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Flagritz
Greetings Kom-Ka Federation,

Welcome to Flagritz Space! Your ships have been spotted in a system administered by the Republic. To ensure no unfortunate accidents happen to your ships we recommend contacting us at your earliest convenience.

To the glory of the Republic!

Miltiades
Warfare Ataman
Flagritz Republic
Okham
QUOTE (Flagritz @ Jul 15 2007, 01:50 PM) *
Greetings Kom-Ka Federation,

Welcome to Flagritz Space! Your ships have been spotted in a system administered by the Republic. To ensure no unfortunate accidents happen to your ships we recommend contacting us at your earliest convenience.

To the glory of the Republic!

Miltiades
Warfare Ataman
Flagritz Republic



we
we we
we are
we are KomKa

Komka Flagritz
look look
see see
peace ???
trade ???
Sha'thar of the Gosht Kohr
Jordi make it go! We strong now!

(ducking!) tongue.gif
Okham
Alien Fleet Sighting : XXXXX Warp Point # 125068 [warp move by empire # 1597]
[Stellar cartography reports that Warp Point # 125068 has not yet been surveyed by your scouts]
FGZ Flagritz Republic # 1597 'Large Purple Winged Dragon With Fiery Red Eyes'
[X-Ray] 4th Warp Scouts
1 XS Twilight Mk2 Warp Scout (Express Ship - 200,000 tons)
[Romeo] Fleet 815
1 FS Hazzard Sentinel (Fleet Scout - 1,000 tons)
==================================================================
------------------------------------------------------------------------------------------------------------------------
** NAVAL BATTLE REPORT **
----- XXXXXX [ M (Red) 9 V ] [Binary Star System] - Warp Point 125068 -----
Flagritz Republic # 1597 (No Naval Commanders)
Total tonnage: 201,000.....Base Fire Control: 1 [0 bridge]
Kom-Ka Federation # 2165 (No Naval Commanders)
Total tonnage: 88,700.....Base Fire Control: 1 [3,000 bridge]
4th Warp Scouts Flagritz Republic #1597 Pioneer Yank
202KomEx Kom-Ka Federation #2165 Pioneer
------------------------------- ** Imperial Navy Report: Fleet Order of Battle ** ------------------------------------------
Flagritz Republic # 1597 [Large Purple Winged Dragon With Fiery Red Eyes]
4th Warp Scouts [ROE: X] *Column Attack* (Fleet Tonnage: 200,000)
[Deploy Location 7] 1 XS Twilight Mk2 Warp Scout (Express Ship - 200,000 tons [each])
<32,000 Fuel>
Fleet 815 [ROE: R] *Column Attack* (Fleet Tonnage: 1,000)
[Deploy Location 9] 1 FS Hazzard Sentinel (Fleet Scout - 1,000 tons [each])
<153 Fuel>
------------------------------- ** Imperial Navy Report: Fleet Order of Battle ** ------------------------------------------
Kom-Ka Federation # 2165 [Sun Touching Three Worlds With Its Rays]
202KomEx [ROE: Q] *Column Attack* (Fleet Tonnage: 88,700)
[Deploy Location 9] 1 EX JumpEx (Explorer - 64,700 tons [each])
[Deploy Location 9] 2 FS Pathfinder (Fleet Scout - 12,000 tons [each])
<2,016 Fuel>
** Battle Damage Assessment Report **
-------------------------------------------------- DepLoc 7 ------------------------------------------------------------
XS Twilight Mk2 Warp Scout (Express Ship - 200,000 tons) [Integrity: 113,000 / 113,000] [Shields: 160,000 / 160,000]
(Green, Timid)
Saturday, July 28, 2007 Kom-Ka Federation 2165 Page 3 of 73
47,000 Fuel Tankage, 10 Light Graser, 1,000 Mk II Fusion Engine, 100 Mk III Force Shield, 1 Mk IV Jump Survey Sensor
1 Nuclear Transwarp Drive
Coherent Beam: 114,400
Maneuverability: 10.00, Missile Defense: 50.00 %
-------------------------------------------------- DepLoc 9 ------------------------------------------------------------
**LIGHT DAMAGE** FS Hazzard Sentinel (Fleet Scout - 1,000 tons) [Integrity: 600 / 800] (Green, Timid)
200 Fuel Tankage, 1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump Drive, 6 Mk I Short Range Sensor
Maneuverability: 0.30, Missile Defense: 3.70 %, Sensors: 60.00 %
** Battle Damage Assessment Report **
-------------------------------------------------- DepLoc 9 ------------------------------------------------------------
**DESTROYED** [1st] EX JumpEx (Explorer - 64,700 tons) [Integrity: 0 / 38,500] (Green, Timid)
25,000 Cargo Bay, 1 Drone Rack, 1 Fighter Bay, 1 Fuel Shuttle, 1,200 Fuel Tankage, 1 Mk I Computer System
1 Mk I Jump Survey Sensor, 1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump Drive, 10 Mk I Short Range Sensor
2 Mk II Jump Survey Sensor, 1 Survey Lander, 1 Type A Science Lab
Maneuverability: 0.00, Missile Defense: 0.10 %, Sensors: 3.80 %
**DESTROYED** [2nd] FS Pathfinder (Fleet Scout - 12,000 tons) [Integrity: 0 / 13,200] (Green, Timid)
1 10cm Autocannon, 1 Fuel Shuttle, 1,200 Fuel Tankage, 1 Mk I Computer System, 1 Mk I Jump Survey Sensor
1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump Drive, 10 Mk I Short Range Sensor, 1,200 Standard Hull Plate
1 Survey Lander, 1 Type A Defense Screen, 1 Type A Science Lab
Projectile: 110
Maneuverability: 0.03, Missile Defense: 0.40 %, Screens: 29.50 %, Sensors: 17.30 %
**DESTROYED** [3rd] FS Pathfinder (Fleet Scout - 12,000 tons) [Integrity: 0 / 13,200] (Green, Timid)
----- Post-Battle Damage Assessment Report-----
Side 1
[7] 1 Twilight Mk2 Warp Sc class XS
[9] 1 Hazzard Sentinel class FS..................................................1 Light
Side 2
[9] 1 JumpEx class EX..................................................1 Destroyed
[9] 2 Pathfinder class FS..................................................2 Destroyed
=================================================================
ohmy.gif
Lord Deependra
The Kom-Ka Federation and the Flagritz Republic stand at a crossroads. Will this minor border skirmish lead to negotiations and peaceful co-existence or will it be war to the finish?

Stay tuned...
Flagritz
QUOTE (Lord Deependra @ Aug 1 2007, 12:25 AM) *
The Kom-Ka Federation and the Flagritz Republic stand at a crossroads. Will this minor border skirmish lead to negotiations and peaceful co-existence or will it be war to the finish?

Stay tuned...


The Scene: Ataman Miltiades is standing in his ready room aboard his Flagship Legacy. His assistant is preparing to take down the latest official broadcast...

Ataman: “Are you ready”

Assistant: “Yes Sir”

Ataman: “Okay usual greetings, Express the Republics regrets for the unfortunate incident, condolences to those lost, yada yada. The Republic will strive to find a peaceful solution and hopes to build...”

BEEP

Ataman: “Enter”

An officer in a black uniform of the Intelligence Services enters the room.

Intelligence Officer: “Ataman we have completed our analysis of the Kom-Ka communications”

Ataman: “Well spit it out, what have our analysts found out”

Intelligence Officer: “Well according to there communication we destroyed there ships before they were able to survey war point 125068 in Sargoch. They also lost a Explorer leader during the incident. Therefore the attack helped maintain the integrity of our borders.

There previous communication indicates they have explored at least 13 systems, with the system names provided it should take approximately 4 months to chart there Published system network.

There Fleet report was 73 pages long, we estimate between 160-200 orders are issued each cycle, with a 90% probability of at least 50 of those orders being standing orders.

Based on the number of orders submitted there is a 70% probability the Kom-ka posses multiple AP transwarp capable vessels.

Based on the number of order submitted we estimate the Kom-ka to have explored over 20 systems by this stage.

Ataman: “Excellent work, I want all of this information passed to our strategists in the war room. Dismissed.
Now where was I... Ah yes the republic will strive to find a peaceful solution and hopes to build an atmosphere of trust and co-operation with our galactic neighbours”
Okham
Greetings Kom-Ka Federation,

It appears that communication between our empires is futile. We therefore
will not be making any further attempts to work with your race.

To the glory of the Republic!

Miltiades
Warfare Ataman
Flagritz Republic


>
>KomKa--------Flagritz
>ship------------ship be
>Sorgoth--------Sorgoth------be
>no way out----more---------ship
>no fight--------fight----------lost
>Alduse---------not Alduse---border
>komka be-----flagritz be----all be
>not fight-------fight----------loose
>komka not be-flagritz be---lost
>peacefull-------dangerous--fear



------------------------------------------------------------------------------------------------------------------------
** NAVAL BATTLE REPORT **
----- ALDUSE [ K (Orange) 4 Ia ] [Single Star] - Warp Point 25585 -----
Flagritz Republic # 1597 (No Naval Commanders)
Total tonnage: 200,000.....Base Fire Control: 1 [0 bridge]
Kom-Ka Federation # 2165 (No Naval Commanders)
Total tonnage: 24,000.....Base Fire Control: 1 [2,000 bridge]
5th Warp Scouts Flagritz Republic #1597 Explorer Acropolis
------------------------------- ** Imperial Navy Report: Fleet Order of Battle ** ------------------------------------------
Flagritz Republic # 1597 [Large Purple Winged Dragon With Fiery Red Eyes]
5th Warp Scouts [ROE: X] *Column Attack* (Fleet Tonnage: 200,000)
[Deploy Location 7] 1 XS Twilight Mk2 Warp Scout (Express Ship - 200,000 tons [each])
<30,200 Fuel>
------------------------------- ** Imperial Navy Report: Fleet Order of Battle ** ------------------------------------------
Kom-Ka Federation # 2165 [Sun Touching Three Worlds With Its Rays]
109th Recon Fleet [ROE: Q] *Column Attack* (Fleet Tonnage: 12,000)
[Deploy Location 9] 1 FS Pathfinder (Fleet Scout - 12,000 tons [each])
<660 Fuel>
111th Recon Fleet [ROE: Q] *Column Attack* (Fleet Tonnage: 12,000)
Saturday, August 11, 2007 Kom-Ka Federation 2165 Page 8 of 56
[Deploy Location 9] 1 FS Pathfinder (Fleet Scout - 12,000 tons [each])
<660 Fuel>
** Battle Damage Assessment Report **
-------------------------------------------------- DepLoc 7 ------------------------------------------------------------
XS Twilight Mk2 Warp Scout (Express Ship - 200,000 tons) [Integrity: 113,000 / 113,000] [Shields: 159,815 / 160,000]
(Green, Timid)
47,000 Fuel Tankage, 10 Light Graser, 1,000 Mk II Fusion Engine, 100 Mk III Force Shield, 1 Mk IV Jump Survey Sensor
1 Nuclear Transwarp Drive
Coherent Beam: 114,400
Maneuverability: 10.00, Missile Defense: 50.00 %
** Battle Damage Assessment Report **
-------------------------------------------------- DepLoc 9 ------------------------------------------------------------
**DESTROYED** [1st] FS Pathfinder (Fleet Scout - 12,000 tons) [Integrity: 0 / 13,200] (Green, Timid)
1 10cm Autocannon, 1 Fuel Shuttle, 1,200 Fuel Tankage, 1 Mk I Computer System, 1 Mk I Jump Survey Sensor
1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump Drive, 10 Mk I Short Range Sensor, 1,200 Standard Hull Plate
1 Survey Lander, 1 Type A Defense Screen, 1 Type A Science Lab
Projectile: 110
Maneuverability: 0.03, Missile Defense: 0.40 %, Screens: 29.50 %, Sensors: 17.30 %
**DESTROYED** [2nd] FS Pathfinder (Fleet Scout - 12,000 tons) [Integrity: 0 / 13,200] (Green, Timid)
----- Post-Battle Damage Assessment Report-----
Side 1
[7] 1 Twilight Mk2 Warp Sc class XS
Side 2
[9] 2 Pathfinder class FS..................................................2 Destroyed
===============================================
sad.gif
Jodookus
Go get this guy Flagritz!!! Toast him for the lame communication attempt if for nothing else.


We we
Gonna gonna
die Kom Ka die!!!
Flagritz
QUOTE (Jodookus @ Aug 20 2007, 09:30 PM) *
Go get this guy Flagritz!!! Toast him for the lame communication attempt if for nothing else.


We we
Gonna gonna
die Kom Ka die!!!


<g> funny you should say that, the last communication did infact decide our current stance with the Komka, we hope to keep the momentum of destroying at least 2 of there ships each turn :}

In our defence we tired to help the kom ka by saying please find enclosed the following translation algorithm to allow normal communication: 21=23-319-02904595945054904569604569649640665946840968450684509684056960490495432049485053
40896969966992-2222220494054-593-50-

But that did not work sad.gif

Therfore we shall just have to incorporate them into our empire, this we do for the galactic good so that any other empire who runs into them does not have to deal with the frustrartion of communicating with them :]
Flagritz
Greetings Kom Ka,

Congratulations on your victories this week. The Flagritz Republic always respects a strong show of force.

I have met with my advisors and as you appear to be more resilient then we gave you credit for we have decided to spare your empire, there may be hope for your simple race yet. Also as we no longer have any scouts left in your space we have lost interest in your corner of the galaxy.

Consider Spyridon and Wali the edge of Republic space, stay out of these systems and remain below our radar free to continue... whatever it is your race does. Progress into Republic space and we will regain our interest in your area of space.

Regards,

Miltiades
Flagritz Ataman
Flagritz
16 moons has passed since the Flagritz Republic and the Kom-Ka Federation last crossed swords. Last time the Kom-Ka had the upper hand, this time the Republic prevailed

The first 2 encounters were minor affairs, our invading fleet brushed asside the two pickets the Kom-Ka had placed near there homeworld, had they bothered to place sentrys further afield they would have seen our approaching fleets alot sooner, other races take note.

The next 3 battles saw elite crews in small advanced ships enter the orbit of the Kom-Ka homeworld and take out there screening ships. 168 ships were removed from orbit which will give our main force next turn a clear line of fire against the Kom-Ka's pitiful defences.

The Republic wish to honour the sacrifice of the crews of the 3 Inferno Predators which made this sacrfice to ensure victory next turn.

The sad thing is that it did not have to come to this, the Flagritz would have preferred guaranteeing peace through the establishment of talks and mutual cooperation. The Republic takes no joy in this action, however In 2 moons we expect finally closure on this unhappy endeavor and look forward to welcoming the Kom-Ka people to the Republics fold.

For the glory of the Republic!

Miltiades
Warfare Ataman
Flagritz Republic
Flagritz
As expected the Kom Ka defences were no match to the Republics combined fleet, destruction was total with no Republic ships lost.

We now enter the final days, The Republic calls upon the mighty warriors of the Flagritz Hive to end this sorry conflict.

For the glory of the Republic!

Miltiades
Warfare Ataman
Flagritz Republic

(I will publish the battle reports next turn... however it ends up smile.gif
B'tai Hazra
The Clans are always happy to hear about the progress of other species. It will make it easier for us to integrate them into our society after being conquered by our clan warriors. ph34r.gif

B'tai Hazra
Clan Elder
Seven Clans of Una

PS. Good luck with your assault! biggrin.gif
Flagritz
The Kom Ka homeworld has fallen! Our forces overwhelmed their ground forces and captured the world with ease.

The Flagritz wish to welcome the Kom-Ka people into the fold of the great Flagritz Republic. Along side our allies the Hive and Wimble your civilisation has a chance to develop and become part of something much greater then you could have imagined.

While the main war is over we expect to spend the next 5 moons hunting down the last of the Kom-Ka federations ships, taking over there outer colonies and removing every colony beacon planted. By removing every trace of this federation we will help the Kom Ka people integrate into the Republic much quicker.

For the glory of the Republic!

Miltiades
Warfare Ataman
Flagritz Republic

Now that the war is over their is no reason not to share some of the experiences Ive learnt from this (my first and hopefully last) war. Ive included at the bottom the 5 main battle reports for you to look at. There are lots of lessons to be learnt for both attackers and defenders.

As for the player of the Kom Ka, I want to thank you for being a worthy adversary and I wish you all the best for the future with whatever empire you run.

PHASE 1 - PREPARATION
About 16 turns before any of the real combat occurred one of my scout ships stumbled across the Kom Ka homeworld, I was actually looking for a world to set-up a forward base for rades into Kom Ka space and had no idea I was in the Kom Ka home system let alone found their homeworld. My ship was destroyed but I got a full breakdown of their home defences.

I hadn't run into any sentries on the warp points and their was no warships patrolling, had they stopped me before I got to the homeworld I would not have known the strengths and configuration of his home defences.

I then began co-ordinating my 3 empires to build enough ships to overwhelm the Kom Ka defences. I assumed they would increase their defences each turn and factored in a ratio of 50% of their production going towards defences each turn before I attacked. I needed 3 turns to deploy any forces and so after alot of calculations I figured that after 12 turns of production and 1 turn to build the ships I would have enough forces to overwhelm his forces in 16 turns time (does that make sense?).

A really important thing when co-ordinating any attack is planning how many jumps and how much fuel is going to be needed. Check and double check everything! I almost had to cancel the attack because one of the fleets involved was 30,000 fuel short, luckily a nearby scout with high AP refuelled it mid journey!

Also as you'll see later I planned my fleets based on how the Kom Ka had deployed their forces. This can significantly reduce the amount of material needed to achieve success, there really is many strategies when putting a fleet together.

PHASE 2 - SCREEN CLEARING (Battle reports 1, 2 & 3)
Because so long had passed I did not want to attack the homeworld straight away. If it turned out his defences were too strong I could hold my ships back and build more forces. Also the Kom Ka had deployed alot of screen ships but with very low integrity. I decided therefore to send in 3 small ships on consecutive pulses with high Fire control to reduce the number of screening ships and also scout out his defences.

On this turn my 2 main fleets were also spotted loosing some of the element of surprise for the next turn. This was my own fault, I should have sent a small ship to clear the route first (which was the plan originally).

The attacks were a great success, I cut down 168 ships which would reduce the
battle by at least 4 rounds next turn. I also discovered that he had not built any new defences. Had I known his I would have attacked with my main force that turn also... infact I did not need as many ships! :}

PHASE 3 - MAIN ASSAULT (Battle Report 4)
This phase I was now confident of victory, however because the Kom Ka had seen my fleet last turn and saw the ground forces beign carried they would now have a turn to build to counter this.

For the attack I had counted on the fact that the Kom Ka had a relatively high AP for a defending world. I brought along 6 heavy screens to split his firepower, increasing the number of targets from 4 to 10 that the kom Ka would be firing on, this helped protect the lesser tech ship of the Hive which carried most of my troops. Because I had expected some screens still to be present I had a relatively high FC for my fleet.

The Kom Ka defence fleet had a fundamentall design flaw. It had high integrity but it had few weapons and these were in the screens and front rank ships that would be destroyed at the start. The large surface fortress lacked weapons so by round 5 the ratio of damage being inflicted increased from 8:1 to 50:1. The Kom ka therefore lost any advantage for having more integrity.

Also the Kom Ka knew what my primary weapon was, they had developed the counter, they just did not deploy it in large enough quantities.

One thing to note on this battle was the fact that the Kom Ka had added space defences on the turn of the first battles! Somehow he must have known, but it was too little too late.

PHASE 4 - GROUND ASSAULT (Battle Report 5)

Both the Hive and Flagritz had dropped beacons on the world the turn before, I had also planted some agents on the first turn, they provided the following info:
Agent 00x Thorn 03, operating on XXX, has stolen valuable intelligence concerning civilian
industrial assembly orders belonging to Kom-Ka Federation # 2165. 1,800,000 Foodstuffs(s) were ordered built on XXX.
Director Thorn 04, operating on XXX, has stolen valuable intelligence concerning
civilian industrial assembly orders belonging to Kom-Ka Federation # 2165. 1,800,000 Grains(s) were ordered built on XXX.

I knew therefore the Kom Ka had added potentially another 36 divisions. If my attack failed on the ground tyhe last two turns would have all been for nothing, I would have lsot 70 divisions, it would take me 3 turns to get my ships back, several turns to build troops, another 3 turns to get back and by then I would be back at square 1. The ground combat phase is so very crucial!

Luckily for me it looks like the Kom Ka ended up building fortresses, instead of a mix of 36 divisions. Because they were only stronger in 5 tech areas (I was stronger in 17 areas) the odds were heavily in my favour. The battle was completed and the homeworld was won!

And that is my campaign, I hope it has provided some useful insight for both defence and attack.

While victory is great I never actually thought I would pull it off in my first campaign. I think I will now focus on developing my empires, my neighbours can sleep easy.... or can they? :}


BATTLE REPORT 1
---------------------------------------
** NAVAL BATTLE REPORT **
Flagritz Empire # 1597 (No Naval Commanders)
Total tonnage: 200,000.....Base Fire Control: 75 [15,000,000 bridge]
Kom-Ka Federation # 2165 (+5 [Leaders * Lifeform])
Total tonnage: 10,994,450.....Base Fire Control: 10 [120,521,000 bridge]
101st Recon Group Kom-Ka Federation #2165 Major
Homeworld PDC Kom-Ka Federation #2165 Admiral
------------------------------- ** Imperial Navy Report: Fleet Order of Battle
** ------------------------------------------
Flagritz Empire # 1597 [Large Purple Winged Dragon With Fiery Red Eyes]
1st Ghost of Inferno [ROE: X] *Column Attack* (Fleet Tonnage: 200,000)
[Deploy Location 1] 1 CL Inferno Predator (Light Cruiser - 200,000 tons [each])
------------------------------- ** Imperial Navy Report: Fleet Order of Battle
** ------------------------------------------
Kom-Ka Federation # 2165 [Sun Touching Three Worlds With Its Rays]
101st Recon Group [ROE: Q] *Column Attack* (Fleet Tonnage: 12,000)
[Deploy Location 9] 1 FS Pathfinder (Fleet Scout - 12,000 tons [each])
400th KomTra [ROE: Q] *Column Attack* (Fleet Tonnage: 5,253,800)
[Deploy Location 9] 1 LF KomKaInSysTr (Light Freighter - 55,200 tons [each])
[Deploy Location 9] 11 COLL SmallCo (Large Colonial Transport - 472,600 tons
[each])
Homeworld PDC [ROE: Y] *Total Defense* (Fleet Tonnage: 5,597,250)
[Deploy Location 3] 4 CL KomKaHulk Mk IV (Light Cruiser - 234,300 tons [each])
[Deploy Location 3] 5 CL KomKaHulk Mk II (Light Cruiser - 234,300 tons [each])
[Deploy Location 3] 2 CL KomKaHulk (Light Cruiser - 234,300 tons [each])
[Deploy Location 7] 1 SFX CCC (Surface Fortress - 1,192,750 tons [each])
[Deploy Location 7] 149 SOX Decoy (Surface Outpost - 1,000 tons [each])
[Deploy Location 7] 1 SFX Bastion (Surface Fortress - 500,000 tons [each])
[Deploy Location 12] 1 CLNR KomKaCo (Colonial Liner - 1,178,200 tons [each])
----
751th Fleet [ROE: Q] *Column Attack* (Fleet Tonnage: 100,400)
[Deploy Location 9] 2 LTA LiJuTa (Light Tanker - 50,200 tons [each])
Fleet 806 [ROE: R] *Column Attack* (Fleet Tonnage: 31,000)
[Deploy Location 7] 31 LTA KomKaWa (Light Tanker - 1,000 tons [each])
** Battle Damage Assessment Report **
----- Deployed Ordnance (Fighter/Drone Survivors) -----
Kom-Ka Federation # 2165 [ 100 / 100 Fighter] Standard Attack
Kom-Ka Federation # 2165 [ 100 / 100 Light Drone] Standard Attack
-------------------------------------------------- DepLoc 1
------------------------------------------------------------
**DESTROYED** [1st] CL Inferno Predator (Light Cruiser - 200,000 tons)
[Integrity: 0 / 774,500] (Green, Timid)
1 Fusion Transwarp Drive, 35 Medium Graser, 200 Mk III Fusion Engine, 600 Mk V
Computer System
4,000 Vananite Battle Armor
Coherent Beam: 1,601,600
Maneuverability: 4.00, Missile Defense: 33.40 %
** Battle Damage Assessment Report **
-------------------------------------------------- DepLoc 3
------------------------------------------------------------
**MINOR DAMAGE** CL KomKaHulk (Light Cruiser - 234,300 tons) [Integrity:
2,804,887 / 2,824,300] (Green, Timid)
2,000 4cm Gatling CIDS, 2,000 5cm Chain Gun, 81 Battle Imaging System, 10 Fuel
Shuttle, 10,000 Fuel Tankage
1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump Drive, 130,000 Selenite Battle Weave
Projectile: 528,000
Maneuverability: 0.00, Missile Defense: 30.00 %
**MINOR DAMAGE** CL KomKaHulk (Light Cruiser - 234,300 tons) [Integrity:
2,804,887 / 2,824,300] (Green, Timid)
CL KomKaHulk Mk II (Light Cruiser - 234,300 tons) [Integrity: 7,374,300 /
7,374,300] (Green, Timid)
2,000 4cm Gatling CIDS, 2,000 5cm Chain Gun, 81 Battle Imaging System, 130,000
Cordellium Composite
10 Fuel Shuttle, 10,000 Fuel Tankage, 1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump
Drive
Projectile: 528,000
Maneuverability: 0.00, Missile Defense: 30.00 %
CL KomKaHulk Mk II (Light Cruiser - 234,300 tons) [Integrity: 7,374,300 /
7,374,300] (Green, Timid)
**MINOR DAMAGE** CL KomKaHulk Mk II (Light Cruiser - 234,300 tons) [Integrity:
7,354,887 / 7,374,300] (Green, Timid)
CL KomKaHulk Mk II (Light Cruiser - 234,300 tons) [Integrity: 7,374,300 /
7,374,300] (Green, Timid)
CL KomKaHulk Mk II (Light Cruiser - 234,300 tons) [Integrity: 7,374,300 /
7,374,300] (Green, Timid)
CL KomKaHulk Mk IV (Light Cruiser - 234,300 tons) [Integrity: 5,724,300 /
5,724,300] (Green, Timid)
2,000 4cm Gatling CIDS, 2,000 5cm Chain Gun, 81 Battle Imaging System, 100,000
Cordellium Composite
10 Fuel Shuttle, 10,000 Fuel Tankage, 1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump
Drive, 30,000 Shadowcloak Armor Coating
Projectile: 528,000
Maneuverability: 0.00, Missile Defense: 30.00 %, Reflective Coating: 83.70 %
CL KomKaHulk Mk IV (Light Cruiser - 234,300 tons) [Integrity: 5,724,300 /
5,724,300] (Green, Timid)
CL KomKaHulk Mk IV (Light Cruiser - 234,300 tons) [Integrity: 5,724,300 /
5,724,300] (Green, Timid)
**MINOR DAMAGE** CL KomKaHulk Mk IV (Light Cruiser - 234,300 tons) [Integrity:
5,721,129 / 5,724,300] (Green, Timid)
-------------------------------------------------- DepLoc 7
------------------------------------------------------------
SFX Bastion (Surface Fortress - 500,000 tons) [Integrity: 9,900,000 / 9,900,000]
(Seasoned, Valiant)
1,500 10cm Autocannon, 1 Mk I Computer System, 24,900 Reflective Armor Coating,
300,000 Standard Hull Plate
25 Type A Defense Screen
Projectile: 165,000
Reflective Coating: 20.00 %, Screens: 20.00 %
SFX CCC (Surface Fortress - 1,192,750 tons) [Integrity: 554,874,750 /
554,874,750] (Green, Timid)
2 10cm Autocannon, 50 3cm Chain Gun, 50 3cm Needler, 2 40cm Autocannon, 1,000
5cm Chain Gun
50 6cm Gatling CIDS, 33 8cm Gatling CIDS, 1,100,000 Cordellium Composite, 76
Laser CIDS, 2 Medium Magnetic Grapple
1 Medium P-Cannon, 1 Mk I Holographic Cybernetic Battle Director, 1 Mk II Bore
Torpedo, 10 Mk II Plasma Pulse CIDS
1 Mk II Thunderbolt Arc Generator, 1 Mk III Standard Torpedo, 2 Mk IV Short
Range Torpedo
Energy Discharge: 8,800, Gravitonic: 7,392, Missile: 17,600, Plasma: 4,400,
Projectile: 284,460
Missile Defense: 3.60 %
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
1 Type A Science Lab
Missile Defense: 4.60 %
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [26th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [29th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [39th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [11st] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [60th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [2nd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [27th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [38th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [16th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [22nd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [31st] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [58th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [23rd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [51st] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [65th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [45th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [52nd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [63rd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [7th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [68th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [8th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [15th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [17th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [25th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [62nd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [64th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [19th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [12nd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [4th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [21st] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [14th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [53rd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [5th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [66th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [20th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [44th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [57th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [49th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [37th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [30th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [33rd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [40th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [13rd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [3rd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [54th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [18th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [50th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [56th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [47th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [32nd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [6th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [43rd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [48th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
700 Fuel Tankage, 1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump Drive, 1 Mk I Short
Range Sensor
Maneuverability: 0.30, Missile Defense: 7.90 %, Sensors: 20.00 %
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [34th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [9th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 / 300]
(Green, Timid)
**DESTROYED** [10th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [28th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [24th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [42nd] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
**DESTROYED** [36th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
**DESTROYED** [46th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [61st] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [35th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [59th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [55th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
-------------------------------------------------- DepLoc 9
------------------------------------------------------------
LF KomKaInSysTr (Light Freighter - 55,200 tons) [Integrity: 200 / 200] (Green,
Timid)
50,000 Cargo Bay, 5,000 Fuel Tankage, 1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump
Drive
Maneuverability: 0.01, Missile Defense: 0.20 %
**DESTROYED** [41st] LTA LiJuTa (Light Tanker - 50,200 tons) [Integrity: 0 /
200] (Green, Timid)
50,000 Fuel Tankage, 1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump Drive
Maneuverability: 0.01, Missile Defense: 0.20 %
**DESTROYED** [67th] LTA LiJuTa (Light Tanker - 50,200 tons) [Integrity: 0 /
200] (Green, Timid)
FS Pathfinder (Fleet Scout - 12,000 tons) [Integrity: 13,200 / 13,200] (Green,
Timid)
1 10cm Autocannon, 1 Fuel Shuttle, 1,200 Fuel Tankage, 1 Mk I Computer System, 1
Mk I Jump Survey Sensor
1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump Drive, 10 Mk I Short Range Sensor,
1,200 Standard Hull Plate
1 Survey Lander, 1 Type A Defense Screen, 1 Type A Science Lab
Projectile: 110
Maneuverability: 0.03, Missile Defense: 0.80 %, Screens: 29.50 %, Sensors: 17.30
%
**MINOR DAMAGE** COLL SmallCo (Large Colonial Transport - 472,600 tons)
[Integrity: 434,847 / 450,100] (Green, Timid)
22,500 Cargo Bay, 45 Colonial Berthing, 1 Mk I Nuclear Engine
Missile Defense: 0.10 %
COLL SmallCo (Large Colonial Transport - 472,600 tons) [Integrity: 450,100 /
450,100] (Green, Timid)
COLL SmallCo (Large Colonial Transport - 472,600 tons) [Integrity: 450,100 /
450,100] (Green, Timid)
COLL SmallCo (Large Colonial Transport - 472,600 tons) [Integrity: 450,100 /
450,100] (Green, Timid)
**MINOR DAMAGE** COLL SmallCo (Large Colonial Transport - 472,600 tons)
[Integrity: 434,847 / 450,100] (Green, Timid)
COLL SmallCo (Large Colonial Transport - 472,600 tons) [Integrity: 450,100 /
450,100] (Green, Timid)
COLL SmallCo (Large Colonial Transport - 472,600 tons) [Integrity: 450,100 /
450,100] (Green, Timid)
**MINOR DAMAGE** COLL SmallCo (Large Colonial Transport - 472,600 tons)
[Integrity: 434,847 / 450,100] (Green, Timid)
COLL SmallCo (Large Colonial Transport - 472,600 tons) [Integrity: 450,100 /
450,100] (Green, Timid)
**MINOR DAMAGE** COLL SmallCo (Large Colonial Transport - 472,600 tons)
[Integrity: 434,847 / 450,100] (Green, Timid)
COLL SmallCo (Large Colonial Transport - 472,600 tons) [Integrity: 450,100 /
450,100] (Green, Timid)
-------------------------------------------------- DepLoc 12
------------------------------------------------------------
CLNR KomKaCo (Colonial Liner - 1,178,200 tons) [Integrity: 1,020,200 /
1,020,200] (Green, Timid)
50,000 Cargo Bay, 100 Colonial Berthing, 1 Drone Rack, 1 Fighter Bay, 108,000
Fuel Tankage
1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump Drive
Missile Defense: 0.10 %
----- Post-Battle Damage Assessment Report-----
Side 1
[1] 1 Inferno Predator class
CL..................................................1 Destroyed
Side 2
[3] 2 KomKaHulk class CL..................................................2
Minor
[3] 5 KomKaHulk Mk II class
CL..................................................1 Minor
[3] 4 KomKaHulk Mk IV class
CL..................................................1 Minor
[7] 1 Bastion class SFX
[7] 1 CCC class SFX
[7] 149 Decoy class SOX..................................................53
Destroyed
[7] 31 KomKaWa class LTA..................................................12
Destroyed
[9] 1 KomKaInSysTr class LF
[9] 2 LiJuTa class LTA..................................................2
Destroyed
[9] 1 Pathfinder class FS
[9] 11 SmallCo class COLL..................................................4
Minor
[12] 1 KomKaCo class CLNR
================================================================================\
=========================================


BATTLE REPORT 2
--------------------------------------------------------------------------------\
----------------------------------------
** NAVAL BATTLE REPORT **
Flagritz Empire # 1597 (No Naval Commanders)
Total tonnage: 200,000.....Base Fire Control: 75 [15,000,000 bridge]
Kom-Ka Federation # 2165 (+5 [Leaders * Lifeform])
Total tonnage: 10,829,050.....Base Fire Control: 11 [120,521,000 bridge]
101st Recon Group Kom-Ka Federation #2165 Major
Homeworld PDC Kom-Ka Federation #2165 Admiral
------------------------------- ** Imperial Navy Report: Fleet Order of Battle
** ------------------------------------------
Flagritz Empire # 1597 [Large Purple Winged Dragon With Fiery Red Eyes]
2nd Ghost of Inferno [ROE: X] *Column Attack* (Fleet Tonnage: 200,000)
[Deploy Location 1] 1 CL Inferno Predator (Light Cruiser - 200,000 tons [each])
------------------------------- ** Imperial Navy Report: Fleet Order of Battle
** ------------------------------------------
Kom-Ka Federation # 2165 [Sun Touching Three Worlds With Its Rays]
101st Recon Group [ROE: Q] *Column Attack* (Fleet Tonnage: 12,000)
[Deploy Location 9] 1 FS Pathfinder (Fleet Scout - 12,000 tons [each])
400th KomTra [ROE: Q] *Column Attack* (Fleet Tonnage: 5,253,800)
[Deploy Location 9] 1 LF KomKaInSysTr (Light Freighter - 55,200 tons [each])
[Deploy Location 9] 11 COLL SmallCo (Large Colonial Transport - 472,600 tons
[each])
Homeworld PDC [ROE: Y] *Total Defense* (Fleet Tonnage: 5,544,250)
[Deploy Location 3] 4 CL KomKaHulk Mk IV (Light Cruiser - 234,300 tons [each])
[Deploy Location 3] 5 CL KomKaHulk Mk II (Light Cruiser - 234,300 tons [each])
[Deploy Location 3] 2 CL KomKaHulk (Light Cruiser - 234,300 tons [each])
[Deploy Location 7] 1 SFX CCC (Surface Fortress - 1,192,750 tons [each])
[Deploy Location 7] 96 SOX Decoy (Surface Outpost - 1,000 tons [each])
[Deploy Location 7] 1 SFX Bastion (Surface Fortress - 500,000 tons [each])
[Deploy Location 12] 1 CLNR KomKaCo (Colonial Liner - 1,178,200 tons [each])
----
Fleet 806 [ROE: R] *Column Attack* (Fleet Tonnage: 19,000)
[Deploy Location 7] 19 LTA KomKaWa (Light Tanker - 1,000 tons [each])
** Battle Damage Assessment Report **
----- Deployed Ordnance (Fighter/Drone Survivors) -----
Kom-Ka Federation # 2165 [ 100 / 100 Fighter] Standard Attack
Kom-Ka Federation # 2165 [ 100 / 100 Light Drone] Standard Attack
-------------------------------------------------- DepLoc 1
------------------------------------------------------------
**DESTROYED** [1st] CL Inferno Predator (Light Cruiser - 200,000 tons)
[Integrity: 0 / 774,500] (Green, Timid)
1 Fusion Transwarp Drive, 35 Medium Graser, 200 Mk III Fusion Engine, 600 Mk V
Computer System
4,000 Vananite Battle Armor
Coherent Beam: 1,601,600
Maneuverability: 4.00, Missile Defense: 33.40 %
** Battle Damage Assessment Report **
-------------------------------------------------- DepLoc 3
------------------------------------------------------------
**MINOR DAMAGE** CL KomKaHulk (Light Cruiser - 234,300 tons) [Integrity:
2,804,887 / 2,824,300] (Green, Timid)
2,000 4cm Gatling CIDS, 2,000 5cm Chain Gun, 81 Battle Imaging System, 10 Fuel
Shuttle, 10,000 Fuel Tankage
1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump Drive, 130,000 Selenite Battle Weave
Projectile: 528,000
Maneuverability: 0.00, Missile Defense: 29.80 %
**MINOR DAMAGE** CL KomKaHulk (Light Cruiser - 234,300 tons) [Integrity:
2,804,887 / 2,824,300] (Green, Timid)
**MINOR DAMAGE** CL KomKaHulk Mk II (Light Cruiser - 234,300 tons) [Integrity:
7,354,887 / 7,374,300] (Green, Timid)
2,000 4cm Gatling CIDS, 2,000 5cm Chain Gun, 81 Battle Imaging System, 130,000
Cordellium Composite
10 Fuel Shuttle, 10,000 Fuel Tankage, 1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump
Drive
Projectile: 528,000
Maneuverability: 0.00, Missile Defense: 30.00 %
CL KomKaHulk Mk II (Light Cruiser - 234,300 tons) [Integrity: 7,374,300 /
7,374,300] (Green, Timid)
**MINOR DAMAGE** CL KomKaHulk Mk II (Light Cruiser - 234,300 tons) [Integrity:
7,354,887 / 7,374,300] (Green, Timid)
**MINOR DAMAGE** CL KomKaHulk Mk II (Light Cruiser - 234,300 tons) [Integrity:
7,354,887 / 7,374,300] (Green, Timid)
**MINOR DAMAGE** CL KomKaHulk Mk II (Light Cruiser - 234,300 tons) [Integrity:
7,354,887 / 7,374,300] (Green, Timid)
**MINOR DAMAGE** CL KomKaHulk Mk IV (Light Cruiser - 234,300 tons) [Integrity:
5,721,129 / 5,724,300] (Green, Timid)
2,000 4cm Gatling CIDS, 2,000 5cm Chain Gun, 81 Battle Imaging System, 100,000
Cordellium Composite
10 Fuel Shuttle, 10,000 Fuel Tankage, 1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump
Drive, 30,000 Shadowcloak Armor Coating
Projectile: 528,000
Maneuverability: 0.00, Missile Defense: 30.00 %, Reflective Coating: 83.70 %
**MINOR DAMAGE** CL KomKaHulk Mk IV (Light Cruiser - 234,300 tons) [Integrity:
5,714,735 / 5,724,300] (Green, Timid)
CL KomKaHulk Mk IV (Light Cruiser - 234,300 tons) [Integrity: 5,724,300 /
5,724,300] (Green, Timid)
CL KomKaHulk Mk IV (Light Cruiser - 234,300 tons) [Integrity: 5,724,300 /
5,724,300] (Green, Timid)
-------------------------------------------------- DepLoc 7
------------------------------------------------------------
**MINOR DAMAGE** SFX Bastion (Surface Fortress - 500,000 tons) [Integrity:
9,873,697 / 9,900,000] (Seasoned, Valiant)
1,500 10cm Autocannon, 1 Mk I Computer System, 24,900 Reflective Armor Coating,
300,000 Standard Hull Plate
25 Type A Defense Screen
Projectile: 165,000
Reflective Coating: 20.00 %, Screens: 20.00 %
SFX CCC (Surface Fortress - 1,192,750 tons) [Integrity: 554,874,750 /
554,874,750] (Green, Timid)
2 10cm Autocannon, 50 3cm Chain Gun, 50 3cm Needler, 2 40cm Autocannon, 1,000
5cm Chain Gun
50 6cm Gatling CIDS, 33 8cm Gatling CIDS, 1,100,000 Cordellium Composite, 76
Laser CIDS, 2 Medium Magnetic Grapple
1 Medium P-Cannon, 1 Mk I Holographic Cybernetic Battle Director, 1 Mk II Bore
Torpedo, 10 Mk II Plasma Pulse CIDS
1 Mk II Thunderbolt Arc Generator, 1 Mk III Standard Torpedo, 2 Mk IV Short
Range Torpedo
Energy Discharge: 8,800, Gravitonic: 7,392, Missile: 17,600, Plasma: 4,400,
Projectile: 284,460
Missile Defense: 3.60 %
**DESTROYED** [25th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
1 Type A Science Lab
Missile Defense: 6.60 %
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [59th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [50th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [23rd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [5th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [58th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [21st] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [11st] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [52nd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [3rd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [42nd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [27th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [35th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [2nd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [22nd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [7th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [48th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [34th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [17th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [47th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [19th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [39th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [16th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [15th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [46th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [40th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [14th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [31st] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [6th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [38th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [51st] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [29th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [12nd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [53rd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [56th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [20th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [37th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [24th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [36th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [30th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [57th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [32nd] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [9th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [41st] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [54th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [44th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [26th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [8th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 9,000 / 9,000] (Green,
Timid)
**DESTROYED** [55th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
**DESTROYED** [28th] SOX Decoy (Surface Outpost - 1,000 tons) [Integrity: 0 /
9,000] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
700 Fuel Tankage, 1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump Drive, 1 Mk I Short
Range Sensor
Maneuverability: 0.30, Missile Defense: 9.80 %, Sensors: 20.00 %
**DESTROYED** [33rd] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [49th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [4th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 / 300]
(Green, Timid)
**DESTROYED** [45th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [13rd] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [10th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 300 / 300] (Green, Timid)
**DESTROYED** [18th] LTA KomKaWa (Light Tanker - 1,000 tons) [Integrity: 0 /
300] (Green, Timid)
-------------------------------------------------- DepLoc 9
------------------------------------------------------------
**DESTROYED** [43rd] LF KomKaInSysTr (Light Freighter - 55,200 tons) [Integrity:
0 / 200] (Green, Timid)
50,000 Cargo Bay, 5,000 Fuel Tankage, 1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump
Drive
Maneuverability: 0.01, Missile Defense: 0.20 %
FS Pathfinder (Fleet Scout - 12,000 tons) [Integrity: 13,200 / 13,200] (Green,
Timid)
1 10cm Autocannon, 1 Fuel Shuttle, 1,200 Fuel Tankage, 1 Mk I Computer System, 1
Mk I Jump Survey Sensor
1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump Drive, 10 Mk I Short Range Sensor,
1,200 Standard Hull Plate
1 Survey Lander, 1 Type A Defense Screen, 1 Type A Science Lab
Projectile: 110
Maneuverability: 0.03, Missile Defense: 0.90 %, Screens: 29.50 %, Sensors: 17.30
%
COLL SmallCo (Large Colonial Transport - 472,600 tons) [Integrity: 450,100 /
450,100] (Green, Timid)
22,500 Cargo Bay, 45 Colonial Berthing, 1 Mk I Nuclear Engine
Missile Defense: 0.10 %
**MINOR DAMAGE** COLL SmallCo (Large Colonial Transport - 472,600 tons)
[Integrity: 434,847 / 450,100] (Green, Timid)
**MINOR DAMAGE** COLL SmallCo (Large Colonial Transport - 472,600 tons)
[Integrity: 419,594 / 450,100] (Green, Timid)
**MINOR DAMAGE** COLL SmallCo (Large Colonial Transport - 472,600 tons)
[Integrity: 389,089 / 450,100] (Green, Timid)
**MINOR DAMAGE** COLL SmallCo (Large Colonial Transport - 472,600 tons)
[Integrity: 434,847 / 450,100] (Green, Timid)
COLL SmallCo (Large Colonial Transport - 472,600 tons) [Integrity: 450,100 /
450,100] (Green, Timid)
COLL SmallCo (Large Colonial Transport - 472,600 tons) [Integrity: 450,100 /
450,100] (Green, Timid)
**MINOR DAMAGE** COLL SmallCo (Large Colonial Transport - 472,600 tons)
[Integrity: 434,847 / 450,100] (Green, Timid)
**MINOR DAMAGE** COLL SmallCo (Large Colonial Transport - 472,600 tons)
[Integrity: 434,847 / 450,100] (Green, Timid)
**MINOR DAMAGE** COLL SmallCo (Large Colonial Transport - 472,600 tons)
[Integrity: 419,594 / 450,100] (Green, Timid)
COLL SmallCo (Large Colonial Transport - 472,600 tons) [Integrity: 450,100 /
450,100] (Green, Timid)
-------------------------------------------------- DepLoc 12
------------------------------------------------------------
**MINOR DAMAGE** CLNR KomKaCo (Colonial Liner - 1,178,200 tons) [Integrity:
1,006,423 / 1,020,200] (Green, Timid)
50,000 Cargo Bay, 100 Colonial Berthing, 1 Drone Rack, 1 Fighter Bay, 108,000
Fuel Tankage
1 Mk I Nuclear Engine, 1 Mk I Nuclear Jump Drive
Missile Defense: 0.10 %
----- Post-Battle Damage Assessment Report-----
Side 1
[1] 1 Inferno Predator class
CL..................................................1 Destroyed
Side 2
[3] 2 KomKaHulk class CL..................................................2
Minor
[3] 5 KomKaHulk Mk II class
CL..................................................4 Minor
[3] 4 KomKaHulk Mk IV class
CL..................................................2 Minor
[7] 1 Bastion class SFX..................................................1 Minor
[7] 1 CCC class SFX
[7] 96 Decoy class SOX..................................................50
Destroyed
[7] 19 KomKaWa class LTA..................................................7
Destroyed
[9] 1 KomKaInSysTr class LF..................................................1
Destroyed
[9] 1 Pathfinder class FS
[9] 11 SmallCo class COLL..................................................7
Minor
[12] 1 KomKaCo class CLNR..................................................1
Minor
================================================================================\
=========================================



For some reason I cant post all the battle reports in this thread, so had to put the other 3 in 2 other threads.
ali-t-akua
Thanks for posting your thoughts on combat and your battle reports. I don't have anything to add other than, had Kom Ka reacted sooner, I don't think you would have had it easy. On the other hand, I think you would have prevailed eventually because you knew where Kom Ka was located but I doubt he knew your HW location. cheers.gif
Lord Deependra
I think the moral here is :- "If you meet the Flagritz, speak slowly and very clearly." biggrin.gif
cestvel
Well 3:1 should always win out. Pretty low, to brag about that.
Flagritz
QUOTE (cestvel @ Oct 5 2008, 09:28 AM) *
Well 3:1 should always win out. Pretty low, to brag about that.


hmmm.... there was me thinking I was doing a good thing by sharing sensitive information to help those players who might not have had much game and/or combat experience. I was pretty sure their was a cry out for more postings on the wars going on?

It seems my attempt to give something back to the community has back fired, I had not intended it to be viewed as ‘bragging’ or ‘muscle flexing’ if anything I have provided my neighbours with more then enough information to counter my forces.

From the private and public messages received I think I would advise others to not bother posting their conflicts in the future.
cestvel
One on one conflicts my be interesting, but 3 on 1 would only be interesting when the one prevails smile.gif

And the bragging you did while telling the KomKa what they could have done better. With only the resources of one HW and no allies, you simply cannot do much
against the might of three empires working closely together.

If he had staged or build his screens and Forts better, if would not have changed much in the battle.

If he had build other troop types he might not have faired better, just beacause he had simply not the numbers.
chairman lar
QUOTE (Flagritz @ Oct 5 2008, 05:44 AM) *
QUOTE (cestvel @ Oct 5 2008, 09:28 AM) *

Well 3:1 should always win out. Pretty low, to brag about that.


hmmm.... there was me thinking I was doing a good thing by sharing sensitive information to help those players who might not have had much game and/or combat experience. I was pretty sure their was a cry out for more postings on the wars going on?

It seems my attempt to give something back to the community has back fired, I had not intended it to be viewed as ‘bragging’ or ‘muscle flexing’ if anything I have provided my neighbours with more then enough information to counter my forces.

From the private and public messages received I think I would advise others to not bother posting their conflicts in the future.


Please don't take that position. sad.gif

While I find some of these reports tedious and time consuming, be assured that if I ever learn how to decypher the tons of data it will make me a better companion in the game. unsure.gif

Although; adding some armor to the hull plating might be in order. wink.gif
Prospective
Flagritz,

Pay no mind to the negative comments and congrats on your victory thumbup.gif . As we all know, this game tremendously favors an empire on the defense. Even though you had numerical advantages, if Kom Ka had played with any level of competence, he should have been able to hold you off for quite a while. At a minimum, he SHOULD have made your victory much more difficult.

Well played and thanks for sharing information, so many out there don't.
Breoghan
1) This is a wargame - we're supposed to enjoy winning the battles. That gives the winner 'bragging rights', as the term goes.

2) PC rules don't apply in wargames. We aren't supposed to try and make things as even as possible before attacking. As in real life, the object is to win with as few casualties as is possible - not to give the opponent a fullsome experience.

3) I for one am grateful to ANYone who posts their battle reports as it helps me learn the game mechanics.




As for the Kom Ka not speaking clearly - I too had contact with him (I even located his HW fairly recently - I think my scouting fleet was leaving stage left through one WP while the warfleets of Flagritz were arriving stage right, in fact). I understood, after thinking about it for a few nanoseconds, that he wasn't trying to be a smart-ass with the difficult to understand responses. He was simply role-playing the to-be-expected communications difficulties that would be the natural outcome of disparate stellar races meeting for the first time, and staying true to the role-play (OK, I'm stating the obvious - but that gets it out ofthe way). When I emailed him and asked for clear discussion, he was happy to go along with the request. He seemed like a decent guy, so I hope HE got something out of Flagritz's analysis of the events and will try again.

You never truly learn something until you have failed at least once (ie you'll never know, when you win first time, if your success was only partial or if it was perfect). And stating the obvious again, there is no such thing as a negative experience, only experiences that could have gone better under different circumstances!
Octus Imperium
QUOTE (Flagritz @ Oct 5 2008, 05:44 AM) *
QUOTE (cestvel @ Oct 5 2008, 09:28 AM) *

Well 3:1 should always win out. Pretty low, to brag about that.


hmmm.... there was me thinking I was doing a good thing by sharing sensitive information to help those players who might not have had much game and/or combat experience. I was pretty sure their was a cry out for more postings on the wars going on?

It seems my attempt to give something back to the community has back fired, I had not intended it to be viewed as ‘bragging’ or ‘muscle flexing’ if anything I have provided my neighbours with more then enough information to counter my forces.

From the private and public messages received I think I would advise others to not bother posting their conflicts in the future.


Brag away, even if it is not bragging but the willful sharing of information and experience. The bragging from others is often less than subtle. Your posting was from a motivation of sharing, which I and others appreciate. Ignore the rabble!

Those of us in the more civilized portions of the universe have enjoyed prosperity without conflict and are unable to share as you have. (We've put out the no trespassing by warmonger signs all over the sector! And in every neighborhood Star Bar as well!)

Octus
Kurassier
QUOTE (Octus Imperium @ Oct 5 2008, 04:16 PM) *
Brag away, even if it is not bragging but the willful sharing of information and experience. The bragging from others is often less than subtle. Your posting was from a motivation of sharing, which I and others appreciate. Ignore the rabble!

Those of us in the more civilized portions of the universe have enjoyed prosperity without conflict and are unable to share as you have. (We've put out the no trespassing by warmonger signs all over the sector! And in every neighborhood Star Bar as well!)

Octus


Bragging is not bragging if its true. Also, bragging is encouraged in the StarBars. The bigger the story the better. Heck, don't even let truth get in the way. Another drink? beer.gif
Three cheers for Flagritz! beer.gif beer.gif beer.gif laugh.gif
B'tai Hazra
I, for one, am happy to read about the progess of other empires. There is a lot to learn by studying other designs and methods.

Thank you! And please send more reports as the nice and friendly Flagritz continue their expansion. beer.gif
Paradigm
It is helpful and appreciated by many I'm sure to post battle reports. Although I can see where it could be taken as.:

Recipe for success:
Step 1. Start 3 Empires
Step 2. Etc. . . .

You have to admit that 3:1 it is a little unfair, especially when all 3 empires are ran by the same player. Could be construed to out-spending the opponent not that I think that was your intention. It would make a better story if at least the 3 empires were independent and had to coordinate.
Breoghan
Never heard the expression, "All's fair in love alien1.gif wub.gif and war cannon.gif alien1.gif "? Its true. The object is to crush python.gif your opponent, not stand there toe to toe like old time move sword fights where opponents endlessly tap their opponent's sword rythmically back and forth in an utterly pointless display of doing nothing sleep.gif zzzzz.

Having three positions providing the attacking forces is no different than having three times as many troops and warships from one position in the attack. Good strategy biggrin.gif /bad strategy sad.gif , good tactics rolleyes.gif /bad tactics blink.gif , smart cool.gif /dumb unsure.gif , overwhelming force thumbup.gif /underwhelming dithering poster_oops.gif -------------- winning excited.gif /losing! ohmy.gif

To kinda paraphrase something I read a long time ago....
In the vacuum of space, you can't hear the plaintive cries of ranting.gif 'Not fair, I wasn't ready!!!' ranting.gif

It doesn't work that way. If you're going to go down, go down fighting (that's part of the fun! joker.gif ) - but never go down complaining the other guy had an advantage that wasn't fair taz.gif . There's no such thing as "fair" in war, real or fantasy. End of story.
Lord Deependra
QUOTE (Paradigm @ Oct 7 2008, 05:20 AM) *
It is helpful and appreciated by many I'm sure to post battle reports. Although I can see where it could be taken as.:

Recipe for success:
Step 1. Start 3 Empires
Step 2. Etc. . . .

You have to admit that 3:1 it is a little unfair, especially when all 3 empires are ran by the same player. Could be construed to out-spending the opponent not that I think that was your intention. It would make a better story if at least the 3 empires were independent and had to coordinate.



I heard something similar about Bill Gates once.

Recipe for success:
Step 1. Start with a rich grandfather
Step 2. Have a rich father
...
Paradigm
Maybe someone with a rich grandfather should start a few hundred positions and see how you all do against him.
Breoghan
Why, he could then celebrate each win with a bit of wine, couldn't he. drunk.gif


C'mon! Creating outlandish scenarios to make a meaningless post proves nothing. Its a game - people in the game have choice. People, including me, would not stay in such a game - thus nullifying any perceived advantage such a ridiculous event would bring about (however many or few positions were involved).

Oh yeah - just thought of another scenario that could have brought about the same conditions - someone who has captured one or more Homeworlds (plenty of dropped positions out there apparently), each with the capacity to produce the material needed for combined overwhelming attacks - are you suggesting that it wouldn't be fair to use such an advantage; that it would be unreasonable to use them all to one end?

Sounds a little like a hobbyhorse you don't want to let go of - or you just haven't thought it through.

I'm not trying to be a smart-ass about this all. I'm certainly not trying to put you or your perceptions down (you have as much a right to an opinion as I do). They just make no sense to me, is all.
Paradigm
Outlandish scenarios? It has just been demonstrated that someone took out another player through the use of buying 3 positions. Since there is no limit to how many positions one can run, it is a n+1 equation. There is no limit. Don't think there haven't been PBM games where players have "bought" victory. This game doesn't make that as easy as some, but it is certainly possible if you have the time and money.

What Flagritz did was legal within the rules, so I'm not going to berate him about it. I do feel it is unfortunate for the player of the single empire to get knocked out so quickly due to that.

If someone captures a drop I expect them to make full use of it. Anything less would be foolish. But that doesn't mean I like the current system of drops doing nothing to defend themselves. I would much prefer if drops at least built something while dropped and put up some sort of fight, or perhaps slowly eroded away, explained as degeneration due to anarchy. As is it is too random. Someone can get lucky and have several people drop around them leaving homeworlds virtually undefended to be snapped up at little cost. Someone else might be surrounded by long term players and have no such opportunities. . I don't like luck having that big an impact on an open ended long term game like this. High luck games benefit the less skilled. I would rather play poker than roulette.
cestvel
QUOTE (Paradigm @ Oct 7 2008, 12:33 PM) *
Outlandish scenarios? It has just been demonstrated that someone took out another player through the use of buying 3 positions. Since there is no limit to how many positions one can run, it is a n+1 equation. There is no limit. Don't think there haven't been PBM games where players have "bought" victory. This game doesn't make that as easy as some, but it is certainly possible if you have the time and money.

What Flagritz did was legal within the rules, so I'm not going to berate him about it. I do feel it is unfortunate for the player of the single empire to get knocked out so quickly due to that.

If someone captures a drop I expect them to make full use of it. Anything less would be foolish. But that doesn't mean I like the current system of drops doing nothing to defend themselves. I would much prefer if drops at least built something while dropped and put up some sort of fight, or perhaps slowly eroded away, explained as degeneration due to anarchy. As is it is too random. Someone can get lucky and have several people drop around them leaving homeworlds virtually undefended to be snapped up at little cost. Someone else might be surrounded by long term players and have no such opportunities. . I don't like luck having that big an impact on an open ended long term game like this. High luck games benefit the less skilled. I would rather play poker than roulette.


Oh, some dropped HW defend itself with tenth to even hundredth of division, others do not. And I am pretty sure, that the divisions were not build by the original owner!
chairman lar
This whole thing is a spacious [pun intended] arguement. rolleyes.gif

Multiple positions in an open-ended game are a fact of life. When you consider the randomness of the universe and the effort involved to find & co-ordinate 2 or more 'bought' empires; if you have the resoures - Good Luck! thumbup.gif

If you find & capture another HW [dropped or not]; even better from an economic standpoint, but it still requires dedication to exploit. smile.gif

Getting hammered is the risk you run, and has been since this game was 1st conceived. How it happens is moot. wink.gif

Perhaps we should start a new thread titled 'Rants' ? unsure.gif excited.gif
El Capitan
There are so many possible scenarios involving luck that would both benefit the lone player or could spell his doom that they balance out in the end. Same goes for groups of allies.

Is is fair that a lone player who plans to turtle up and build an economic powerhouse gets set up around very few other players and those few drop or are not agressive and he gets to sit there for endless turns and buildup unmolested? Someone else trying that strategy might get set up in the middle of a bunch of agressive and hungry warmongers.

Luck of the draw is a huge factor in this game, especially when it comes to who you get set up around. The question is, are you skillful enough to deal with multiple scenarios or did you set your empire up to only be able to survive under very limited circumstances? If the later is the case, and you get put out of the game, especially if it's early, start another position and try again. You'll have more knowledge from your experiences and you should be able to start a better/stronger position anyway.
Paradigm
> Oh, some dropped HW defend itself with tenth to even hundredth of division, others do not. And I am pretty sure, that the divisions were not build by the original owner!

RTG does nothing to drops. What is there is what was left there.

> This whole thing is a spacious [pun intended] arguement.

I doubt the player that got whacked by someone running 3 empires finds it specious.
cestvel
QUOTE (Paradigm @ Oct 7 2008, 02:32 PM) *
> Oh, some dropped HW defend itself with tenth to even hundredth of division, others do not. And I am pretty sure, that the divisions were not build by the original owner!

RTG does nothing to drops. What is there is what was left there.


That statement is wrong. RTG *does* something to the drops!
Paradigm
QUOTE (cestvel @ Oct 7 2008, 01:43 PM) *
QUOTE (Paradigm @ Oct 7 2008, 02:32 PM) *
> Oh, some dropped HW defend itself with tenth to even hundredth of division, others do not. And I am pretty sure, that the divisions were not build by the original owner!

RTG does nothing to drops. What is there is what was left there.

That statement is wrong. RTG *does* something to the drops!


If they do it is damn rare or so minor as to not matter. I've seen many captured drops and there was never the slightest sign that RTG did anything to them. Positions that were dropped for years hadn't had a single ton of defenses built or a single division added. I've also talked to people that picked up a position that had been dropped for more than a year and when they picked it up, it was exactly like they left it other than things kept running as they had left them for better or worse.
cestvel
QUOTE (Paradigm @ Oct 7 2008, 03:30 PM) *
QUOTE (cestvel @ Oct 7 2008, 01:43 PM) *

QUOTE (Paradigm @ Oct 7 2008, 02:32 PM) *
> Oh, some dropped HW defend itself with tenth to even hundredth of division, others do not. And I am pretty sure, that the divisions were not build by the original owner!

RTG does nothing to drops. What is there is what was left there.

That statement is wrong. RTG *does* something to the drops!


If they do it is damn rare or so minor as to not matter. I've seen many captured drops and there was never the slightest sign that RTG did anything to them. Positions that were dropped for years hadn't had a single ton of defenses built or a single division added. I've also talked to people that picked up a position that had been dropped for more than a year and when they picked it up, it was exactly like they left it other than things kept running as they had left them for better or worse.


I think Pete adds them when he is aware of the GATK or just for fun when he has time. So of course nothing has changed when you pick a position up after some time. The get added on the GATK!

I have captured a couple of HWs myself, and I have prove on two, that some divisions were added (got the last turn result !).

How do you explain increased division count after each (failed) attack on a dropped position?

If you had simple starter division drop conquests, lucky you. I just had my *first* conquest of such a HW this turn. And I have conquered over 10 previously.

Good Luck jumping in on drops with just enough to kill off the starter divisions.
ali-t-akua
QUOTE (cestvel @ Oct 7 2008, 06:55 AM) *
QUOTE (Paradigm @ Oct 7 2008, 03:30 PM) *
QUOTE (cestvel @ Oct 7 2008, 01:43 PM) *

QUOTE (Paradigm @ Oct 7 2008, 02:32 PM) *
> Oh, some dropped HW defend itself with tenth to even hundredth of division, others do not. And I am pretty sure, that the divisions were not build by the original owner!

RTG does nothing to drops. What is there is what was left there.

That statement is wrong. RTG *does* something to the drops!


If they do it is damn rare or so minor as to not matter. I've seen many captured drops and there was never the slightest sign that RTG did anything to them. Positions that were dropped for years hadn't had a single ton of defenses built or a single division added. I've also talked to people that picked up a position that had been dropped for more than a year and when they picked it up, it was exactly like they left it other than things kept running as they had left them for better or worse.


I think Pete adds them when he is aware of the GATK or just for fun when he has time. So of course nothing has changed when you pick a position up after some time. The get added on the GATK!

I have captured a couple of HWs myself, and I have prove on two, that some divisions were added (got the last turn result !).

How do you explain increased division count after each (failed) attack on a dropped position?

If you had simple starter division drop conquests, lucky you. I just had my *first* conquest of such a HW this turn. And I have conquered over 10 previously.

Good Luck jumping in on drops with just enough to kill off the starter divisions.

I have heard this from other players also although I have not seen it myself.
Kurassier
They may occasionally add divisions if they were tooled up in production. The Industrial queue will keep running with the last orders sent in.
I have also taken more than one HW, one had over 100 divisions and another had 4. In fact for one, I actually inherited the previous owners production queue!
So Pete may do something to some, but I doubt it. He just doesn't have the time to worry about dropped HWs. Why would he adjust one and not others? THAT would be unfair.
I do agree with Paradigm to the extent that one player should not be allowed mutliple positions in the same area. So, if I start 3 new empires, I should expect that they are nowhere near each other.
Conquering a dropped HW is just part of the game. Empire in decline, anarchy ensues, etc. Yes there is some luck in the game, I have no problem with that. There may be only one vibrant race (player) in an area with a bunch of decaying races (drops), and that is just how it is.

Part of the problem in all this, is that the game is just not complete ( insert a random Locklyn comment here biggrin.gif ) and requires intervention by Pete on numerous occasions. Either we accept that and play or not. I have been in this game since day one (or day zero for those perfectionists out there) I would be extremely upset (after spending 6 years and lots of moolah) if a single player showed up at my door wielding 3 or 4 races. Do I drop and waste 6 years? no, maybe, I don't know, but I doubt anybody would enjoy that. If there were 3 or 4 races that were allied? I wouldn't enjoy it, but I would have no complaints, I'd just call on my allies. cheers.gif

And one final note, conquered HWs are much different than a separate race. One empire with 3 conquered HWs has 4 production bases but only ONE set of 25 RCs. 4 empires have 4 production bases but 100 RCs (4 sets of 25 RCs). And I don't care how good of allies you are, one person running 4 empires is MUCH different than 4 empires run by 4 different people.

I'm just saying.
and while we are discussing this, let's all go to the local StarBars and continue this conversation. tongue.gif beer.gif beer.gif cheers.gif beer.gif cheers.gif laugh.gif
Soerenjev
QUOTE (Kurassier @ Oct 7 2008, 05:09 PM) *
I'm just saying.
and while we are discussing this, let's all go to the local StarBars and continue this conversation. tongue.gif beer.gif beer.gif cheers.gif beer.gif cheers.gif laugh.gif


I am on my way beer.gif cheers.gif drunk.gif
Breoghan
If I were to leap back into the (many) reasons that I disagree with the "anti's" (including that last post), this would come out as an escalating argument - but as I've tried to point out in all of my other posts, I think, this is a game. My world won't come apart at the seams if others disagree. I doubt if the game will come apart either.

So, 'agree to disagree and let it go', is the way I'm gonna go.

Be lucky,
chairman lar
QUOTE (Paradigm @ Oct 7 2008, 05:32 AM) *
> This whole thing is a spacious [pun intended] arguement.

I doubt the player that got whacked by someone running 3 empires finds it specious.


Didn't say 'specious' [seeming to be good, sound, correct, without really being so]. dry.gif

Said 'spacious' [having more than enough space, vast]. wink.gif

Although both definitions now seem to be correct. unsure.gif

So much for a subtle attempt at humor. blink.gif I need a StarBars closer to home! cheers.gif Orderly! More tolerance adjuster! beer.gif
ali-t-akua
QUOTE (Kurassier @ Oct 7 2008, 08:09 AM) *
I'm just saying.
and while we are discussing this, let's all go to the local StarBars and continue this conversation. tongue.gif beer.gif beer.gif cheers.gif beer.gif cheers.gif laugh.gif

Wait for me. drunk.gif
ShadowKitsune
I agree with Paradigm, insofar as Dropped Empires should come with more "smarts" than they currently do. I have stated this before, years ago. I also understand that the game still has more than a few "bugs", missing and incomplete components. It is my philosophy that writing up some code to "take care of" Dropped Empires, similar to that which exists in Victory!, would actually save Pete time in the long run. The Dropped Empire Artificial Intelligence Module, if you will, doesn't even have to be particularly "smart". It could limit itself to a fixed set of Surface Fortresses, Defensive Satellites and Ground Troops then construct and research what it needs to support those builds. Heck, it could all be in one Army and one Fleet. biggrin.gif

I'm not even going to comment on the part of the thread. wink.gif

YMMV,
-SK ph34r.gif
Breoghan
"Smart" dropped positions I could live with (but only after I've dealt with the one I'm investing currently with my youngest empire, please! Two more turns should see it over and done with - the guy didn't exactly leave 'em defenceless - then have at it!)

Ok - I was trying to be subtle there. Sorry. It's all a matter of how the previous owner left 'em, surely. Putting them on auto-pilot is going to have them at optimal strength, falsely, taking all randomness out of the equation.

As I say, I can live with smart dropped positions, but it would have to be smart on a par with the surrounding positions for it to be reasonable, I reckon. Just my few pennies worth on the subject.....
El Capitan
Another comment, and the most significant, about 3 active players vs. 1 active player. RTG has given the defender ample advantages in this game. If a defender on his HW can't fend off 3 players, I doubt he'd be any better at fendig off a single player. The minimal amt. of tonnage and troops that Flagritz attacked with should have been easily repelled by a single defender.
SCINAT
QUOTE (Paradigm @ Oct 7 2008, 05:32 AM) *
> Oh, some dropped HW defend itself with tenth to even hundredth of division, others do not. And I am pretty sure, that the divisions were not build by the original owner!

RTG does nothing to drops. What is there is what was left there.

> This whole thing is a spacious [pun intended] arguement.

I doubt the player that got whacked by someone running 3 empires finds it specious.


Pete doubled the forces on the 1st dropped home world I ever tried taking (at first alone and then with the kind help of the Golden Sun Colonial). And he doubled the forces over and over again -- probably because I talked to Pete before every battle and he just wanted to make the game interesting for me. Finally the last time I attacked I didn't say anything to Pete because I figured that I was just probing to see how many divisions were there and I won (with the very considerable help of the GSC).

So the dropped home world started with 12 divisions, got up to about 100 divisions and would have probably had 200 divisions if Pete knew the attack was coming.

I guess I am just the lucky minority ;-}>

As for the scenario of starting 100 positions -- I bet that all the rest of us would rise up against them. Personally I have seen people spend $1000 a month on PBM games -- they usually burn out after a year or two for one reason or another. And I suspect that in subtle ways Pete would make things more difficult for such a player.

I know that when Paradigm was attacked by the TDV a group of allies rose up to fight them. SCINAT personally nailed three Mogami ships and asked for nothing in return. We were just trying to be a good neighbor to Paradigm and RIP.

John/SCINAT
ShadowKitsune
QUOTE (Breoghan @ Oct 8 2008, 03:52 PM) *
"Smart" dropped positions I could live with (but only after I've dealt with the one I'm investing currently with my youngest empire, please! Two more turns should see it over and done with - the guy didn't exactly leave 'em defenceless - then have at it!)

Ok - I was trying to be subtle there. Sorry. It's all a matter of how the previous owner left 'em, surely. Putting them on auto-pilot is going to have them at optimal strength, falsely, taking all randomness out of the equation.

As I say, I can live with smart dropped positions, but it would have to be smart on a par with the surrounding positions for it to be reasonable, I reckon. Just my few pennies worth on the subject.....


I would agree that the Dropped Homeworld would be building towards "optimal" within the parameters of their lifeform design, if the AI was built to be that flavor of "smart". I was advocating such a position. I do, however, disagree with your assertion that it takes all randomness out of the equation. Even if all Dropped Empires build the exact same units, you won't have uniformity in the result, because you are always starting with a different set of initial conditions. This would especially true regarding the Ground Combat.

If your Empire knew of five Dropped Empires, each of whom had been running for 10 Turns before you got there with your invasion force and had identically composed Armies that you knew the composition of, you will still have five different battle results, even if your Army was comprised identically in each battle. Why? Lifeform choices.

Drop #1 could be a Colonizer, built to tolerate a variety of planetary conditions.
Drop #2 could be Brains-in-a-Jar, built to be very smart, but not very tough.
Drop #3 could be a Ground Combat race, built to win on the Ground.
Drop #4 could be a Psychic race, maxed out in all of the Psychic areas - ESP, Telekinesis, and Telepathy.
Drop #5 could be a Middle-of-the-Road race, no flaws, but not really good and anything in particular.

Even with everything else being the same, these variations will make the Ground Combat different each time. The odds of everything else being the same are pretty low. Unless each position was dropped right after they were set-up, and even then each position will begin to diverge the 2nd turn after being effectively dropped.

Thus, even if the same algorithm was applied to every drop, the variation in initial conditions - Lifeform Design, Homeworld features, "abandoned" Fleets and Armies, Stockpiles and Production Queues - will guarantee that there will be enough variation that each and every conquest will be unique.* thumbup.gif

*Unless you bring 100:1 or better ratios of overwhelming force everytime. If you bring a big enough hammer, everything will start to look like a nail, right? laugh.gif

YMMV,
-SK ph34r.gif
Breoghan
Wrong.
I'm talking about what a player would have done with his defences - thats the whole point. We are all subject to our own views on what we need and what we should do with our defences. Auto-development of a dropped position will build troops/divisions as a routine rather than according to player priorities, whether those priorities are well thought out or no. Troops would be built without reference to perceived need.
I'm sorry, it still doesn't meet "reasonable" criteria.
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