Combined forces of KNF, CGW, BSG and TBH (the last one is totally weird RP-wise, Corsairs on the same side with lawfuls? but whatever...) comprised of two battleships, four fighters, one SVHF, clashed with a mighty overpowered fleet of two gunboats and a bomber from the NovaPG imagine that! The remnants of the scattered 'lawful' fleet 'retreated' very 'damaged'. They came back in greater number in less than 30 minutes.
Anyway, a lot of flames almost erupted if i didn't put a foot on it immediately before it even started. So, I'd have to fine everyone or no one. I'd prefer to not fine anyone.
Now to the matter - reengaging after the fight is over (regardless of the outcome). We need to make a rule to have the reengage time somewhat reasonable. I was saying at least 10-15 hours. It makes a lot more sense in RP.
Opinions please.
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
I agree, but only partly. I think it should be you can only engage once every 10 hours in 1 part of Sirius. So you could have 1 battle in Kusari, then one in the Omicrons, but with different characters. Dunno, but seems like this is happening more and more often lately.
I am a long-absent Supreme Commander, Executive Commander, Grand Admiral, Fleet Admiral, and Captain in the mighty Hellfire Legion. I have returned, and am on an urgent mission from Drake Thastus to return the Legion to its former glory, and to claim the galaxy for its own. Only then will I be able to rest.
RP Story (Still deciding whether or not to finish)
I'd say 3 hour limit on the faction/player your attacking. For example, if AW and SA/SF were at war (by now you all know its quite possible..) AW should be able to fight SA, and then say we lose (*Laughs*). We should be able to later on fight SF an hour later as long as SA is not involved. However, if SA is involved we wouldn't be allowed to attack (or we could do it in terms of systems. 2-3 hours for that system. Therefor, we could lose against the SA in California, but then get on ships in Theta if they come attack it.
Personally I like the latter one. If we did the latter one I'd say do 5-6 hours, instead of 2-3..
I would think 2 hours, before you can re-enter a system you left from during a battle would be sufficient. Many people come from all diffrernt time zones, and you never know when your friends or group members may log on. Plus this is a good cool down period, and can give the losing side a chance to gather forces for a counter-attack. 15 hours is along time, if alot is going on in a system you are outta luck for awhile, probably till next day.
Doesn't that kinda spoil the fun having it more than an hour or two? I mean, not everyone has time to develop a bunch of chars. Can they jump on, lose a fight, and then go "Oh well, I'll come back tomorrow so I can fight again"
I think there should be no time limit, but the retreating force must dock at a home base before reengaging. Example: KNF stages a fleet at Nago and moves into Tau-31. The KNF fleet gets defeated by SF ships. KNF would have to dock at BS Nagumo in Kyushu before entering Tau-31 again. Time limits are too difficult to track when enforcing them. Besides, do you see the NPCs taking 15 hour breaks between fighting?
There was an ID violation commited in this fight though:
The Corsair ID says:
"Pilot carrying this ID has joined Corsairs. Pirate ID grants its owner right to scan other ships and demand cargo (not allowed for cruisers and battleships), engage bounty hunters and lawfuls, fulfil bounty contracts, participate in military operations on unlawful side, and trade. Pirate ID owner cannot ally with lawful forces. Allowed ships: Fighters, Freighters, Gunboats, Cruisers (limited), Battleships (limited)
Carrying unmounted IDs in your ship, as well as not equipping an ID, is a serious crime."
TBH assisting KNF and BSG in this fight was wrong according to their ID.
I don't think BSG should be entering Kusari space to kill Blood Dragons, but that is purely a role play opinion and they broke no rules doing that.
I'd say 1 hour. After all hostilities have ceased and all combatants have moved to separate systems (meaning the teams, not individuals!), then the timer starts.
Quote:Combined forces of KNF, CGW, BSG and TBH (the last one is totally weird RP-wise, Corsairs on the same side with lawfuls? but whatever...) comprised of two battleships, four fighters, one SVHF, clashed with a mighty overpowered fleet of two gunboats and a bomber from the NovaPG imagine that! The remnants of the scattered 'lawful' fleet 'retreated' very 'damaged'. They came back in greater number in less than 30 minutes.
I'm gonna agree with your facts, Nightfall, because by the time I showed up (only KNF on the scene during the "re-engagement, I think, late, as usual), I was pretty confused as to what had transpired previous to this. Still trying to sort it out myself. I would plead though, that you filter the sarcastic bits in future.. it would add to your credibility. I know, I'm the first to use the sarcastic bite on others, but i'm gradually trying to taper off, eh?
My first thought was that we had a "cluster" facing a "cluster" similar to what the KNF has experienced recently, ie. not only NovaPG, but BDR, with others thrown in. (Wasn't there also mention of a Phantom ship and another "wild card" on the "unlawful" side in Sulu's KNF action report of the "first" engagement?)
Had I been thinking clearly in the present, and not about a new recruit I'd left hanging, and where I'd parked my trader, and what clothes to wear, I and Harley both would have attempted to assess the situation and guage the response. Didn't happen. Should have.
Quote:Anyway, a lot of flames almost erupted if i didn't put a foot on it immediately before it even started. So, I'd have to fine everyone or no one. I'd prefer to not fine anyone.
Again, spot on. When I arrived at Honshu, I was divided between relief at having some backup, and visions of a "lynch mob" beginning to lose control and light the torches. The comments in group chat were pretty rowdy and excitable already, which just added to my confusion. I did not exercise enough control, and the deLuna was systems away, with less intel than I had, I assume.
I realized after the fact that I made the greivous error of actually handing the "Con" to someone not even in KNF. I'm sure my fellow KNF leaders will have speaks with me about that. No offense to those who were so eager to jump in on our side, but I could definitely envision the flames rising, just as you did.
Quote:Now to the matter - reengaging after the fight is over (regardless of the outcome). We need to make a rule to have the reengage time somewhat reasonable. I was saying at least 10-15 hours. It makes a lot more sense in RP.
Opinions please.
Again, I need to do my homework. Sulu-san's KNF report "seems" to indicate more than just three "unlawfuls" were involved. But, regardless of their numbers, if they spanked the lawfuls into retreat, then they won the field, and should win the "day". (Or the hemi-day, or semi-day, or whatever "survey says!" the time should be.) They should be given time to do the victory dance in the club-house.
But, the obverse of that should also be considered. The "vanquished" should also have that time to lick their wounds, get out the duct tape, and cry into their beverages of choice for the same period. In other words, don't come down and let off that victory "steam" on traders or new opponents who just popped up without a clue, etc. I hope I'm making sense here. Everyone involved should have a chance to cool off.
Now, if you'll all kindly adjourn to my last post in the KNF "Action Reports" thread, you'll see that I preceded this whopper with an attempt to give everyone their dues; and to gently and inoffensively give some cautionary advice to all concerned.