Post by catfishkailen on Dec 1, 2021 18:46:25 GMT -4
Hello all, since the forums continue to be the single connection between us all besides our emails with Kris, I figured I'd bring up another currently suggested rule. Transitions between ground map to space and vice versa. This created a pretty heated debate on the Discord. I took points from every individual during the discussion, some on the fly rulings from our wonderful Admin, and PMs. Now the solution that I have submitted can be mildly confusing due to math, but this was the only way I saw to prevent people's fears of flying death balls of ASF, the creation of a multilayered defensive line to intercept craft transitioning from Space to Ground, and to allow low thrust craft the capabilities to actually make it to space in a single turn. Without further ado, please tell me what you think, what could be better, etc.
Q: How does ASF travel work?
There are five sorts of layers thus far to the height system. Underwater (Level -1), Ground (Level 0), Layer 1 "Low Altitude" (Levels 1-3) ; Layer 2 "High Altitude"
(Levels 4-6); Layer 3 "Upper Atmosphere" (Levels 7-9); and Space. Air units in Low Altitude can spark air to ground conflict scenarios and vice versa. High Altitude is air to air conflicts between Conventional Fighters, ASF, Small Craft, and Dropships. Upper Atmosphere is ASF, Small Craft, and DropShips only.
Units traveling at certain layers will receive a speed boost as assigned by those layers.
Ground - N/A
Low Altitude - +3 to base strategic map movement . This speed does not transfer to other altitude multipliers but may be used to fly up into High Altitude if starting from the Low Altitude layer. Subsequently, descending into Low Altitude will provide 3 additional movement tiles. (This means moving up or down from Low costs no speed but is a requirement to allow craft to actually make it to space in one turn.)
High Altitude - If rising from Low Altitude to High multiply remaining strategic map tile movement by 2. In the event of descending from High Altitude, divide remaining movement by 2. If descending into Low Altitude, divide remaining tile movement by 2 then add 3.
Upper Atmosphere - If traveling from High Altitude to Upper Atmosphere multiply remaining tile movement by 2. If descending from Space, divide remaining map tile movement by 4.
Space - N/A (Still costs one movement to move from Space to Upper, and while a 3/5 fighter won't be able to reach the ground, it can arrive at Level 3 in low altitude and affect battles.)
Q: What tile do I enter when I transition onto the Space Map?
Orbital Grids and Space Orbit Tiles
The above link provides the visual grid assignment for the connection points between ground map tile and space tiles. Units that inhibit a space tile can land within the grid lines in accordance with this map. The overlap allows adjacent space tiles to bypass Space Tile garrison forces risking an increase against upper atmosphere and High Altitude interceptions due to the smaller overlap zones. This is covered further in the next question.
Q: Can I have air assets dedicated to intercepting descending craft into my grid and/or territory?
Yes, there are several layers of interception available for a defender. Interception point one exists at a space tile you currently have spacecraft in. A combat stance must be selected for units garrisoning an orbital space tile. Aggressive (Any unit entering the space tile initiates a battle) and Passive (Any unit attempting to descend into that Orbital Grid initiates a battle). Interception point 2 occurs from craft from the Upper Atmosphere residing within that Orbital Grid. If a spacecraft is entering within 10 tiles along an Upper Atmosphere craft’s flight path, there is a 25% chance of Interception and a 50% chance of landing zone detection. High Altitude craft follow the same rules but within 5 tiles with a 10% interception chance and a 20% chance of landing zone detection.
Q: My interception was unsuccessful, will I be informed of enemy landings?
DropShips (i.e. large landing craft) coming in for a landing will provide anyone with a spaceport or radar station a series of "pings'' as to where the enemy might be landing (one of which will be close to the location the dropship is coming in at, the rest will be decoys). If you do not have a spaceport, your base sensors will give you a wide region notice that a DropShip of specified tonnage is heading for a given gridblock (X-Y) - (x-y). Alternatively, fighters patrolling according to the above question also have landing zone detection potential.
Q: Where can I land my own dropships?
Dropships can land and unload troops on Ground Tiles that do not have Mountain tile modifiers. Landing a dropship inside an urban area is a War Crime.
Q: I can’t see anything in the surrounding space tiles. Why not?
In order to reveal the surrounding space tiles, you must either send up a Space capable unit or have captured a Spaceport/Radar Station (unlocking necessary sensors and air traffic control).
Q: How does ASF travel work?
There are five sorts of layers thus far to the height system. Underwater (Level -1), Ground (Level 0), Layer 1 "Low Altitude" (Levels 1-3) ; Layer 2 "High Altitude"
(Levels 4-6); Layer 3 "Upper Atmosphere" (Levels 7-9); and Space. Air units in Low Altitude can spark air to ground conflict scenarios and vice versa. High Altitude is air to air conflicts between Conventional Fighters, ASF, Small Craft, and Dropships. Upper Atmosphere is ASF, Small Craft, and DropShips only.
Units traveling at certain layers will receive a speed boost as assigned by those layers.
Ground - N/A
Low Altitude - +3 to base strategic map movement . This speed does not transfer to other altitude multipliers but may be used to fly up into High Altitude if starting from the Low Altitude layer. Subsequently, descending into Low Altitude will provide 3 additional movement tiles. (This means moving up or down from Low costs no speed but is a requirement to allow craft to actually make it to space in one turn.)
High Altitude - If rising from Low Altitude to High multiply remaining strategic map tile movement by 2. In the event of descending from High Altitude, divide remaining movement by 2. If descending into Low Altitude, divide remaining tile movement by 2 then add 3.
Upper Atmosphere - If traveling from High Altitude to Upper Atmosphere multiply remaining tile movement by 2. If descending from Space, divide remaining map tile movement by 4.
Space - N/A (Still costs one movement to move from Space to Upper, and while a 3/5 fighter won't be able to reach the ground, it can arrive at Level 3 in low altitude and affect battles.)
Q: What tile do I enter when I transition onto the Space Map?
Orbital Grids and Space Orbit Tiles
The above link provides the visual grid assignment for the connection points between ground map tile and space tiles. Units that inhibit a space tile can land within the grid lines in accordance with this map. The overlap allows adjacent space tiles to bypass Space Tile garrison forces risking an increase against upper atmosphere and High Altitude interceptions due to the smaller overlap zones. This is covered further in the next question.
Q: Can I have air assets dedicated to intercepting descending craft into my grid and/or territory?
Yes, there are several layers of interception available for a defender. Interception point one exists at a space tile you currently have spacecraft in. A combat stance must be selected for units garrisoning an orbital space tile. Aggressive (Any unit entering the space tile initiates a battle) and Passive (Any unit attempting to descend into that Orbital Grid initiates a battle). Interception point 2 occurs from craft from the Upper Atmosphere residing within that Orbital Grid. If a spacecraft is entering within 10 tiles along an Upper Atmosphere craft’s flight path, there is a 25% chance of Interception and a 50% chance of landing zone detection. High Altitude craft follow the same rules but within 5 tiles with a 10% interception chance and a 20% chance of landing zone detection.
Q: My interception was unsuccessful, will I be informed of enemy landings?
DropShips (i.e. large landing craft) coming in for a landing will provide anyone with a spaceport or radar station a series of "pings'' as to where the enemy might be landing (one of which will be close to the location the dropship is coming in at, the rest will be decoys). If you do not have a spaceport, your base sensors will give you a wide region notice that a DropShip of specified tonnage is heading for a given gridblock (X-Y) - (x-y). Alternatively, fighters patrolling according to the above question also have landing zone detection potential.
Q: Where can I land my own dropships?
Dropships can land and unload troops on Ground Tiles that do not have Mountain tile modifiers. Landing a dropship inside an urban area is a War Crime.
Q: I can’t see anything in the surrounding space tiles. Why not?
In order to reveal the surrounding space tiles, you must either send up a Space capable unit or have captured a Spaceport/Radar Station (unlocking necessary sensors and air traffic control).