Battle Royal 2.0

Nickswitz
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Re: Battle Royal 2.0

Post by Nickswitz »

I sent mine in...
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Teaos
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Re: Battle Royal 2.0

Post by Teaos »

Bob, I sent him a reminder awhile ago but nada. He had sent me orders that were along the lines of, follow MArk and fire at him. But since Mark is dead I need a fresh set.
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Re: Battle Royal 2.0

Post by Nickswitz »

Ok, I'll get him on his way...
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Re: Battle Royal 2.0

Post by sunnyside »

Alright I'm thinking the Dominion commander may have OD on the white...
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Re: Battle Royal 2.0

Post by Teaos »

I got the last orders a week or so ago but have been up north on business this last week so couldnt crunch the numbers.

Should finish this battle in a week or so.
What does defeat mean to you?

Nothing it will never come. Death before defeat. I don’t bend or break. I end, if I meet a foe capable of it. Victory is in forcing the opponent to back down. I do not. There is no defeat.
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Re: Battle Royal 2.0

Post by stitch626 »

So right now Sunny can hit two targets... and I anticipate a dead Nick this phase.
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Re: Battle Royal 2.0

Post by Teaos »

I'll be pre-emptive here and sugest you remind Bob about this Nic, as I havent seen him around much lattly.
What does defeat mean to you?

Nothing it will never come. Death before defeat. I don’t bend or break. I end, if I meet a foe capable of it. Victory is in forcing the opponent to back down. I do not. There is no defeat.
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Re: Battle Royal 2.0

Post by Nickswitz »

He's on every once in a while, just not as often anymore.
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Re: Battle Royal 2.0

Post by Mark »

I have a suggestion for future games to keep them timely.

In the round, the call goes out for orders.

After a period of time pre determined by the game mod, a second call be issued in the comments section for anyone not turning in orders.

Again, after an appropriate interval, a final PM request be sent.

After that, any player NOT submitting his orders forfit his action for that turn (Captain becomes indecisive in the heat of battle).


This SHOULD help us avoid these 6 month long battles in the future.
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Re: Battle Royal 2.0

Post by Nickswitz »

I like that idea...
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Re: Battle Royal 2.0

Post by Lt. Staplic »

Rochey Glic and I kinda came up with something similar. During my battles, I sent a PM out to the contestants asking for their next orders, then one every two weeks that I didn't get orders, Glic added on to that idea after my Seafort/Stitch (which was done in record time mind you 8)) that after x weeks they pass.
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Re: Battle Royal 2.0

Post by Teaos »

In a game like this that would work, but in a team game it buggers over the other team captain who did place orders. It would be more fair to offer the other captain on that team the ability to issue orders that turn with a negative modifier.
What does defeat mean to you?

Nothing it will never come. Death before defeat. I don’t bend or break. I end, if I meet a foe capable of it. Victory is in forcing the opponent to back down. I do not. There is no defeat.
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Re: Battle Royal 2.0

Post by stitch626 »

Teaos wrote:In a game like this that would work, but in a team game it buggers over the other team captain who did place orders. It would be more fair to offer the other captain on that team the ability to issue orders that turn with a negative modifier.
Which would make sense IU, the captain who is paying attention communicates with the other ship, and they hurriedly try to fulfill his orders while their captain stares at space.
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Re: Battle Royal 2.0

Post by Mark »

I could accept that as well. Call it an emergency transmission to the ships XO, or some such.
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Re: Battle Royal 2.0

Post by Sionnach Glic »

Alright, here's the system I'm thinking:

The relevant turn is posted. A post is made in the comment thread calling for orders to be sent in.
One week later, a second call is made for orders, this time using names of those who have not sent in their orders (so mistakes where someone thinks he sent an order but didn't can be avoided).
One week later, a PM is sent to anyone who has not sent in an order.
Three days later, if no reply is sent and orders are still unavailable, roll 2D6. If below 7, the captain gets overwhelmed by the battle and his ship does nothing for this turn. If greater than 7, a randomly chosen captain quickly sees what's happening, and sends his own orders to the ship which the crew follows. A further three days will be given should a fellow captain be giving orders to the ship to give them time to send them in.

Total waiting time: 20 days.
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