Welcome to the Alpha Squadron OOC thread. Here is where you will learn the basic rules of in-game combat while flying your fighter. If you are interested in signing up, please post your application here, and you will be welcomed aboard. However, the only requirements from you are the following:
- 1. You have good RP experience.
2. You can visualize (for the map).
3. You are open for a new concept, and of course, mistakes.
4. You REGULARLY post at least once a day!
5. You are HONEST and are not tempted to cheat.
Here is the application, it is short, don't worry I don't need a full description about you:
- Application
Name:
Age:
Description: [keep this short]
Finally keep in mind that I've never done this before, so you will all be taking part of a test. So yes, there will be problems and bug issues, but I know everyone here's creative, so we can work around it. If you have suggestions, tell them too!
Okay, so the following posts will be how to play. Remember, any questions just post away.
Thanks!
This will be a turned based system, in which everyone will post in a certain order, followed by me at the end to post what is happening in the story. I will not be a flight member, but the ground commander as well as controlling the story and the enemy units. As you can guess, all you characters will be part of a fighter squadron.
As such, although you have names, when in flight, will refer to each other as Alpha 1, Alpha 2, etc. You're all in the same flight, so work together! Also, after each flight, there will be a debriefing post, made by me.
The gameplay, I hope, is going to be simple to understand. When you're actually in flight or on the ground, posting will work like a normal RP, free to do as you wish (story buildling!). However, when engaged in battle, I will post the Radar in which you will all share.
This will take a bit of visualizing, so try hard not to get confused.
For example, a one on one battle grid may look like this, although the grid will be larger:
During battle, you will be able to do the following actions. You will post your actions after you write up your actual RP portion of the post. The following commands are:
Move:
This is simple moving along the grid. Default allows you to move three squares. Upgrading you aircraft will change various stats on your fighters to be more advanced.
Action: Move [Up 2 / Left 1]
Boost:
Boosting is similar to moving, except you will be able to move two more square more on your current movement ability. So since default is three squares, you can boost up to five. However, you will not be able to fire or lock unto any targets that turn.
Action: Boost [Up 2 / Left 1 / Up 2 ]
Fire:
You will be able to fire after you move (but not if you boost). The default amount is two squares away. The success rate is a random number that utilizes the enemy fighter's speed (to be able to evade).
Action: Fire [Enemy 2]
Evade:
You can evade if you a missile as been either targeted or fired at you.
Action: Evade [success/fail]
Lock:
If you have any missiles with you, you will be able to lock unto a target. The default amount is four squares away, and for the sake of simplicity, the locked target will not be able to move out of the range to break the lock. However, you will have to wait one turn before firing.
Once the missle is in the air, the target will have a chance to evade the missile and can possibly use Chaff (if they have it) to assist them.
When you are at a base, the RP will continue story-wise. Also, you can also request upgrades to your ships to increase the stats, which will increase your combat abilities. You can purchase upgrades through the use of in-game currency, called credits. You can earn credits by:
- 100 C - Destroying an enemy
50 C - Assisting
50 C - Aiding a teammate
- Mission Completion Awards -
(I can add more, suggestion me)
So when you're in combat, you will have some stats that will determine success. Here is the list of those stats and each one of them do. These are the default starting statistics as well.
Hull (HP) - This is your general life. Reach zero and you'll be forced to eject. Although, this is an RP, so anything can happen!
Shields - The stronger it is, the less damage you take.
Engine - Determines how far you can move.
Guns - Determines how far you can shoot and damage you can give.
Targetting - Determines how far and well you can lock unto a target.
When you post, you will simply post the your stats at the end (only when you're in combat). Any upgrades to your ship will automatically increase the relative stats, and any damage that has been done will change your HP.
For example, the starting stats are:
- Alpha 2:
HP [100]
Shield [1]
Engine [3]
Guns [2]
Target[4]
Credits: 200
Missles: 6
Chaff :3
I know you're wondering right now after reading all of this, how exactly is the battle success determined? Well, I've created a very simple engine that determines the success based on the above stats. It's also dynamic, so any upgraded stats will also help your chances. Keep in mind, it's not really been tested ... so bear with me.
You can see the engine by clicking here.
On the left, Guns is for if you are firing with your regular weapons, and it will calculate the damage done if success. Missile below that will calculate damage done, and finally, Evade will allow you to evade an incoming missile.
Remember, any damage you caused to the enemy must be stated within the RP post, so that I can change their HP's. Also, any missiles you've used or chaff deployed, must be stated and subtracted from the amount you show in your stats.
And please don't cheat, this is where you possibly can. If you used Chaff, say so, and please don't keep trying until you have hit the target then say you did. Only run the program once, and if you miss, oh well, better luck next time. Don't ruin it by retrying!
[hr][hr]
Okay, I know that was a lot to take in, but I think that was necessary in order to fully understand what is about to take place. Remember, if there are any questions, just post away and I will answer them. Suggestions are welcomed as well.
Here is an example of the layout of your RP post when in combat:
- ---------
RP Post
----------
Action Post Examples
Fire: [Enemy3] - Success/Fail - [X damage]
----------
Stats Post
Alpha 2:
HP [100]
Shield [1]
Engine [3]
Guns [2]
Target[4]
Credits: 200
Missles: 6
Chaff :3
----------
OOC Post
(I know there's this OOC thread, but use this post just to clarify anything, since it might get complicated)
As for the radar, I will update it after everyone has made their move, which is why you will need a bit of visualizing, so that you don't end up sharing squares. If that's the case (it's bound to happen), I will simply move the 'bumper' over one grid tile.
Well, simple enough, right?