden" player. I then started editing Remo's "Operation Home Run" and realized that ... time-wise ... Remo had the solution first.

Since it appears there will be a number of different missions using hidden players/teams, I'd suggest using the same method of inserting them in each. Getting six players into a game without restarts is complicated enough already ... no need to confuse the issue even more so.

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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

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Guest Remo Williams

Simple, you could hide all teams or players from each other it you like. Just appoint a game leader to over see the match. Much the way I did the first couple meets.

The game leader would collect the info on assets from each player via private message in TS. He would then separate all teams into their own TS communications channels and login one team at a time making sure that each player closed his chat window upon login.

No player would be able to leave their launch region until after all players on each team had successfully logged in and the game leader verified that their chat window was closed at login.

Then to start the match the game leader would simple switch to the different team communication channels in TS and announce the start of the match. Of course since the game leader would not be a player in the match he could then login to the game server after announcing the start of the match and monitor the match activity in the chat window. When he seen that the objective was complete he could then log out and announce the end of game play, or the game leader could stay out of the game and simply monitor the TS communications channels.

Of course this all depends upon the honor of the players involved if they didnÔÇÖt close their chat window when they said they had that would be considered cheating and ruin the match for all involved.

BTW if your wondering why I'm posting at this time of day and not at work Saturday was my birthday so I get a paid day off of my choosing as a benefit and I choose today.

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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.

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  • 3 months later...

OK, it occurred to me that no-one really wants to be completely unarmed in a fleet match, and we want ROE's designed for 3 team members, so here is an adapted form of Eye in the Sky that I think will be interesting. We obviously need to try it out before the season starts.

Operation Eye in the Sky v2

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

Version 2: After a major solar storm which blanked out all radar and communication systems, it appears that both fleets AWACS craft have drifted well out of position and are vulnerable to enemy attack

Players required: 3 on each team

Both teams are comprised of the same craft:

1 AWACS craft (armed transport)

1 Carrier

1 Cruiser

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 AI fighter craft are allowed, only mines, missiles and main guns.

* 4. The match will end when either one of two conditions are met:

A. The 60-minute time limit expires.

B. One team has completed both objectives, though the match must still last at least 45 minutes.

Launch Bases/Respawn points:

Insurgents: Farpoint Station in Tapestran, (Version 2: AWACS craft Antilles Station in Rovarix, moving to the Junae region before match start) Respawn Point: Antilles Station in Rovarix

Galcom: Eterna Station in Galadran (Version 2: AWACS craft Quon Station in Ralean, moving to the Foron region before match start) Respawn Point: Guardstar Station in Junae

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 his craft is intact. (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.

When killed, all craft should respawn as cruisers, including the AWACS craft and carrier, the AWACS craft closing his chat window and becoming merely a conventional military asset for his team.

Team Objectives

Primary Objective: Destroy opposing AWACS craft while keeping your own alive: 3500 EP, 350 ranking points

Secondary Objective: Destroy the command craft of the opposing fleet (the carrier ): 1500 EP, 150 ranking points.

Both Primary and Secondary Objectives: 7000 EP, 700 ranking points.

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Guest Remo Williams

Sounds good Ben I'm available for testing it out tomorrow at 19:00hrs GMT maybe sooner if need be.

I've converted Bens posted ROE above to doc form and uploaded it to GHQ for those that would like to have a printed copy on hand.

Operation Eye in the Sky

Also read this post!

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We'll need 6 people to try it out properly. I have the next ISS fleet meet scheduled for 1930 GMT, so if we can get some others along, we can have ourselves a ROE-test I hope it's not too short notice to get people together, otherwise we'll have to shelve it 'til next weekend, or if you can get 6 people together at some other time, feel free to practice without me.

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That it was. As a result, we agreed on a minor change to the ROE. The AWACS crafts are allowed to use their PTA turrets, but no other crafts. I also decided to change the Galcom respawn point to Quon Station in Ralean (the same as the AWACS launch base) to make it more balanced. Should I post the final version here?

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