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Old February 17th, 2004, 05:12 AM
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Default Head to Head Tactical Tourney!

If anybody signs up to play tonight;
Tomorrow, Tuesday Feb 17, at around 5:00-7:00pm EST (roughly 18 hours from now), I will log onto IRC to host a H2HTT!

Otherwise, I'll wait for more people and start it on Saturday morning after processing the PBC turn.

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- The mod will be my local alpha Version of SJmod. Technical details are attached for you to pre-design your ships.

- The games will be run as Head-to-Head combat on IRC, with damage reports PMed to the participants. Ship motions and firing hits/misses will be publically posted.
I have had some experience in doing this for Play By Committee, so it should work out nicely.
If you watched a PBC battle, this will have more technical details, and much less chattyness than those do.

- By default, I am assuming one-on-one combats. If enough participants are interested, we can also make it a free-for-all with multiple sides, or a team deathmatch.
The winner will be the Last team standing, or if combat times out, the winner will be the one with the most ships still capable of both moving and firing.
If there is still a tie, then it will be a judge's decision based on damage inflicted and artistic merit.

- Due to the complexity of the ship costs, fleet composition will be identical by hull sizes.
Default will be 4-ship fleets composed of:
1x200kt (scout)
1x400kt (escort)
1x600kt (frigate)
1x800kt (destroyer)
This can be altered by agreement among the participants of each combat. Possible hull sizes come in 200kt increments from 200kt to 2000kt. Bases are available at sizes from 1000kt to 4000kt, in case someone wants to play defense.

- Default Tech Level will be maxtech for everything except shields (level 1) and armor(level 2), but this can also be changed by agreement among the participants.

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Technical Ship Design Details:
Basic Hulls
Hulls are multiples of 200kt.
Every ship requires a bridge.
One LS+CQ is required for every 200kt of size.
One AuxCon can be optionally placed on each ship.

Engines & Supply
QNP is set to: 1 EnginePerMove per 200kt.
Ion engines provide 1MP, at size 15kt
CT = 2mp / 25kt
JP = 2mp / 20kt
Quantum = 2mp / 15kt

ENGINES PROVIDE NO SUPPLIES
Supply tanks are 5kt each and provide 500/750/1000 supplies at tech levels 1/2/3

Defenses
Armor is LEAKY.
Standard armor is size 1kt, and provides 30/40/50/55/60/65 hitpoints at tech levels 1 to 6

Deflector Shields are LEAKY
- Deflector Shields are size 40kt, and provide 2/4/6/8/10 CA points at tech levels 1-5
- Solid Shields are also size 40kt, and provide 20 shields + 4 regen. Multiply those abilities by the tech level, up to tech level 5 where the shield provides 100 shields and 20 regen.

Basic weapons:
Note: combat Lasts 90 rounds, so the reload rates aren't as horrible as they look.
Multiplex tracking is available at 10kt size.
DUC: 25 @ range 3, reload 4, size 25, ammo use 50
DUrailgun: 10 @ 5, reload 2, size 30, ammo 30, +5 accuracy
Particle beam: 8@7, reload 1, size 60, ammo 15, +15 accuracy
Torpedo: 50 @ 6, reload 7, size 40, ammo 100, +15 accuracy
Missile: 40@ infinity (deploys from range 20), reload 10, size 100, ammo 500, always hits, speed 10.

NOTE:
Missiles are SE3 style, and once fired, never run out. They can only hit their targets or be shot down. Or combat could end. Or the target could die and the missiles dissapear. I think thats all. No missile dancing
Fighters are not available for missile defense yet, as they aren't modded in quite yet.

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Feel free to make comments and suggestions and requests.

Also, note that only the base kinetic weapons are there at the moment, with no upgrades yet. This is LOW TECH, so the shields and armor should be kept to low tech levels as well.
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