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16:04, 27th April 2024 (GMT+0)

Holonet v3 [OOC]

Posted by GMFor group archive E
Kenna Vale
player, 71 posts
'Gates' - Ace Pilot,
Loose Cannon
Tue 8 Oct 2013
at 13:19
  • msg #939

Re: Holonet v3 [OOC]

I'm a fan of the 'make a few rolls and tell us how the first four went' option, myself.  Even though I've finally figured out all the math involved with the Aureks (and I'm guessing, but feel fairly confident that the numbers for the sim Aurek should be the same as the actual Aurek, or really, really close), it's just plain easier to not have to roll through five whole rounds of combat.

That said, if Hex and Huu would rather roll to get the rolls themselves down, I'm fine with that too.  Color me easy to please.
Hector Daniel Decrilla
Player, 68 posts
'Hex' - Mercenary
In it for the money.
Fri 11 Oct 2013
at 00:18
  • msg #940

Re: Holonet v3 [OOC]

Me, me, I choose few rolls and tell us how it goes. I prefer narrative combats when they aren't really important, no lives on the line, so that works for me. There will be enough 'real' combat for us to roll our dice and let the dice gods help us write up some awesome stuff.

Also....is Hex going to be able to use Force Pilot or is he going to be a load of crap in a simulator :D
That Darn Ewok
GM, 121 posts
When somethin's wrong...
Who you gonna call?
Fri 11 Oct 2013
at 01:11
  • msg #941

Re: Holonet v3 [OOC]

Sounds like we have a majority then!

To answer your question, Hex, I can only really say 'sort of'.  There's no rules for it as far as I know, and based on how I understand the Force, I'd have to say it works... halfway.
Hector Daniel Decrilla
Player, 70 posts
'Hex' - Mercenary
In it for the money.
Fri 11 Oct 2013
at 01:17
  • msg #942

Re: Holonet v3 [OOC]

Heh, well it doesn't particularly bother me one way or another. I'm more than happy to have Hex throw his helemt out of the simulator at the end because he's relying on muscle memory and training (his natural pilot roll) rather than the force, but he won't be pleased about it :P
Kenna Vale
player, 73 posts
'Gates' - Ace Pilot,
Loose Cannon
Fri 11 Oct 2013
at 01:26
  • msg #943

Re: Holonet v3 [OOC]

Hahaha! Post 5000!

*cough*

*ahem*

That done, I would think that the Force Pilot would work in the sim.  It might not be as perfect, since it's against a program, but since the programs are crafted to be as realistic as possible... I dunno.  I would suspect Hex would be -better- in the real thing, but I don't imagine he'll -suck- in the sim, either.
That Darn Ewok
GM, 122 posts
When somethin's wrong...
Who you gonna call?
Fri 11 Oct 2013
at 01:29
  • msg #944

Re: Holonet v3 [OOC]

Exactly that, Gates.
That Darn Ewok
GM, 123 posts
When somethin's wrong...
Who you gonna call?
Wed 16 Oct 2013
at 05:20
  • msg #945

Re: Holonet v3 [OOC]

I'm workin' on a post for you guys, but I have been fairly busy these past few days - and may be later this week too, so hold out!
Kenna Vale
player, 76 posts
'Gates' - Ace Pilot,
Loose Cannon
Sun 27 Oct 2013
at 23:47
  • msg #946

Re: Holonet v3 [OOC]

Gods, this is such a Gates-style song, I have to share.  Precisely the sort of thing she'd pipe into her cockpit in the sims...

http://www.youtube.com/watch?v=WsDOqeQEvH0

(NSFW by any stretch of the imagination)
This message was last edited by the player at 23:50, Sun 27 Oct 2013.
That Darn Ewok
GM, 125 posts
When somethin's wrong...
Who you gonna call?
Mon 25 Nov 2013
at 19:37
  • msg #947

Re: Holonet v3 [OOC]

Alright, next update, which will bring you guys into the simulation and actual combat, will have to wait until friday at the earliest.  Gotta do a bit of preparation, and University work.
Huu Shie
player, 9 posts
Like flashing lights the
force moves
Thu 19 Dec 2013
at 01:24
  • msg #948

Re: Holonet v3 [OOC]

Just a quick question....can we target the missles? How long before they reach the ship?

Second, how are the bombers armed? Any actual guns? Or just their missiles?

And are we allowed, or is Gates at least, allowed to give orders to the cruisers?
That Darn Ewok
GM, 127 posts
When somethin's wrong...
Who you gonna call?
Thu 19 Dec 2013
at 04:01
  • msg #949

Re: Holonet v3 [OOC]

Yes to the first, and 'not very long'.  I wouldn't count on getting a second pass.

As for the bombers... they do have laser cannons, as well as their payload (which is at least missiles).  No turret.

You can give orders to the cruiser.  Or Gates can, since you guys gave her flight lead (which is totally not going to go to her head).
Huu Shie
player, 10 posts
Like flashing lights the
force moves
Sat 28 Dec 2013
at 16:11
  • msg #950

Re: Holonet v3 [OOC]

Sorry for the long delay, festive season and now sick!

More questions, about to shoot at missles need to ask:

1) How do we calculate the to hit number for our ships? If it is the same as the original Aurek's apparently Kenna has the stats and formula in her scratchpad and can post it if need be.

2) What other armament does the Aurek have other than lasers, which I assumed? And is there anyway I can use Dual Weapon in the Aurek?

3) Last but not least, for future refrence, do any of our Force Powers (Other than Force Strike, Fold Space and Move Object) have a use in space combat?
That Darn Ewok
GM, 128 posts
When somethin's wrong...
Who you gonna call?
Sat 28 Dec 2013
at 16:52
  • msg #951

Re: Holonet v3 [OOC]

Stat specific stuff will have to wait until I get home, but I remember the stats we were using for the Aurek before were just proxied from another starfighter in the book.  Gates should remember which one I mean - it was Starsaber or Starviper or something.  Either way, those aren't exact.  If you want to hold off then, I should be back home by the end of next week or so, if you don't mind waiting.

As for dual weapon, no.  Any turret or system that has multiple weapons functions as a single one.  It physically wouldn't be possible to, say, operate both turrets on the Falcon.

Force powers... Depends on the power really.  Most don't have a lot of range though.
Hector Daniel Decrilla
Player, 80 posts
'Hex' - Mercenary
In it for the money.
Sat 28 Dec 2013
at 16:56
  • msg #952

Re: Holonet v3 [OOC]

Happy to wait :D

This time of the year is always slow.
Kenna Vale
player, 82 posts
'Gates' - Ace Pilot,
Loose Cannon
Sat 28 Dec 2013
at 17:34
  • msg #953

Re: Holonet v3 [OOC]

Yeah, the stats were ported from the Starsaber, the fighter that the Aurek replaced in use, if I recall rightly.  The Aurek, especially the <whatever version past the Mark VIII> that Aquila is actually flying should be superior to that.  We do have torpedos and lasers, but we can't fire but one at a time.  No unloading your entire payload at once, unless you intend to kamikaze into something...

....which I definitely wouldn't suggest. ;)
That Darn Ewok
GM, 129 posts
When somethin's wrong...
Who you gonna call?
Sat 28 Dec 2013
at 17:43
  • msg #954

Re: Holonet v3 [OOC]

That they are, so I have a bit of work to do on that when I get back.

In any case, the missiles were just launched, so you're not quite in range for a shot just yet...
Huu Shie
player, 12 posts
Like flashing lights the
force moves
Tue 31 Dec 2013
at 02:38
  • msg #955

Re: Holonet v3 [OOC]

How many shields does a Aurek have? Just one for front and rear? Or more?

If this is not relevant tell me so :D I'll happily just assume there are enough for both front and rear :D
That Darn Ewok
GM, 130 posts
When somethin's wrong...
Who you gonna call?
Tue 31 Dec 2013
at 02:47
  • msg #956

Re: Holonet v3 [OOC]

Shields in Star Wars don't quite work like that - rather, you have one generator, and can allocate power to different sectors, evenly or uneven.  Fighters generally have front/rear distributions, while capitals can have any number of sectors.

Power management isn't covered in Saga except for a few feats, but in the TIE fighter games, you could push equal power, bolster front or rear (at the expense of the opposite; 60:40, 90:10, etc), and you could even balance power between engines and shields with the same balance.  You can do that here as well!
Hector Daniel Decrilla
Player, 82 posts
'Hex' - Mercenary
In it for the money.
Tue 31 Dec 2013
at 02:58
  • msg #957

Re: Holonet v3 [OOC]

Cool, I only ask because I have in my cupboard somewhere that board game where you can fly ships and fight....forgotten it's name, but there it used to give you a number of shields you could distribute.

Percentage works fine for me.
That Darn Ewok
GM, 131 posts
When somethin's wrong...
Who you gonna call?
Tue 31 Dec 2013
at 03:16
  • msg #958

Re: Holonet v3 [OOC]

Yeah, the miniatures, I have some of them too.  Got an X-wing Ace and a Rogue Squadron X-wing in the same booster pack, heh.

As decribed in the lore, fighters generally don't have port/starboard or dorsal/ventral - they're so small and agile that most attacks will come from the front or rear anyway.
Huu Shie
player, 13 posts
Like flashing lights the
force moves
Wed 15 Jan 2014
at 15:55
  • msg #959

Re: Holonet v3 [OOC]

Sorry, work is using me as a punching bag a bit and my imagination is almost flatlined...

Is there enough of a star/sun/nova whatever in the sky that we can try and use it like normal pilots use the sun, to hide their approach or does the electronics make up for that?
That Darn Ewok
GM, 133 posts
When somethin's wrong...
Who you gonna call?
Thu 16 Jan 2014
at 04:40
  • msg #960

Re: Holonet v3 [OOC]

It can still be used in part, but its not as widely available.  Gotta be some very specific positioning due to the nature of space combat, and if you don't initiate combat from that vector, then it isn't feasible to try because you'd have to spend so much time to get on it.

In this case though, you're not close enough to a star to do so.
Hector Daniel Decrilla
Player, 84 posts
'Hex' - Mercenary
In it for the money.
Sat 1 Feb 2014
at 12:44
  • msg #961

Re: Holonet v3 [OOC]

Just as an FYI I'm in the process of applying for a promotion, part of that process is putting together a presentation and a rather intensive interview process. With that in mind I'm going to be very, very slow the next couple of days preparing for that. It's likely to be over be the middle/end of next week but for the mean time I'll post when I can but it is going to be much slower than normal.
That Darn Ewok
GM, 135 posts
When somethin's wrong...
Who you gonna call?
Sat 1 Feb 2014
at 19:02
  • msg #962

Re: Holonet v3 [OOC]

Hey, that's no problem dude!  The job comes first, after all.

To give you a bit of an idea, I'm in job search mode myself, so I know how you feel, heh.
This message was last edited by the GM at 20:29, Sat 01 Feb 2014.
Hector Daniel Decrilla
Player, 85 posts
'Hex' - Mercenary
In it for the money.
Sat 8 Feb 2014
at 16:38
  • msg #963

Re: Holonet v3 [OOC]

And I got it :D

So I'm hoping to get some posting done today or tomorrow, and this game is high on my list...but I've come to the conclusion I don't write enough space battles..so I need to think about how to write it :D
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