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Topics - Daemonknight

#21
OOC Board / Fan Council OOC Thread
April 28, 2012, 02:21:52 PM
This thread is for general OOC discussion concerning the FGC 39 game.
#22
Rules and OOC / Pre-game Map Thread
April 23, 2012, 01:01:28 AM
This thread is for distributing the pre-game map, aswell as for you guys to give input. The first iteration of the map is solely for firming up the borders: ignore ALL hex elements you might see, and also ignore all RCW and NCWs- there are some left overs from the previous game: things like Sudeten still being the Falcon OZ NCW, and Somerset being called Addergard. Just pay attention to the location of the borders, aswell as the planets along the border worlds.

IF you have a dispute with border or planetary locations, please post them here, but only if you can find hard evidence that conclusively points to your faction owning this planet by January 1st, 3039. Even if your faction owned it by January 2nd 3039, we arn't starting there, so you don't get it. Okay? And by proof, I mean a page number in a FASA/Catalyst publication, or a cited Sarna.com page.
#24
Rules and OOC / Progress Report
April 18, 2012, 04:39:01 PM
Chaos is currently assembling the map. After he finishes the first draft, the map will be made availible to the players. Any territorial disputes can be brought up there, assuming there is evidence(ie, show me a book that says your faction owns planet X at this point in time). Once those revisions are finished, I'll give him the infrastructure locations, and that will be the final version of the map. It should be completed a week from today, giving everyone about a week's worth of time to plan their first turn. I will be sending out the faction sheets at that time aswell.

A word about the faction sheets. I am building up part of the militaries of the Great Houses, as in listing the major mech units and their FP. I'm giving the faction heads a pool of FP with which to build their conventional forces however they see fit. The FRR and St Ives Compact are having their full unit rosters given to them, because of their much smaller militaries.
#26
Please post here if you would like to:


  • Sign up for the Fan Council game
  • Apply for the Faction Leader position of a faction
  • Apply for membership of a 2nd faction(current players only)
  • Switch to a different faction(must provide a reason)


Please list your 1st, 2nd, and 3rd faction choices, if you are applying for a Faction leadership position(GMs will contact you further), your CBT.com name(if applicable), if you are willing to play as Proxy for MegaMek combat resolution, and any optional contact information you have(Skype is very popular among the Intelser regulars for example, but email might also be good to list). The staff will respond to registration posts on a first-come, first-served basis, and factions that are over-populated will be locked down until the rosters even out.

Faction leadership:
Every faction has a Faction Leader, and a Faction XO. The FL is the ultimate authority when it comes to his faction: he controls the military, the economy, the industry, and all major characters for his faction. He is also the one who is ultimately responsible for the accuracy of his faction's Worksheet- if another player fills the worksheet out, but information is incorrect, the FL is going to be held accountable. Other players in his faction MUST follow his direction, and are not able to willfully sabotage or work against their Leader's wishes. Faction Leaders are encouraged to appoint one of their trusted players as Faction XO. If a Faction Leader is unavailable for a lengthy period of time, or will be unable to submit his faction's Worksheet on time, said responsibility falls to the XO. Otherwise, the GMs must step in, and results of a decision defaulting to GM Resolution are final, not open to appeal, and generally unfavorable compared to a player-influenced decision.
#27
Rules and OOC / The Next FGC...
April 11, 2012, 09:18:42 AM
As we all know, Dave has been busy working on the new rules for the FGC 91 campaign, that began as the FGC 62 campaign on CBT.com several years ago. It's gone through many changes, both in rules and leadership, and right now, it's in such a state of limbo. Dave has decided that untill he can get the new rules made up, the game will stay in a state of lockdown. The future of that much loved FGC campaign nessecitates a new brand of rules, some simply more detailed, and others totally different in operation.

However, that leaves many of us in a difficult position. With no alternate FGC running on Intelser, we've had to look to CBT.com to have any hope of an operational FGC. But with that iteration of the FGC dying out, and the lack of a Solaris 7 game, there is a decided lack of a continuous Battletech-themed strategic roleplaying game.

I asked Dave's permission and recieved it: I'm starting a fresh FGC. I'm using the currently published rules, so as to remove the difficulties faced by the previous CBT.com attempt. We have a fully functional set of rules. True, some areas don't have much going for them(I'm looking at you, Research and Communictations), but those can be worked on- whats really important, is that the economic and military rules WORK. True, they could be improved, but that's what Dave is doing. And we all know how annoying it can be to build a faction for a current ruleset, and then find out that some aspect is changing, and you're not able to function the way you are accustomed to.

That WILL NOT be happening with this game. We have a stable ruleset for everything but the two sets of rules listed above, Communications, and R&D. If and when those rules change, there will be an announcment well in advance, and depending on how the rules are changed, everyone will have an opportunity to get a good long look at the new rules before they are active. But they won't be changing anytime soon(in the case of research, there simply isn't any).


First thing's first: this thread is to be used only for voting on which era of the BT universe we would like to start. I will leave it upto you, the players, to choose your favorite starting point. Once the start point is chosen, we will have open registration. People will choose which faction they wish to join, although if I find that some factions are very over represented versus very under-represented, I may have to lock some factions down. Faction registration will be on a first-come, first-served basis, BUT not until registration opens after the era is chosen.

I welcome you all to both Intelser.org, and our new FGC. I hope we can all have a great time together.
#28
Rules and OOC (Archive) / Stepping down
November 15, 2011, 11:23:00 AM
I'm stepping down as a GM effective immediately. I have no desire to return to my position as a player at this time, as the events surrounding my previous faction have basiclly killed the game for me. I don't like the way anything I've done was looked at, I don't like how everyone else viewed what I did, and I certinly don't like the obvious path thats coming down the pipeline, and I don't feel like playing beatstick for the rest of the player factions.

Hope the game stays active, and I'll still be around as the Moderator. But I wont be playing this incarnation of the FGC any longer. Its just not fun for me anymore, and frankly, it hasn't really been all that fun since about Turn 2 after the jump, when everything about what I tried to do with the Lyrans and Falcons came under fire from just about every possible angle, and every time i tried to explain or defend my actions, i was basiclly ignored or given ironiclly hypocritial responses. Sadly, most of the people who causes my initial displeasure are no longer active, yet their legacy of making the Lyrans into the bad guys has still managed to kill the game for me. Somehow what I did with the Lyrans got lost, and everyone has their ideas of whats really going on with the Falcons.

I don't care to vent my other dislikes of the game in public, so I'll end this here. I wish I had the drive to keep playing, but I dont think any game with this continuity will be interesting to me. I think the game has been going on for way to long, and theres just too much crap in the backstory, where any action, no matter how ridiculous can be 'justified' by the crazy things that were done in the past. I know people like the storylines of this game, but how many active players are left? How may of the 3-4 new players that we've acquired have stuck around? Its not Battletech anymore, its IntelserTech. It bears no resemblance to the original game. I think if we want to get a real game going, with the playerbase we NEED to keep a good game going, we need to take the current rules that Dave is working on, and start a new game. Start it off where it can run from Turn 1, and we can draw in alot of the disenchanted players from CBT.com

Goodluck guys
#29
The Taurians had felt themselves mostly safe, except for their border regions with the Magistracy. Now however, their small industrial sector at Argos was threatened, when a handful of unregistered jumpships appeared, laden with military dropships.
#30
The recent flare up with the Taurians had put the Magistracy Armed Forces on edge, and border patrols had been more vigilant. So it was quite a suprise when unregistered jumpships appeared at the Zenith jump point and immediately disgorged military dropships, on a straight burn for the planet.
#31
The Marians had seen alot of fighting recently, though luckily, they had rebounded well, with the assistance of the SLDF and the Federated Suns. However, neither was present in the New Venice system when mysterious jumpships materialized suddenly and disgorged dropships with obvious military intent. It seemed the Marians were not yet out of the crosshairs of someone.
#32
Furillo had long been a major staging area for the LCAF, and now the LAAF. In more recent years, it had seen the construction of various shipyards and factory complexs to support the growing might of the Archon's military requirements. However, it was now obvious, with unregistered dropships burning into the system at combat speeds, that the industrialization of the system had not gone unnoticed.
#33
This area of the Alliance had been quiet since the LAAF had begun its invasion of the Adder Commonwealth. However, now unregistered ships were entering one of the few large shipyards rimward of Tharkad. Needless to say, the Alliance went to immediate red alert.
#34
The Sharks had only recently brought the area under control since their coup, but now a host of jump signatures was entering the system, and the ships were unregistered to the Shark or Capellan authorities.

Immediately after entering the system, several dropships immediately began burning in to the system.
#35
The emergence signatures over Vanra were totally unexpected by the local ATC controllers, and the appearance of aerospace fighters and several dozen dropships made the situation immediately, clearly, horrifying.
#36
The Reguluans were now branching outwards, and one of their first orders of business was to ensure their supremacy in their own sector of space. As such, Muscida was an obvious choice for conquest.
#37
Several off-time jump signatures arrived in the system, which could've simply been a scheduling mistake. It was when the transponder codes read them as Regulan merchants that the ATC people started sweating. It became outright panic when they realized the mass of the ships did not equal the mass of the registered vessels however. It seemed the Reguluan's civil war had spread to Dalton after all.


Several dropships detatch from their transports and begin to burn for the planet.
#38
In what could only be considered a text-book example of 'Strategic Suprise', several of the merchant jumpships bringing supplies to Clipperton suddenly disgorged a swarm of aerospace fighters. At the same time, several jump signatures were detected by the system monitor stations, off-schedule for any new merchants.


Movement Initiative required
[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
#39
Gibson was a model FWL planet for much of the past decade. Atleast, that was the thought. Now, with multiple regiments of troops storming every militia garrison they could find, with battlemechs, armor and aerospace fighters, it was quite obvious that an uprising had been planned for some time.

((Incite Revolt mission generates Rebel troops on planet))
#40
As on several other planets of late, Calloway VI had been having only minor disturbances. Now however, armed men were threatening the capital city with weapons and tanks stolen from the local milita(and likely bought off the black market from off-planet).


((Incite Revolt mission generates Rebel troops on planet))