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Ben Zwycky

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Everything posted by Ben Zwycky

  1. OK, I've sent out invites to Rip and Damier, Rip has accepted, but he's pretty busy until the summer. Damier's work was a problem last year, so they're both alternates for the time being. My neighbour is coming back this evening, so no more using his CDMA connection (I've used it about three times as much as he does in a month in the week I've borrowed it) But we have ordered our own 150/150 WiFi connection and had our order confirmed, but have yet to hear from their enginneers about an installation date, so I'm back to pay-per minute dial-up from tomorrow , but I should be pretty unlikely to go over our 13 free off-peak hours before we get our new connection (I hope) Until then, I'll be limited to email, reading threads offline and actual fleet matches (with maybe a training session thrown in somewhere) Everybody with Level 3 access and above in the fleet should check out the ISS forums, as there have been some updates (and I hope to do a couple more updates today)
  2. Come on, guys! Last chance today! Each person who wants to be on the Wraith Fleet team (Shadow) has to register not only at Galcom HQ, but also rester in Team Shadow, using the steps I described in my last post above. Ben, if you chose a joining password for Team shadow, now would be a good time to tell it to your troops
  3. First of all, welcome! Well, the best way to get into some intense battles is to sign up with a fleet, since the new official fleet match season is just about to start, and intense engagements is what it's all about
  4. Thank you. Unfortunately, while thinking about tactics last night (as I like to do), I realised that there is a tactical flaw in the scenario that, if properly exploited, makes it virtually impossible for one of the teams to achieve its primary objective . I'm not saying what it is, because I don't like giving away tactical tricks, but it can be closed by adding one extra rule: The AWACS craft must restrict their movements to the Junae and Foron regions until destroyed or the match ends, but they are still free to move between those two regions and around within those regions as much as they like. Final (honest ) version follows below: Operation Eye in the Sky v2.2 (final) 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 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. Except for the AWACS craft, which are allowed to use their PTA, no use of PTA or AI fighter craft are allowed, only mines, missiles and main guns. 4. The AWACS craft must restrict their movements to the Junae and Foron space regions once the match has started and until the match ends or they are destroyed. They are free to move around within those regions and move between those two regions as they see fit. 5. 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: Quon Station in Ralean 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 (excluding the AWACS, see rule 4) 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, able to move as freely as all the other players. 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 Sorry about that. [ 03-31-2005, 08:51 AM: Message edited by: Ben Zwycky ]
  5. No disrespect to Quazar, but I think he'll be the first to admit that Earthcom isn't ready for this season, and with Wraith having 3 active members (once they sign up), that makes 3 galcom, 3 hostile-to-galcom teams. I'm itching to get mayhemming All that remains is for teams to post what times of the week they are available for challenges. Teams Praetorian and Demolition can meet any challenge from 1830-2000 GMT on Sundays, other times are possible, but not so certain.
  6. Your team is still empty. Use the 'Join Team' link in the fleet menu (on the right hand side of the Galcom HQ home page) to add yourself to Team Shadow. Only 2 days left
  7. I noticed Eye in the Sky has been added to the handbook. Does this mean it can be used as a valid fleet match straight away, or do we still have to oraganise a full test beforehand?
  8. Any ISS member having problems creating an account at Galcom HQ or joining one of our teams should post here so the problem can be quickly fixed. Only 2 more days 'til season start
  9. Yeah, if they can act as alternates, that'd also be very useful. They should create AAE's to act as alternates for team Demolition
  10. Ah, OK, it was just the join ladder button wasn't appearing in Firefox, it works in IE. One ISS team and one Gammulan AAE team formed, filled and filed We may have enough for further teams, but that might be pushing it a little. Bring it on!
  11. So Rip, Damier, Neeja, are you going to be available enough to form part of a second team?
  12. You can steal enemy small crafts (fighters, shuttles, gunships and vehicles) and use them to cause all the mayhem you want, but you can't load them on your CC. Your support craft loadout is fixed, you can only buy replacements for the ones you lose from stations.
  13. OK. Anyone else able to make it?
  14. no problem, as long as we know
  15. OK, with Damier and Neeja, who I'll be meeting up with tomorrow (and possibly Rip) becoming active (again), we have in theory enough commanders for a second ISS team. I propose creating a team CIOPS at Galcom HQ. So am I right in my assumption that you three will be able to compete regularly in fleet matches? We will also need to decide who goes in which team- We will be able to substitute playersd between the teams as needed, so this is not written in stone. We should have a mix of experienced and less-experienced commanders in each team, and if we create a second ISS team, we should probably create a second AAE team, if people are willing, but that might not be necessary.
  16. To defend your base or go and attack enemy bases, or sneak through a DJP in first person to an enemy base and steal some of their craft to wreak your havoc (a little trickier) It's a lot more limited than the commander career, but still a lot of fun to be had
  17. You have to be a little smarter to take out fighters in this version, but it can be done relatively painlessly once you get the hang of it
  18. OK, so how do we add our team(s) to the Ladder?
  19. I'm generally available any day from 1830-2000 GMT (We've found a good deal on a local 150/150 WiFi connection, which we'll be ordering next week, hopefully it will be installed and running before my neighbour gets back from holiday. I may finally be available a lot more with a decent connection without breaking the bank
  20. So Sunday's not looking good. Is Monday a national holiday for all you guys (it is here)? Could we do it then?
  21. Get well soon, SC, you're in my prayers.
  22. Good to know. Please also let us know more regular times when you are available. I'm available from 1915 to 2100 GMT today
  23. I can make Saturday at that time no problem, or almost any other day. (I have an unlimited wireless connection borrowed for a week)
  24. Operation Eye in the Sky v2.1 (final) 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. Except for the AWACS craft, which are allowed to use their PTA, 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: Quon Station in Ralean 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. I think there's enough variety in there to not require allowing the use of AI shuttles.
  25. Well, I'm registered as captain of both teams, adn Remo said I could act as FL for our Gammulan AAE team, so there's no problem there, I think (as soon as we find out who the quadrant is Kynlif, so I know whether or not I should be booting him)
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