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Realism War Game!


What mods to use?  

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  1. 1. What mods to use?



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Basics:

-Teams will each pick a home base, a color, and a name. Teams are composed of at maximum three people.

-Teams will take a turn, and then upload the persistent file for the next team to make changes.

-The game is turn-based, not live multiplayer.

-More players are welcome at any time.

-More teams may be created. They will be given a budget that is the average of the already existing teams.

-Home base always gives you $2B credits per week of income, and is invulnerable to attack.

-If you make any progress, report it in a comment on this thread. Screenies are highly recommended (but not required). Videos would also be awesome.

-Teams may launch/create as many craft per week as their budget allows, so cost-effectiveness as well as design effectiveness are both high priority

-The goal is to achieve dominance of all locations on Kerbin and in it's SOI. This means that the game is essentially like Risk - you are to wipe out as many enemy forces and bases as possible, and create as many as possible of your own.

-Goal is to create team bases and maintain a military presence at those locations. If all your craft are destroyed at a base, it becomes the other team's base (not including home base)

-Forward Operating Bases (FOB) are composed of at minimum one Flag (with your team's name/color), one Kerbal, and one Craft. They hold strategic advantage.

-Teams will be differentiated by using KerbPaint. You can use as much coloring as you want (use the color of your team), but I recommend using a copious amount to allow for quick identification of craft. Crafts created by each team should have some allusion to your team's name in their title as well.

-Players will use MechJeb to determine craft cost; they must stay under a certain budget each week (real time).

-We will be using RSS (real solar system), because we need KSC switcher. Teams will choose their preferred home base.

-RSS has been scaled down to be Kerbin-sized. It actually has a thinner atmosphere, and is a pretty great Earth replica.

Rules These are on the honor system, for the most part, so don't do things your mother wouldn't want to hear.

General

-You may freely observe the other team's craft so long as you do absolutely nothing to disturb them.

-Control only your own team's craft unless you have inserted your own pilot into an opposing team's craft.

-Teams may not go over the total budget. You will need to calculate it on your own. Budget rolls over. Post about it to minimize confusion. Craft value is calculated by Mechjeb.

-150 part craft maximum. Craft with disposable stages may use up to 250 parts as long as the final functional craft is capped at 150.

-Make every attempt to destroy the debris you create in order to keep the game running smoothly. Destruction of debris is not mandatory supposing it causes you unnecessary hardship.

Bases/Craft/Capturing

-Cannot create a FOB within 100 km of an opposing team's base. If you do, it becomes their base when your turn is over.

-Exception to above rule: if the enemy captures one of your bases and you have other bases within 100 km, the base may become yours again when you next receive the persistent file.

-Teams can capture enemy craft by bringing an extra Kerbal to pilot the craft. The craft must return to a friendly base to be counted as captured. Furthermore, after each capture, the craft must be returned to a friendly base to retain captured status, as it will be the wrong color and will cause confusion if not on a friendly base.

-Any craft on an enemy base at the end of a turn becomes the property of the enemy.

-Manned craft need not be returned to a friendly base to retain control when it is not your turn.

-Unmanned craft must be returned to a friendly base to retain control when it is the other team's turn - otherwise, they are free to control that craft.

Destruction/Damage

-Total destruction is the rendering useless of an enemy craft. Rendering useless is the removal of the craft's capability to either move or to destroy any other craft, or both.

-Total destruction may also be classified as the destruction of the command pod or by terminating the pilot (if single-pilot)

-Air Bombers may only carry one guided bomb per flight, but may resupply at (only) home base. Can carry multiple dumb, unguided bombs (including cluster bombs, so long as they are not individually controlled.

-No restrictions on the amount of guided missiles launched from ground vehicles. Landed aircraft may not carry more than one guided missile.

-Only weapons with limited ammo are permitted (no sunbeam, lazers)

-It is permitted to use Kinetic Bombardment Vehicles (Read: Kamikaze) for destroying the other team's craft. May be manned or unmanned.

-You may create any structures intended to be used for the protection of your forces.

Budget

-Craft that use all of their armaments may be recovered by a team for 75% value if unharmed (applies also to craft like bombers, as a means of reloading your bomb), 50% value if out of fuel and unable to return, 25% if harmed, 0% if harmed and out of fuel. MUST return a craft to home base to regain credits.

-Craft must be returned to home base before recovery for credits.

-Craft may be recovered at places other than home base, but will not return any credits.

Black Market. Are not subject to budget concerns. To ameliorate unfairness with this, vendors may not sell craft files for any less than the craft's value. There is a separate page set up for the peddling of craft and craft files. it can be found Here.

-Third party participants make take the craft file and set up bases anywhere on Earth.

-May set up bases at any location other than the KSCs used by the other teams.

-May simply use KSC switcher to create a base at the other KSCs that Regex has included, so when they produce a craft they can just leave it at that KSC.

-When finished building craft, may launch as many as they wish, basically like a car dealership.

-To pick up a craft, red or blue team must come and bring a Kerbal to pick up the craft.

-Cannot sell craft to a team for less than the value of a craft.

-Craft files may sell for no less than double the craft's value, because the team is essentially buying the rights to build a craft forever.

-Moderators may sell (or even give) craft files to either or both teams.

-May sell craft to either team.

-Can favor certain team - essentially like a defense contractor.

-Can auction off their craft (give to highest bidder)

-May sell/auction craft file as well, and can send the file to a member on either team.

-Crafts bought on black market do not change budget per week, only subtract money from the current week.

-The Black Market Bases are neutral and have have a 2.5 km demilitarized zone where no warfare or sabotage may take place.

-May only modify the persistent file when handed over from the team that had it - must notify the next team to take a turn that they will be modifying the persistent file. Prevents from overriding data.

Craft Rules

-No fuel clipping is permitted (excluding RCS).

-Recommended: a docking port to refuel your craft so it does not become useless if it runs out of fuel. You do not receive full value back for your craft when you recover it, so it will be cost effective to refuel it in situ.

-Use KerbPaint to color your craft the color of your team. You do not need to color the whole craft, but at least ~10%.

-In the name of each craft you launch, include in it's name the team you are on. Preferentially in parentheses at the end of the name.

-If you buy a craft and pick it up, you will be unable to color it, so you must change it's name to include some affiliation to your team (Orange or OJ would do just fine)

Persistent File Sharing

-Teams will get 48 hours from the time the persistent file is uploaded to work on it and re-upload it so the next team can take it.

-Teams mayhave 8 hours of wiggle room in uploading the file (but may upload early at any time), due to sleep and real life concerns.

-If uploading in a timely manner becomes a problem, team order may be changed (and if you'd like for it to change, request it and I'll probably allow it). If this does not work, sanctions may be implemented for tardiness. Uploading the persistent file should be done with Dropbox/Mediafire.

-If you are unable to spend time on KSP during those 48 hours, defer your turn to the next team, and you will be placed in the rotation immediately after them.

-If you are unable to post here, take your turn, or defer within 56 hours from the start of your turn, your turn becomes forfeited and you will not have another until you come around in the rotation again.

-The rotation order is the order in which the teams are listed below.

-This game is going to start at GMT 0000 on Sunday starting with Red Team.

Scoring Post Screenies/report what you've done in order to get points.

+50 points for destroying ground craft

+100 points for destroying aircraft

+150 points for destroying orbital craft

+100 points for destroying orbital base/station/immobile structure (like an ODIN weapon)

+300 points for capturing a base (must destroy or capture all enemy craft within 2.5 km) (you may receive points for each craft destroyed or captured)

+150 points for destroying enemy base (+ points for each craft destroyed or captured

+25 points for capturing ground craft

+50 points for capturing aircraft (to include spacecraft)

+100 points for capturing orbital outposts

+100 points for recapturing a craft back from the other team.

+200 points for establishing FOB (flag/structure and 1 craft)

5x multiplier for anything that happens on the moon or in moon orbit!

Budget - report crafts/bases destroyed for recalculation of budget. Budget changes take effect starting at the top of the next week. 2x multiplyer for anything on the moon or in orbit around the moon. Craft value is to be calculated by MechJeb.

$2B credits per week (CPW) base salary

+ $25M CPW for each craft destroyed

-$25M CPW for each of your own craft destroyed

+$100M CPW for each stationary orbital structure/base. To include but not limited to: Kerbal housing, armament hotspots, refueling stations, fighter carriers, etc.

+/-$0 for crashing your own craft... you just lose the money you spent to build it (Read: no monetary penalty for Kamikaze action).

FOB Budgeting - Credits added to your budget are allotted by the category you fall into.

1-3 FOBs - add $250M

4-7 FOBs - add $500M

8-12 FOBs - add $750M

13-18 FOBs - add $1B

19-25 FOBs - add $1.25B

26-33 FOBs - add $1.5B

34-42 FOBs - add $1.75B

43-52 FOBs - add $2B

Team Rosters

Moderators - referees. May implement changes as necessary/for fun.

Horndgmium

Red Team - Home Base: Satish Dhawan. Budget: $2B. Points: 0

WH40krules

xoknight

Draemora

Blue Team - Home Base: undetermined. Budget: $2B. Points: 0

KNSA Scientist

Deathsoul097

Ãœber Empire - Home Base: Cape Canaveral. Budget: $2B. Points: 0

Uberlyuber

Koolkei

Nicholander

Dragon Army - Home Base: Hammaguir. Budget: $2B. Points: 0

Stealth_Eagle

KvickFlygarn87

Green Team - Home Base: Kourou. Budget: $2B. Points: 0

QuesoExplosivo

It'snotrocketscience

MCA

Orange Team - Home Base: undetermined. Budget: $2B. Points: 0

Orbiter

Rondon

Black Market Vendors Vendor Page

Shoveycat

Redrobin

Jebthepilot

I.T Marcus

Kerboman

Required Mods - Required common Gamedata folder: removed, download and install the following mods individually:

-RSS (scaled to Kerbin-size) (no realism overhaul) (Place this in your RSS folder: Scaled-down Earth with height map fix)

-FAR

-KerbPaint

-MechJeb

-Skillful Weapons

-B9 aerospace/D12 Expansion

-Infernal Robotics

-Firespitter (Delete Biplane Folder)

-p-Wings

-p-Parts

-p-Fairings

-Active Texture Management - Aggressive

And Finally...

Game Save (persistent file) Download -

Edited by horndgmium
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You might wanna replace "Damned Robotics" with "Infernal Robotics", Last update of DR was back in 0.19!

And IR is the "More current" version of DR.

I will vote for FAR, B9, Firespitter, Lazor system And DR IR.

I'd participate but personally, i prefer the ground.... forces.

Edited by KotDemopan
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So is it one launch per week or as much as you can pay for? Even a small probe can turn a spacecraft to splinters if it just goes fast enough, since KSP's node system means breaking the right part will spit it in two. So a dilligent team could wipe out the other team pretty quickly.

Kessler syndrom would become pretty hilarious though if anyone bothers to "conquer" orbit (with high enough debris setting) :)

Come to think of it, what constitutes "destroyed"? If you manage to bomb a solar panel off a base it's hardly destroyed, is it? But I've never seen a safely landed or orbiting craft be exploded into non-existence by collision. It just breaks apart into smaller pieces. So being called "destroyed" is not straightforward I think.

Just some thoughts :)

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Im thinking Planes are gonna have to land to allow people to pass the save file leaving them in sort-of a vulnerable state so the enemy tanks/mechs could destroy them.

Which allows vehicles that can't point their gun up like this one a chance!

cUB8ynp.jpg

just replace the DYJ gattling gun with a sunbeam lazer and good to go!

EDIT: im also thinking said vehicles with the sunbeam lazer are only allowed one shot and only one of the said lazer, for balancing purposes

Edited by KotDemopan
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Yeah it's turn-based so everything needs to land that's not going to be on rails. They will be vulnerable but I mean without active multiplayer, air combat is impossible :/ .

Destruction of ships is anything that makes it unable to either fight or move or both. Capturing ships can be done by taking along a pilot and putting it in the vessel you wish to capture and flying it back to your own base. IF it doesn't make it back to a friendly base, it is not yours. Furthermore, if you use it in the future, it must always return to a friendly base in order to differentiate it since it will be the wrong colors.

I guess no cap on players if people are interested! It'll just be harder for them to coordinate in a week's time.

Ha, Kessler syndrome would be hilarious. And teams can launch as many craft as they want as long as it is within budget for the week.

Can anyone think of a good way to do points for damage and not destruction?

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...And now i feel like i should have voted for InfiniteDice/Skillful

However, what does make me feel i shouldn't have voted for it, is the tiny little fact that... bomber planes.

And guess what supports said bomber planes the most, B9

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I see two flaws with capturing:

1) Who would be stupid enough to make anything manned? Probes can't be captured so they're much better, and without RemoteTech there's no advantage to manned missions.

2) Even if you make it manned, by filling up all seats it's immune since you're not allowed to control enemy crafts and can't send the kerbals on EVA to put in your own.

I guess there is the grabber. So perhaps that could work for capturing?

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I guess there is the grabber. So perhaps that could work for capturing?

So that would mean i could potentially send THIS into the battlefield and have it be useful?

l74TWin.png

Yes, ITS A TRUCK.

And even if you ignore the fact its a truck, even more problems come with the claw, wouldn't Everything at everywhere just be built with one?

Unless there is a restriction of "1 claw grabber thingy per team".

Edited by KotDemopan
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EDIT: im also thinking said vehicles with the sunbeam lazer are only allowed one shot and only one of the said lazer, for balancing purposes

Yeah I agree - either that or we could just restrict it to craft with limited ammo.

So that would mean i could potentially send THIS into the battlefield and have it be useful?

Yes, ITS A TRUCK.

haha yup! Great for sending extra pilots!

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haha yup! Great for sending extra pilots!

You didn't expect that one did you?

Also trucks were used to send in alot of troops, but they weren't really used to capture enemy Tigers and Panthers were they?

Edited by KotDemopan
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I see two flaws with capturing:

1) Who would be stupid enough to make anything manned? Probes can't be captured so they're much better, and without RemoteTech there's no advantage to manned missions.

2) Even if you make it manned, by filling up all seats it's immune since you're not allowed to control enemy crafts and can't send the kerbals on EVA to put in your own.

I guess there is the grabber. So perhaps that could work for capturing?

Well, either everything could be manned, or it could be mandatory for probes to return home. If not, probes are fair game for the opposing team to control (and they must return them to their own base if they do so).

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I think i found a way to "Nerf" bombers, only allow them to use only 1 bomb, i feel a bomber having 10 big bombs at its disposal which it can easily drop at 1 target rather unfair.

And besides, if you don't drop all of your bombs you're just gonna be a sitting duck for the enemy's turn, and i feel that would make nobody want to keep some of their bombs would it?

EDIT: i think i now feel like MMO developers do, trying to balance things equally, and i found a way to make tanks a bit more fair

"allow 1 shot for tanks per turn and allow them to have ammo of 4-6 and allowing them to have more ammo if they have less armor, but reducing ammo count if the vehicle is small"

Edited by KotDemopan
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Well the team would have the whole week to fly it so I think it would be possible to get back to a friendly base.

I think having bombers carry only one bomb at a time would be a good idea.

Plus people would probably struggle to resupply a bomber with a new bomb (although possible and recommended due to budget constraints!

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I guess, but i don't see how i could possibly put a new bomb without having overly high landing gear (recovering the old bomber while it is at the base and replacing it with a new one?)

I also feel the "tank rule" i made up will give the struggle for players of "Do we send alot of hard-to-hit light tanks with the highest speed possible and easily affordably but with paper armor, fat heavy tanks with 10 1x1 plate-thick armor but horrible mobility and a tiny ammo count or do we try to make all-around tanks?"

Edited by KotDemopan
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I guess, but i don't see how i could possibly put a new bomb without having overly high landing gear (recovering the old bomber while it is at the base and replacing it with a new one?)

I also feel the "tank rule" i made up will give the struggle for players of "Do we send alot of hard-to-hit light tanks with the highest speed possible and paper armor, fat heavy tanks with 10 1x1 plate-thick armor but horrible mobility and a tiny ammo count or do we try to make all-around tanks?"

I'm thinking that's just part of strategy. I, for one, would want to make forward operating bases. But capturing those bases needs to be nerfed somehow maybe?

And I modified the rules with your suggestions, if people don't want to reload their bomber on the tarmac you can recover it and launch another for 50% return of the cost, just like any other craft.

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Forward operating bases? how about Jeeps/Kubelwagens/UAZes that kerbals can actually get out of, and have a specified amount of kerbals here to capture said bases like 16-20?

EDIT: To explain the "actually get out of" part, take the tank in the first picture that i posted, you can just barely notice that the turret is a MK1 landing can covered in plates with a gun on it

Now assume said vehicle didn't have the rotatron part, and the turret was stiff in only one position, the kerbal could get out of the cockpit and repair the wheels,

But not get out of the vehicle and onto the ground, he stays in the vehicle no matter what.

So the kerbal can technically get out, but not actually get out of the vehicle and leave it for good

These "jeeps" could allow the kerbals to get out, and go near the flag that marks the F.O.B. unlike a tank-driving kerbal.

Edited by KotDemopan
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I would love to join the Blue Team if that is alright.

Absolutely!

And I think we'll get started as soon as we get at least like 3 people per team. That leaves room for someone to be a craft designer, a base planner, and a pilot, but I'm sure everyone will want to pilot craft.

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