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berowe

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Galactic Empire

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07 Apr 2012, 06:50

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Improcco

Weekly Events and Scenarios!!

by berowe » 06 Dec 2014, 23:40

Hey guys, according to the server stats our peak days are Wed/Sat at around 5PM EST/10PM UTC. As such we're going to start encouraging players to log-on at these times and start killing each other!

If this actually works and we get a decent number of players, we can start running scenarios. These are different from our Imp/Reb skirmishes because they allow for the inclusion of non-faction players (and the casuals not necessarily tied into the forums/skype). They will also be managed by a Game Manager (not to be confused with someone with mod/dev powers), who will ensure that the fight is fair and balanced (and fun).

Also, you can present general feedback about these times, but the concept is that these are times when the server is already at its fullest, and these events can be run with minimal overhead-- just maybe 15-30 minutes of prep and this time will decrease as we get better at it. We can further formalize them in the future.

Here are some sample scenarios, please provide feedback ASAP and provide additional ideas in a similar format.


Mechanic's Run
Forces: Force minimums must be met before additional ships may be included! i.e., don't spam capital ships!
Imperial Forces: 1x Lambda Shuttle, minimum 3 TIE Fighters
Rebel Forces: Minimum 2 Y-Wing, 1 X-Wing.
Other Forces: Additional players will balance the two sides with mercenary support or recruit characters (TIE/Z-95)

Situation: Imperial repair teams are enroute to Fondor Shipyard Moor to begin repairs of the station. The Imperials will enter Fondor at the Tsoss buoy, and wait for the Rebels to arrive at the Polith buoy. Once Rebels have entered Fondor the shuttle will begin traveling to the moor. Rebel fighters are clear to use hyperspace during the battle, and to respawn in Polith or on a carrier if their force minimums allow for one. Imperials may respawn anywhere, but may not use hyperspace--only trade lanes and cruise. The shuttle may not dock until it reaches the moor.

Control Measures: The shuttle pilot will be "neutral" during the fight, and it will be his job to manage the flow of the battle to ensure balance and fairness. He will communicate the battle's start time and any pauses due to connection issues to the faction leaders. He is the "Game Master" and must be obeyed by both sides.

Result:
NR Victory: Shuttle is destroyed
Imperial Victory: Shuttle docks with the moor


Prison Break
Forces: Force minimums must be met before additional ships may be included! i.e., don't spam capital ships!
Imperial Forces: 1x Lambda Shuttle, minimum 2 TIE Interceptors/Fighters
Rebel Forces: Minimum 3 fighters/bombers
Other Forces: Additional groups or factions may join to attempt to capture the shuttle for themselves, or to balance the factions.

Situation: Imperial Intelligence has discovered a prison camp believed to hold members of Reaper Squadron on the Frozen Moon of Improcco in the Coruscant System. After a successful raid, the shuttle is attempting to return to Bilbringi Sector Control. The shuttle will begin docked on the moon and other Imperial forces may dock in Bilbringi or on the moon. Rebel forces will begin docked on Coruscant and/or Borleias, and any additional factions will begin docked at the coruscant mining base or a nearby planet. Capitals may start in-space at any of these docking points. The shuttle must use trade lanes and pre-plotted jump holes during the battle. The shuttle may plot ONE manual jump towards the Coruscant-> Bilbringi jump hole and ONE between the jump holes in Borleias.

The shuttle may be captured if it loses shields and is surrounded entirely by rebel or third-party ships for 1 minute (no hostile fighters/bombers/shuttles within 30km radius, caps don't count. The shuttle will not fight anyone while its shields are down). At this point it may backtrack its manual jumps in order to reach Coruscant's docking buoy if captured by Rebels, or will recieve ONE free manual jump towards reaching Kuat if captured by a third party.

Control Measures: The shuttle pilot will be "neutral" during the fight, and it will be his job to manage the flow of the battle to ensure balance and fairness. He will communicate the battle's start and any pauses due to connection issues. He will indicate his capture status to faction leaders, and will ensure that he makes no illegal hyperspace jumps. He is the "Game Master" and must be obeyed by both sides.

Result:
NO VICTORY: Shuttle is destroyed
Third Party Victory: Shuttle is captured and reaches Kuat
NR Victory: Shuttle is captured and docks at Coruscant docking buoy
Imperial Victory: Shuttle docks with Bilbringi Sector Command


What's Mined is Mine
Forces: Force minimums must be met before additional ships may be included! i.e., don't spam capital ships!
Imperial Forces: Minimum 1 TIE Bomber, 2 TIE Fighters/Interceptors
Rebel Forces: Minimum 1 ship with cargo capacity between 100-200. 3 fighters/bombers
Other Forces: Mimium 1 YT, 1 fighter/bomber

Situation: Rebels have identified a vital mineral in Bilbringi space (an exact grid to mine will be given by the Game Master). They will move into the sector, fill their transport's cargo, and escape. Imperials will attempt to destroy their transport. Pirates/smugglers/etc will attempt to destroy the transport and steal its mined cargo. Imperials will start at FB Victor, Rebels in Borleias, Pirates in Fresia or Improcco. The battle begins when the Rebels jump into Bilbringi via the Borleias jump hole.

Control Measures: The rebel mining ship will be "neutral" during the fight, and it will be his job to manage the flow of the battle to ensure balance and fairness. He will communicate the battle's start and any pauses due to connection issues. He is the "Game Master" and must be obeyed by both sides. He will indicate in system chat when his cargo is filled.

Result:
Pirate Victory: Shuttle is destroyed and YT escapes to Kuat with cargo full.
Rebel Victory: Mining ship lands at Borleais Command
Imperial Victory: Mining ship is destroyed; YT is destroyed.


Deal Gone Bad (quick)
Forces: Force minimums must be met before additional ships may be included! i.e., don't spam capital ships!
Pirate Forces: Any
Anti-Pirate Forces: Any non-cap

Situation:
Members of Yol Squadron are conducting a deal with shady Rebel/Imp elements when they are jumped by security personnel. Simple deathmatch dogfight with no respawns.

Control Measures: Yol-leader is the GM, and will balance forces to ensure a fair fight. Imps may fight Imps, Rebs may fight rebs.

Result:
Pirate Victory: Yol kills everyone
Anti-Pirate Victory: Yol is killed (yeah right)
"You're going to have to run faster than that, reb..."
- Reaper comms -

Formerly/Currently:
Avenger-4, Dian Set, Reaper-02, Reaper-04, Reaper-05, Yol-01, The Randy Gamorrean, The Snooty Sullustian, Ithorian Sunset, INV Kalix's Bane, et alia.

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