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Black

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  1. After much deliberation the people of Mercia have limited their choices down to two. After much debate as to the winner of the two it was unanimously realized that both were in fact the same person! Congratulations War Hawk and welcome to nuclear power!
  2. Due to unforeseen gains in wealth it is again time for Mercia to Bequeath more fire upon Orbis and further the flames of chaos. As usual in order to win the NRF you must have a free project slot or have a project to be replaced by said NRF. This time for the amusement of the Bourgeoisie we will again be hosting an arbitrary art competition in which you shall be tasked with drawing...A flying walrus throwing a pie at a clown! The winner will be chosen at midnight of Friday February 17th! .
  3. After an intense bout of debate the Mercian scholars have decided that the winner is none other than Rogue. Though they do advise that any aspiring jet fighter pilots avoid using the landing gear as an makeshift airbrake. For those of you still hoping for the joy of nuclear Armageddon fear not! For Free NRF take 4 will begin in a moment!
  4. Last chance to get you entry in! Midnight tonight the winner will be decided.
  5. You're assisting in the use of nukes after the 13 day war Kaiser Reinhard?
  6. It is the sworn duty of Mercia to return the nuclear winter by increasing the nuclear saturation.
  7. I've given out a little over $300,000,000 worth of NRF's because chaos.
  8. Go for it, if you want to put in multiple submissions go right ahead. I more do this to see the amusing pictures...so in short, more pictures = more amusement.
  9. As the first day of the contest comes to a close we have plenty of masterpieces to judge. But to those hoping for nukes there's still plenty of time to submit your Magnum Opus.
  10. If you make an account on imgur you can upload it there. Then just use the image button and enter the url of the picture.
  11. Entry Number one, starting of with a F-35! Hopefully the first of many!
  12. Once again it's that time! Time to add more nukes to the already threatening pool of possible destruction! This time around it will be another contest to make a drawing, photo, video or whatever you can think of displaying my arbitrary task. This time in order to win nuclear capability you will have to portray a dogfight between the Red Baron, in his infamous Fokker Dr.I. vs a modern day jet fighter of your choosing. The execution and naturally the victor is up to you. I will announce the winner on Sunday February 12th. Lastly to those daunted by the task remember that the worst that can happen is you don't win, so open up MS paint if you have to and get a submission in!
  13. I have no plans on stopping so expect a lot. For the purpose of chaos we must bring back the nuclear winter and the best way to do that is to increase nuclear saturation!
  14. After much deliberation, between myself and the royal family, the winner of the NRF has been chosen! Orfeas of Gargantia enjoy your new NRF! To all who did not win this time around fear not! For in approximately 7 days NRF take 3 will be taking place! O
  15. We're off to a good start at three submissions on day one! But will the competition rise in the next few days?
  16. Now that Mercia is back up to the necessary funds for an NRF it's time to give away another! But this one will be different, unlike the last one it will be a contest! In order to win this NRF you will need to submit a work of your own depicting a Gorilla, riding a unicycle, juggling bananas while on a tightrope. This can be done in any format including drawing, video or the artistic styling of MS paint. In order to be eligible you must have a free improvement slot (or be looking to swapping a project) and not be under blockade. The winning submission will be picked on February 1st based on the one I find the most amusing. So get out there and complete an arbitrary task so you can blow you enemies into a nuclear winter!
  17. Black

    Free NRF!

    To be fair I'm short in the sanity department as well. To all still looking for an NRF, you will have to wait for 10 days until the next chance. Mercia is a tad broke at the moment.
  18. Black

    Free NRF!

    Congratulations and welcome to nuclear capability! The necessary resources are yours to use! I apologize but as you're blockaded I will have to pass you up for now but fear not! More free NRFs are coming!
  19. Black

    Free NRF!

    For the purpose of general anarchy the funds of Mercia shall be sent to the build a NRF for the next person to post provided they have the necessary project slots to support it. Why you may ask? Well some men just want to watch the world burn.
  20. If enough people are interested in this idea I have some rough concepts made for a similar system for Armored fighting vehicles, infantry battalions and planes. This is itself is a fairly rough idea since the balance is probably way off somewhere. It's just here to see if there's enough interest to warrant further development.
  21. Not quite. I'd like to have something like that but making a turn based system for attacks wouldn't work well with the current war system. This is more of serving as an Admiral and working out fleet formations and strategies. The ships will determine their targets themselves.
  22. Recently I have noticed that the simulator that gives the most information in all of P&W is Baseball. This got me thinking on a way to improve the overall war experience within P&W (hopefully) for the better. First of all as a disclaimer as I have comparatively low war experience all numbers are subject to change based on suggestions and feedback. Secondly this will be a very long post so feel free to leave your TL;DR below. As a fan of Naval Warfare in general the first proposal I am making is an overhaul to the entire naval combat system in a number of aspects. 1. Immediate changes a.All Dry docks will be able to house 2 ships each instead of the current 5. b. A new spy action to gain intelligence on enemy ship placements. This will come with a low success rate however a failure will still bring back some information about enemy fleet formations. 2. Ships This is by far the biggest change. Instead of being cheap units that are either destroyed in battle or survive they will become expensive units which can cumulatively take damage over battles eventually sinking if not repaired. (repairs will be explained later.) Destroyers(DD) HP 50,000 Net damage: 7,000 These will be the all purpose ship with a good amount of damage against almost all types of ship for a fairly low cost. x3 against Carriers (21,000) 6 turns x2 against Battleships (14,000) 8 turns x1.7 against submarines (11,900) 3 turns x1.5 against frigates (10,500) 5 turns x1.5 against destroyers (10,500) 5 turns x1.5 against Corvettes (10,500) 5 turns x.5 against cruisers (3,500) 18 turns each plane that hits (in an airstrike) will deal 1,300 10% chance of shooting down each plane, that attacks this ship, individually cost $1,000,000 100 aluminium ------------------------------------------------------------------------------------------------------------------------------------------- Corvettes(DDC) HP 50,000 Net damage: 6,500 Corvettes will be purpose built sub killers having the potential to sink a sub in one critical attack. These are also on of the two cheapest units making them an essential part of a fleet. x3 against Submarines (19,500) 2 turns x2 against Carriers (13,000) 8 turns x1 against frigates (6,500) 8 turns x1 against corvettes (6,500) 8 turns x1 against cruisers (6,500) 10 turns x.7 against battleships (4,550) 22 turns each plane that hits (in an airstrike) will deal 1,300 10% chance of shooting down each plane, that attacks this ship, individually cost $700,000 70 aluminium ----------------------------------------------------------------------------------------------------------------------------------------------------- Frigates(FF) HP 50,000 Net damage: 6,000 Frigates will be the specialists in dealing with carriers and air strikes with the highest chance of shooting down an attacking plane of any ship. As they are the second of the two cheapest units they also serve well in an escort role. x2 against Carriers (12,000) 9 turns x2 against submarines (12,000) 3 turns x1 against frigates (6,000) 9 turns x1 against corvettes (6,000) 9 turns x1 against cruisers (6,000) 10 turns x.7 against battleships (4,200) 24 turns each plane that hits (in an airstrike) will deal 1,300 20% chance of shooting down each plane, that attacks this ship, individually cost $700,000 70 aluminium --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Cruisers(CL) HP 60,000 Net damage: 6,000 Cruisers are a perfect counters to destroyers making them an excellent escort to battleships and carriers. They are also more bulky then all destroyers, Corvettes and frigates at a low extra cost making them able to serve on the front lines. x3 against Destroyers (18,000) 3 turns x2 against submarines (12,000) 3 turns x2 against carriers (12,000) 9 turns x1 against frigates (6,000) 9 turns x1 against corvettes (6,000) 9 turns x1 against cruisers (6,000) 10 turns x.5 against battleships 3,000) 34 turns each plane that hits (in an airstrike) will deal 2,600 10% chance of shooting down each plane, that attacks this ship, individually cost $1,200,000 120 aluminium ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Aircraft Carriers(CV) HP 100,000 Net damage: (aircraft x 1500) takes 1 turn to rearm Carriers have the highest potential damage of any ship however this comes at a cost. Not only is the CV the most expensive ship but it is also weak against any other unit in addition to requiring a turn to reload planes and facing the possibility of losing planes. Planes stationed on a carrier (up to 9) may also be used in an air strike allowing up to 18 extra planes per city. x3 against battleships (4,500-40,500) 23-3 turns x3 against carriers (4,500-40,500) 23-3 turns x2 against cruisers (3,000-27,000) 40-6 turns x1 against corvettes (1,500-13,500) 68-8 turns x1 against destroyers (1,500-13,500) 68-8 turns x1 against frigates (1,500-13,500) 68-8 turns x1 against submarines (1,500-13,500) 34-4 turns each plane that hits (in an airstrike) will deal 3,900 15% chance of shooting down each plane, that attacks this ship, individually cost $3,000,000 100 aluminium 300 steel ------------------------------------------------------------------------------------------------------------------------------------------------ Battleships(BB) HP 100,000 Net damage: 5,000 Battleships will serve as a wall of steel for the fleet. These iron giants have the most amount of HP with the smallest amount of weaknesses. Their firepower against ships however is lackluster in comparison and their giant size makes them very vulnerable to submarines making corvettes essential in many cases. x3 against Cruisers (15,000) 4 turns x2 against carriers (10,000) 10 turns x1 against frigates (5,000) 10 turns x1 against battleships (5,000) 20 turns x1 against Corvettes (5,000) 10 turns x1 against destoyers (5,000) 10 turns x.5 against submarines (2,500) 10 turns each plane that hits (in an airstrike) will deal 3,900 5% chance of shooting down each plane, that attacks this ship, individually cost $2,500,000 450 steel --------------------------------------------------------------------------------------------------------------------------------- Submarine(SS) HP 25,000 Net damage:10,000 Submarines have the highest potential damage of any unit beating even carriers in any battle lasting over one turns. This high damage comes at a sharp cost giving them the lowest HP of any ship allowing them to get taken out in as little as 1 turn by a lucky corvette. x3 against Carriers (30,000) 4 turns x3 against Battleships (30,000) 4 turns x1.5 against frigates (15,000) 4 turns x1.5 against cruisers (15,000) 4 turns x1 against submarines (10,000) 3 turns x.7 against destroyers (7,000) 8 turns x.5 against Corvettes (5,000) 10 turns each plane that hits (in an airstrike) will deal 1,300 3% chance of shooting down each plane, that attacks this ship, individually cost $1,500,000 100 aluminium 30 uranium ------------------------------------------------------------------------------------------------------------------------------------ 3. Divisions, standby and mothballing a. Mothballing Naturally since this will reduce the number of ships within a nation the cost of said ships must go up. In the case of carriers they will be very expensive to keep in active service so they may be mothballed. By mothballing a ship it will require one turns to complete and will cut the cost of keeping that ship by 75%. This applies to war and peacetime. While this may be a good way to save money it's also a risk as a ship that is mothballed must be prepped for service in war time. This procedure will take two turns per ship. b. Standby Well a ship is in standby it is awaiting placement in a division. During this time the ship will not participate in any naval engagements but it will be a valid target during an airstrike and able to assist in attacking planes. To remove a ship from standby it must be placed in a division. c. Divisions Divisions are a group of 1-9 ships that will be able to participate in naval engagements. Divisions may be created or disbanded at anytime. For example if my nation owns 6 ships I may have on division of 6, 2 divisions of 3, 6 divisions of 1 et cetera. Though in most cases it is best to keep larger divisions. These divisions may be used to break blockades with no penalty. d. Deploying divisions I. Defensive Divisions: These divisions will patrol around your nations and fend off attacking fleets. These divisions may be disbanded or redeployed with no penalty. II. Standby Offensive Divisions: These Divisions are divisions awaiting attack orders. They will not assist in defensive engagements so it is safe to have a division of 9 submarines in this deployment.These divisions may be disbanded or redeployed with no penalties. These divisions may be used to break blockades with no penalty. III. Engaged Offensive Divisions: These divisions are divisions who have been sent on a offensive strike an prevailed. These Divisions must will blockade the defender, if they're defeated, and must be defeated in order to break the blockade. These divisions may attack infrastructure within cities. Ships in these divisions CANNOT be repaired without ordering a withdrawal. If these divisions are disbanded or redeployed the blockade on the enemy will be lifted. 4. Repairs a.Money: Ships that have been damaged in engagements can be repaired to increase their odds of survival. Ship repair costs will follow these formulas. (C/2)(P/100) where C = Initial Cost of the ship and P = percent damage. For example if a destroyer was damaged by 50% in battle it would cost $250,000 to repair as shown below. (1,000,000/2)(50/100) (500,000)(.5) $250,000 b. Resources Resources will be calculated on a slightly different formula. ®(P/100) where R = initial resources and P = to percent damage. this is because if a hole required 10 steel to fill once it will require 10 steel the second time. Revisiting the destroyer at 50% we can see the amount of aluminium needed will be 50 aluminium. (100)(50/100) (100)(.5) 50 5. Attacking infrastructure In order for a division to attack infrastructure it MUST be blockading the nation. For another division to attack infrastructure they must defeat another division. (further explained in strategies) In the case of attacking infrastructure ships will have different modifiers once again. battleships will be capable of the most damage during a bombardment. Cruisers will be do the second most amount of damage. Destroyers, Frigates and Corvettes will do the least amount of damage. Submarines will not be able to attack. Carriers will attack in an airstrike only. Until I can find out the current formula for determining infrastructure lost by a naval strike, in the current system, or simulate 500 battles I cannot give specific numbers. 6. How ships attack First of all each naval strike can consist of up to 4 turns. A victory however can only be won during a 4 turn battle however. Smaller battles will serve more for weakening an opponent. Within a division each ship may be given one of the following attack orders. Prioritize Battleships Prioritize Destoryers Prioritize Cruisers Prioritize Carriers Prioritize submarines Prioritize Corvettes Prioritize Frigates or Any target(default) When given an order a ship will strike the corresponding ship whenever possible. If there is more than one of the corresponding ships within range it will randomly select from the nearest ships( up to 33%). Each ship will also have a certain range. note: if you find the following confusing it will become more clear in the example battle. Battleships may attack on space in front of them Destroyers may attack two spaces ahead of them Cruisers may attack two spaces in front of them Submarines may attack three spaces in front of them Corvettes may attack two spaces in front of them Frigates may attack two spaces in front of them carriers may attack six spaces in front of them. 7. Strategies a. Number of divisions This new system will allow for a significant increase in strategy. For example the number of divisions you keep is the amount of enemy divisions that can blockade you. So Keeping 1 division of 9 ships will only allow once blockade and likely minimal losses in an attack. Keeping 9 divisions on 1 ship will allow 9 divisions to blockade you and condemn your ships to sink. In this way it creates a balancing act between the most effective number of divisions to keep. Additionally if you only keep 3 divisions and you blockade a nation 3 times you will NOT be able to blockade another nation. b. Division management. As stated above the number of times you can be blockaded is determined by the amount of divisions you keep. This is NOT limited to defensive devisions only. Therefore after an enemy has forced all your defensive divisions to retreat or destroyed them they will be able to continue to blockade you further without risking their ships (AKA 9 battleships coming for your infrastructure). c. Ships within a division. This one goes without saying but as an example if a spy operation reveals that an enemy fleet consists of entirely battleships a good strategy would be to put 3 submarines on the front lines and 6 battleships (in order to damage infrastructure later) so you can minimize losses. 8. Mock battle: If you made it this far thank you! Below is a battle simulated by hand using the proper probability and damage modifiers. I apologize if there's a mistake anywhere but with was all done by hand. Initial fleet status: Orbis: Battleship Dio Brando (100,000) Any target Cruiser Trump 2016 (60,000) Prioritize Destroyers Battleship Sparta (100,000) Any target Corvetta Caillou (50,000) Prioritize Submarines sub P&W (25,000) prioritize Battleships DD Baatopia (50,000) prioritize Battleships CV Ayy LMAO (100,000) (9 planes) prioritize battleships frigate me not (50,000) any target CV Orbis (100,000) (9 planes) prioritize Carriers) Imperial Japan BB Yamato (100,000) Any target Cruiser Yubari (60,000) Prioritize Destroyers BB Kongo (100,000) Any target Sub 1-401 (25,000) prioritize Battleships DD Shimekaze (50,000) prioritize submarines Sub 1-402 (25,000) prioritize Battleships carrier Shokaku (100,000) (9 planes) prioritize Carriers) Carrier Akagi (100,000) (9 planes) prioritize Carriers) Carrier Shinano (100,000) (9 planes) prioritize Carriers) Turn 1 Imperial Japan initiated a suprise attack BB Yamato Critically hit BB Dio Brando (92,500)92.5% CL Yubari hit DD Baatopia (32,000) 64% BB Kongo hit BB Sparta (95,000) 95% --------------------------------------------- BB Dio Brando critically hit BB Yamato (92,500)92.5% CL Trump 2016 critically hit DD Shimekaze (23,000) 46% BB Sparta critically damaged BB Kongo (92,500)92.5% ------------------------------------------------- SS I-401 hit BB Dio Brando (62,500)62.5% DD Shimekaze hit SS P&W (13,100) 52.4% SS I-402 critically hit BB Sparta (50,000) 50% -------------------------------------------------- DDC caillou hit SS I-401 (5,500) 22% SS P&W hit BB Kongo (62,500) 62.5% DD Baatopia hit BB Kongo (48,500) 48.5% -------------------------------------------- CV Shokaku hit CV Ayy LMAO (59,500) 59.5% (Lost 0 planes) CV Akagi hit CV Ayy LMAO (32,500) 32.5% (Lost 3 planes) CV Shinano hit CV Orbis (64,000) 64% (lost 1 plane) ------------------------------------------------------ CV Ayy LMAO hit BB Yamato (52,000) 52% (lost 1 plane) 2 critical hits FF me not no target in range CV Orbis hit CV Shinano (64,000) 64% (lost 2 planes) 2 critical hits -------------------------------------------------------- Turn 2: BB Yamato critically hit BB Dio Brando (55,000) 55% CL Yubari hit DD Baatopia (14,000) 28% BB Kongo hit BB Sparta (45,000) 45% ----------------------------------------------- BB Dio Brando hit BB Yamato (47,000) 47% CL Trump 2016 hit DD Shimekaze (5,000) 10% BB Sparta hit BB Kongo (43,500) 43.5% ------------------------------------------------- SS I-401 hit BB Dio Brando (25,000) 25% DD Shimekaze hit SS P&W (1,200) 4.8% SS I-402 hit BB Sparta (0) 0% BB Sparta sunk ---------------------------------------- DDC Caillou hit I-401 (0) 0% I-401 sunk SS P&W hit BB Yamato (17,000) 17% DD Baatopia hit BB Kongo (29,500) 29.5% --------------------------------------------- CV Shokaku rearms 9 planes CV Akagi rearms 6 planes CV Shinano rearms 8 planes --------------------------------------- CV Ayy LMAO rearms 8 planes FF me not no target in range CV Orbis rearms 7 planes ------------------------------------------------- Turn 3 BB Yamato hit BB Dio Brando (20,000) 20% CL Yubari missed DD Baatopia (14,000) 28% BB Kongo hit CL Trump 2016 (45,000) 75% ----------------------------------------------- BB Dio Brando missed BB Yamato (17,000) 17% CL Trump 2016 hit DD Shimekaze (0) 0% DD Shimekaze sank ----------------------------------------------- SS I-402 missed Dio Brando (25,000) 25% ---------------------------------------------- DDC Caillou critically hit SS I-402 (0) 0% SS I-402 sank SS P&W hit BB Kongo (0) 0% BB Kongo sank DD Baatopia missed BB Yamato ----------------------------------------------- CV Shokaku hit CV Ayy LMAO (3,250) 3.25% (lost 3 planes) 1 critical hit CV Akagi hit CV Orbis (54,250) 54.25% (1 critical hit) CV Shinano hit CV Orbis (43,750) 43.75% (Lost 1 plane) -------------------------------------------------------- CV Ayy LMAO hit BB Yamato (0) 0% (Lost 3 planes) BB Yamato sank FF me not no target in range CV Orbis hit CV Shinano (48250) 48.25% (Lost 4 planes) -------------------------------------------------------- Turn 4 CL Yubari hit DD Baatopia (0) 0% DD Baatopia sank ---------------------------------------- BB Dio Brando hit CL Yubari (45,000) 75% CL Trump 2016 critically hit CL Yubari (36,000) 60% ----------------------------------------------------- CV Shokaku rearms 6 planes CV Akagi rearms 6 planes CV Shinano rearms 7 planes ------------------------------------------------------------ DDC Caillou hits CL Yubari (29,500) 49% SS P&W crititically hits CL Yubari (7,000) 11.5% -------------------------------------------------------- CV Ayy LMAO rearms 5 planes FF me not no target in range CV Orbis rearms 3 planes ------------------------------------------------- Losses: Orbis: Ships: BB Dio Brando 25% CL Trump 2016 75% BB Sparta 0% DDC Caillou 100% SS P&W 4.8% DD Baatopia 0% CV Ayy LMAO 3.25% FF me not 0% CV Orbis 43.75% Imperial Japan Ships: BB Yamato 0% CL Yubari 11.5 BB Kongo 0% SS I-401 0% DD Shimekaze 0% SS I-401 0% CV Shokaku 100% CV Akagi 100% CV Shinano 48.25 result Imperial Japan retreat Victor Orbis
  23. Sounds like a plan to me! These ideas definitely need more fine tuning before they can be considered.
  24. With the numbers Sheepy gave me here's the stats for the AAA Batteries. -------------------------------------------------------------------------------------------------------- AAA batteries Each 125 civilians soldiers will fight with the efficiency of 1 aircraft during an enemy airstrike targeting infrastructure. $10,000,000 2,000 steel 4,000 Munitions -------------------------------------------------------------------------------------------------------------------------------- With 250 civilian Soldiers = 1 plane a city of 2,000 infrastructure will have about the equivalent of 5 planes without National Guard and the equivalent of about 52 planes with national guard (at 3%). After simulating 50 airstrikes (with 300 planes on both sides and a 2,000 infra city) the average increase for enemy planes killed was about 8 (not accounting for cumulative population decrease). Once again as I have little war experience the numbers will likely have to be adjusted to be weaker or stronger.
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