While We Wait: Boredom Strikes Back

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And you call yourself a NESer.

I thought you hated fiftychat?

NESER and Fiftychatter do not have to me mutually exclusive.

I used to severly dislike some of the people associated with it, and i was banned from there.. but times change, i like it there now.
 
Well, if I'm there, we know it's winning ;)
 
ChatNES VI: Fear And Loathing In The Julian System

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Now accepting signups in #nes.

Notes: This is a beta map, subject to tweaking. If I don't get at least 5 interested players online tonight, I'll wait until I do to run it. If I get more interested players I could add a 6th faction. (And sorry about the .jpg, I have a .png version also.)
 
ChatNES VI - Fear And Loathing In The Julian System

Spoiler Final Map :
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Backstory:

We lost contact with the Homeworld over a century ago. Since then, the scattered colonies have been forced to make do. Copying belief systems from home, or simply making up their own, five new governments have propped themselves up in the Julian System. Naturally, they hate each other with a passion.

Now, in order to re-establish contact with Home, you must capture the various relays located on each planet. Or destroy them, and rule the system in splendid isolation for all eternity.

What matters is that you must conquer or be conquered.

RULES:

Each planet has three stats, G, P, and M, which stand for Garrison, Port, and Mine.

Garrison - Prevents capture of the planet by an enemy. Represents both ground/naval/air forces and orbital defenses. Enemy fleets must reduce the garrison to zero, which takes time, generally -1 garrison per 3 besieging ships per turn. (Accelerated by presence of Dreadnoughts/Battleships.) A planet can only support as much garrison as it has (+X) in total eco. Garrisons cost 2 to build. If a besieging force reduces the garrison to 0 and all non-besieging ships are destroyed, the planet falls.

Mine - Represents the economic potential of your planet. (Outer planets with 1 mine are currently at +0 because no one owns them.) To build a mine costs 2 plus the current number of mines on planet. So, to build your first mine on planet costs 2, your second costs 3, your third 4 and so on. Mine failures/rare metal finds are random events. Your number of mines on planet determines how many garrison units you can field.

Port - The spaceport is what is required to build ships on planet. Each costs 3 to build. You can only build 1 ship per turn on planet without building another port. There is no limit to how many ports you can build.

SHIP TYPES:

Frigate - 2$
Frigates are fast, light attack ships. Their function is to shield your capital ships from enemy frigates, and go after enemy capital ships. One of the best ways to bring down an enemy capital ship is with a swarm of frigates.

Interceptor - 3$
Interceptors have fast-tracking weapons dedicated to killing Frigates. They can protect capital ships as well, though less effectively than a frigate swarm.

Cruiser - 4$
Cruisers are the bread and butter of the modern fleet. Cruisers have a good mix of weapons, being a multi-role ship, and are capable of fighting larger capital ships with support ships, or holding off Interceptors and Frigates on their own.

Carrier - 5$
Carriers are necessary in larger fleet combat to shield your Frigate swarm from enemy Interceptors and Cruisers. They come with an immense amount of jamming and ECM weaponry, and possessing a Carrier in support lessens the chances of losing frigates significantly, thanks to their command and control features. (Comes with one free Frigate.)

Dreadnought - 5$
The smaller capital ship, a single Dreadnought can kill anything that flies except a Battleship. Less vulnerable (albeit still vulnerable) to frigates, a Dreadnought has heavy weapons that can shred Cruisers and Interceptors and make Carriers fear for their lives. Dreadnoughts kill an extra Garrison unit per turn of dedicated planetary siege.

Battleship - 7$
Virtually immune to anything except a large group of dreadnoughts, another battleship, or a frigate swarm. A single Battleship has a good chance of destroying a small fleet all by itself, though support ships are highly recommended. Battleships kill two extra Garrison units per turn of dedicated planetary siege.

Miscellany:

Control over a rare-metals asteroid (the ones marked +1 on the map) grant an immediate bonus, no need for investment.

Ships move roughly 1 inch per turn. (Non-scientific, so sue me.)

Ships cannot move the turn they're built.

Dreadnoughts and Battleships can bomb mines or ports, but they can only target one structure each per turn, and success is not guaranteed. Also, you cannot fight enemy ships and bombard on the same turn.

All factions start with 5$.

I will be starting this, if I have 5 players, at 11:30 PM EST. Please post on my wall indicating your desired spot(s).
 
Planet better.
 
It's just a low-budget thing I update once an hour; I'm not exactly doing SysNES here. :p

Spoiler Update 0 Stats :
The Empire
Planets: Perdition (+4)
Money: 5$
Fleet:

The Republic
Planets: Cartucia (+2), Taranis (+1)
Money: 5$
Fleet:

The Inquisition
Planets: Salvation (+1), Sirona (+2), Virona (+0)
Money: 5$
Fleet:

The Caliphate
Planets: Khadir (+3)
Money: 5$
Fleet:

The Monarchy
Planets: Aeras (+3)
Money: 5$
Fleet:


The Empire counts its advantage as a higher starting economic base, but a portion of their first turn funds must be spent building a port.

The Republic counts its advantage as a multi-planet civ with lower economic growth costs, and multiple asteroids in range.

The Inquisition counts its advantage as a multi-planet civ with lower economic growth costs.

The Caliphate counts its advantage as a high starting garrison.

The Monarchy counts its advantage as starting with more than one port.

Claims thus far:

fc - The Monarchy
Kraz - The Caliphate
MjM - The Empire
Iggy - The Inquisition
 
...or you would update it once an hour, if you had a player base.
 
THE INQUISITION

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And then after our divine master had seen to it that life propagated through natural causes throughout the stars, so that we could find him, through rational inquiry, solid experimental design and steely adherence to the scientific method. He hides, shrouded in data points, awaiting us behind the theory of everything. There, at the ends of the universe, shall we embrace him and be as one in perpetual enlightenment.

We are the Inquisition. We inquire into things. It is the holiest of holy pursuits.

In our spare time we write critiques to Nature magazine.

Scathing ones.

Tolerate neither misleading graphs nor poor methodology. Expand our field of knowledge, study, apply previously theories to generate newer hypotheses, experiment upon them to create newer theories, and assemble grand models to draw us closer to seeing the true face of God.

Exterminate the hearsayer, the fabricator, the obscurantist.

Long live the Inquisition.
 
The Great Unfeasible, Powerful and Respect-Worthy Republic was divided between two planets, Corrucia and Taranis. Though belonging to the same Great Unfeasible, Powerful and Respect-Worthy Republic, these planets were quite different from each other. Particularly worthy of distinction was Taranis, whose population had been, for thousands of years, exposed to extremely hot and volatile rays of energy from the sun. This had caused a sort of "mental difficulty" in the population, worsening with each passing generation.

This is the state of Taranis. This is their story.

(will write when under the influence)
 
UPDATE 1:

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Great ships are built as the nations march to war. (Stats incoming.)

Spoiler Update 1 Stats :
The Empire
Planets: Perdition (+4)
Money: 5$
Fleet: Dreadnought - Perdition

The Republic
Planets: Cartucia (+3), Taranis (+1)
Money: 4$
Fleet: Frigate - Taranis

The Inquisition
Planets: Salvation (+1), Sirona (+2), Virona (+1)
Money: 4$
Fleet: Interceptor - Virona

The Caliphate
Planets: Khadir (+3)
Money: 6$
Fleet: Carrier (1 Frigate) - Khadir

The Monarchy
Planets: Aeras (+4)
Money: 5$
Fleet: Frigate - Aeras, Frigate - Aeras
 
UPDATE 2 - IN SPACE, NO ONE CAN HEAR YOU BLEED

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The rich asteroid of Antioch is fought over by the Caliphate and the Monarchy. The Caliphate sends a carrier, whose attached frigate wing wipes out the sole frigate squadron sent by the Monarchy.

In other news, various other asteroids are captured without comment by the various other factions. The minerals provided will soon ramp up industrial ship production.

Spoiler STATS IN SPAAAAAACE :
The Empire
Planets: Perdition (+4), Asteroid SE of Perdition (+1)
Money: 5$
Fleet: Dreadnought - Asteroid SE of Perdition, Carrier (1 Frigate) - Perdition

The Republic
Planets: Cartucia (+3), Taranis (+1), Asteroid NE of Taranis (+1)
Money: 6$ (includes 1 banked)
Fleet: Interceptor - Taranis, Frigate - Asteroid NE of Taranis

The Inquisition
Planets: Salvation (+2), Sirona (+2), Virona (+1), Asteroid NW of Sirona (+1)
Money: 7$ (includes 1 banked)
Fleet: Interceptor - Asteroid NW of Sirona

The Caliphate
Planets: Khadir (+3), Asteroid SW of Khadir "Antioch" (+1)
Money: 6$ (includes 2 banked)
Fleet: Carrier (1 Frigate) - Asteroid SW of Khadir "Antioch", Cruiser - Khadir

The Monarchy
Planets: Aeras (+4)
Money: 4$
Fleet: Frigate - Aeras, Interceptor - Aeras, Frigate - S of Aeras


The Republic was NPC'ed this turn. I'm assuming Matt or skep will send orders for it tomorrow.
 
I love #fiftychat. And I love the NESing community. I am part of both. You can be both, y'know. ;)

Yeah, I am too :D
 
UPDATE 3 - There's A Little Black Spot On The Sun Today

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The Great Southern War continues. Matters reached a head as the Royal Expeditionary Force arrived to challenge Caliphal control over Antioch. The Caliphate Cruiser's first shot exploded the nuclear drive core of the Monarchy Frigate, while its foes shots glanced off its armor. However, in the second salvo, the Monarchy's Interceptor scored a lucky shot, destroying the Caliphal Cruiser, but not before the enemy's railguns punctured the Interceptor's hull.

Antioch is now surrounded by wreckage and controlled by neither power.

Further south, the Caliphate carrier wipes out the Monarchy's frigate which had just captured Celsis. As the Monarchy had no time to establish a garrison, Celsis reverts to Caliphate control.

The Republic, Empire, and Inquisition continue to expand peacefully. Notably, the inhabitants of Faren choose to "peacefully" join the Republic. Of course, the time for peace is nearing an end in the Julian System.

Spoiler Statistiques D'Espace :
The Empire
Planets: Perdition (+4), Asteroid SE of Perdition (+1), Asteroid NE of Aeras (+1)
Money: 9$ (includes 3 banked)
Fleet: Dreadnought - Asteroid NE of Aeras, Carrier (1 Frigate) - Asteroid SE of Perdition, Frigate - Perdition

The Republic
Planets: Cartucia (+3), Taranis (+1), Asteroid NE of Taranis (+1), Faren (+1)
Money: 7$ (includes 1 banked)
Fleet: Interceptor - Taranis, Dreadnought - Taranis, Frigate - Faren

The Inquisition
Planets: Salvation (+2), Sirona (+3), Virona (+2), Asteroid NW of Sirona (+1), Asteroid W of Virona (+1)
Money: 10$ (includes 1 banked)
Fleet: Interceptor - Asteroid W of Virona

The Caliphate
Planets: Khadir (+3), Celsis (+1)
Money: 5$ (includes 1 banked)
Fleet: Carrier (1 Frigate) - Celsis, Frigate - Khadir

The Monarchy
Planets: Aeras (+4)
Money: 4$
Fleet: Frigate - Aeras, Frigate - Aeras
 
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