WO Report # 0 (2003-12-08)

This report was submitted by AD Pel


OK, here we go, map is still under construction, but I think I have the rules ready.

The map will be a larger version of the ISIV map. It will have four start points, that are known only to the teams that start there. It will have 10 planets (or Goal points) that are known to everyone. It will have random Asteroid belts, which will slow movement. It will also have random Nebulae, which will obscure vision. The goal of the game is to take and hold 5 goal points, for three consecutive and simultaneous turns (holding will mean at least one fighter squadron and mothership). When a Goal point is taken, it will trigger alerts to all fleets but will not specify WHICH goal point it is. Each team will start with 8 ESC, 2 INT, 2 VSD, 8 CRV, 15 Squadron T/I, 5 Squadron T/B with rockets, and 30 squadron T/F. The BGCOM/TFA will be responsible for dividing up those forces, and directing the overall strategy of the team. Each team will be divided into as many fleets as the TFA desires, each one shall have a commander and one or more strategists. If necessary anyone ranked RA or higher may command two fleets. At times throughout the game reinforcements will be delivered (equally) to each team. It will be the TFAs job to distribute these forces to his fleets. All reinforcements will start at the same starting point as the team originally did. Movement will be done on a daily basis, with only the Commander and his strategists given the results. A fleet in hyperspace has NO communications with the outside. Therefore a fleet in hyperspace may not see what it passes, and may not be redirected until it comes out at its destination. Exiting hyperspace takes one turn. Active Interdictors, asteroids, and planets will pull a fleet out of hyperspace in that sector. Examples.....Fleet enters hyperspace (orders given) on Turn 1, for a one sector move. Fleet will arrive on Turn 2, but not be able to take new orders until Turn 3. If the fleet is given a four sector move, it will arrive on turn 5, and not be able to take orders until Turn 6.

Combat will be resolved through XWA Multiplayer, and multi-platform Single-Player. All missions will be designed "in-house" by a dedicated team of mission makers. Input from the fleet Strategists is encouraged, otherwise ships will just be set to "Superiority" and set in no particular formation or order.

((I will speak to TAC about getting 4-6 non-partisan mission makers))

If this idea looks like it will work, I will re-write it, in a better format, and send it to the BGCOMs.

WO/AD Pel/SSSD Sovereign [T/D "Falchion"]
[GSx2] [SSx2] [BSx5] [PCx2] [ISMx3] [MoI] [MoT -rh] [LoCx3] [MoC-13D-25P-14G-11S-16B] [CoLx2] [CoB] [OV-4E]
[IWATS-SM-XTT-M/2-RPG-ICQ-IIC/3-CHAR-CBX-AIM-TT-LIN] [HUSS] [AoT-OPR]
The Anla'shok - "We're Watching You"

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