Posted June 05, 2011
Welcome to Dr.Zli's contest
As you all probably guessed from the teasers posted in this thread, this contest has something to do with the cold war and naval forces.
In this contest we will pit 10 fierce warriors against one another in a deadly game that may very well end with a global thermonuclear war ;)
Of course, I can't put you in charge of strategic nuclear forces but hardware you will command in this contest may well provoke the other side to use more drastic measures ;)
Let us start with the description:
1. The contestants
10 players in 2 teams consisting of 5 members will compete against each other in a scenario that will involve a fictional confrontation of NATO and USSR naval groups in the North Sea theater.
Teams will be made of 4 captains and 1 intelligence officer/"handler"
4 captains will be represented by ships deployed in the north sea area and the intelligence officers will receive orders from naval commanders, implement those orders by ordering to the 4 captains in the field and be responsible for intelligence gathering/evaluation and low scale strategic decisions.
I will be a gamemaster in this game and coordinate the moves and orders, doing all the rolls and calculations and producing maps and other media to further present all the info to the teams.
2. The Simulation
It's not expected from you to know everything and keep track of everything, main focus of this contest is creativity and teamplay. Teams need to cooperate and fulfill mission parameters and one piece of software that I'll use to simulate the outcome of their decisions is this
Harpoon is a very old game that has every right to appear on this site and one game I spent countless hours playing, replaying and enjoying. I hope you will through this contest all experience the level of suspense and great gameplay this game offers :)
I will also keep track of your inventories along with the game and have the last word in any calculation to keep things fair and balanced.
The game has settings for realistic weather effects and although it lacks several of the sonar quirks that are used by modern naval forces I'll try to emulate those things in my sitreps intelligence officers or captains in the field will receive.
3. Execution
players will be in teams which will be asked to establish communication between themselves before we begin. Team intelligence officers will be in direct contact with me and I'll provide them with:
- mission parameters
- aerial/satellite photos of theater
- theater intelligence
- dynamic updates of data about forces involved
- roleplayed communication from other field commanders/superiors
It will be their job to utilise that data and formulate orders for captains in the field.
Captains in the field are responsible for implementation of orders they receive but must remain vigilant for bulletins only they may receive and situations only they might resolve because there won't be time to consult higher authority
All team members can of course contact me for clarification or explanation of everything they don't understand or wish to clarify during the game.
Game turns will be simultaneous and every team must keep their orders secret. Final orders must be delivered to me so I can implement them in simulation and see their outcome.
Turn duration will be 1 hour until forces get close enough that long and short range artillery can be used.
4. Outcome
After each turn, teams will receive updates to the sitrep and decide what to do next. The audience at forums will receive written accounts of action from the perspective of team members. Information given should not be very specific about your position, intentions and damage received but try to be informative enough so that forum members may enjoy the show.
I will post all the data that may be interesting to people watching the show in the forms of short stories, data from the frontlines and other random data you may find interesting.
If nobody is able or willing to write stories I will do that for teams that are unwilling but bear in mind that creative and well written accounts of your exploits and mishaps may bring you bonus points in the final score
5. Strategic decisions and random events
Since intelligence officers will be in charge of the mission, they will receive a set number of points to spend on strategic assets before the mission starts. These assets may include AI units that may be available to assist the main battlegroup, ASW aircraft/ships, strategic bombers, Bonus satellite sweeps of targeted area and much more. Also, points may be used to boost the score at the end of the game which may give you a win if the results are tied
Random events can and will happen during the mission and will include random breaks of equipment, changes in primary or secondary mission targets, introduction of tertiary targets and many more devious things. Both teams can and will be screwed with this :>
Weather will be realistic and may help you or hinder you in your missions
6. Missions
At the begining of the game, both teams will receive their starting orders and primary and if applicable secondary missions. The game ends when the primary objectives of some team are fulfilled or when one team is destroyed.
If a player's ship is sunk, the player is considered saved and may be granted command of any remaining AI ships if applicable. If not, he is considered to be with the survivors on one of the remaining ships and still participates in the decision making process and can help with advice. Also, players in that state may be given command of secondary forces (eg. ASW helicopters) so that they may be helpful in some other way.
If a ship is destroyed so completely and unexpectedly that there would be no way of anyone survivng the disaster, player is considered KIA and can't give any orders but can still participate in informal group chats and help with advice.
Each kill, mission target or great decision you make will be tallied by me and added to your ending score. Nobody will be informed about their score until the end of the game to keep things interesting ;)
Orders, actions and things you do that are so awesome might and will give you bonus points in the final score but try not to overdo it since you might endanger the mission you're on.
Actions above and beyond the call of duty might earn you medals which can and will bring you great rewards at the end.
7. Rewards
BASIC things the winning team will get:
1 GoG worth 9.99$ to team commander
1 GoG worth 9.99$ to most valuable member (voted by team members)
4 GoGs worth 5.99$ to the rest of the team members (each member gets one GoG)
Loads of fun everyone gets from participating in this contest :P
Additional gogs may be won by gaining medals which can be obtained by daring acts of bravado and actions that result in major losses inflicted to the other team.
Registrations are still open, as soon as we get 10 people I will contact you via PM with further details
first participants that have entered are:
NATO
1. Rodzaju
2. Fujek
3. doccarnby
4. nmillar
5. Vitek
USSR
1. stoicsentry
2. WhiteElk
3. Al1
4. Damnation
5. empty
As you all probably guessed from the teasers posted in this thread, this contest has something to do with the cold war and naval forces.
In this contest we will pit 10 fierce warriors against one another in a deadly game that may very well end with a global thermonuclear war ;)
Of course, I can't put you in charge of strategic nuclear forces but hardware you will command in this contest may well provoke the other side to use more drastic measures ;)
Let us start with the description:
1. The contestants
10 players in 2 teams consisting of 5 members will compete against each other in a scenario that will involve a fictional confrontation of NATO and USSR naval groups in the North Sea theater.
Teams will be made of 4 captains and 1 intelligence officer/"handler"
4 captains will be represented by ships deployed in the north sea area and the intelligence officers will receive orders from naval commanders, implement those orders by ordering to the 4 captains in the field and be responsible for intelligence gathering/evaluation and low scale strategic decisions.
I will be a gamemaster in this game and coordinate the moves and orders, doing all the rolls and calculations and producing maps and other media to further present all the info to the teams.
2. The Simulation
It's not expected from you to know everything and keep track of everything, main focus of this contest is creativity and teamplay. Teams need to cooperate and fulfill mission parameters and one piece of software that I'll use to simulate the outcome of their decisions is this
Harpoon is a very old game that has every right to appear on this site and one game I spent countless hours playing, replaying and enjoying. I hope you will through this contest all experience the level of suspense and great gameplay this game offers :)
I will also keep track of your inventories along with the game and have the last word in any calculation to keep things fair and balanced.
The game has settings for realistic weather effects and although it lacks several of the sonar quirks that are used by modern naval forces I'll try to emulate those things in my sitreps intelligence officers or captains in the field will receive.
3. Execution
players will be in teams which will be asked to establish communication between themselves before we begin. Team intelligence officers will be in direct contact with me and I'll provide them with:
- mission parameters
- aerial/satellite photos of theater
- theater intelligence
- dynamic updates of data about forces involved
- roleplayed communication from other field commanders/superiors
It will be their job to utilise that data and formulate orders for captains in the field.
Captains in the field are responsible for implementation of orders they receive but must remain vigilant for bulletins only they may receive and situations only they might resolve because there won't be time to consult higher authority
All team members can of course contact me for clarification or explanation of everything they don't understand or wish to clarify during the game.
Game turns will be simultaneous and every team must keep their orders secret. Final orders must be delivered to me so I can implement them in simulation and see their outcome.
Turn duration will be 1 hour until forces get close enough that long and short range artillery can be used.
4. Outcome
After each turn, teams will receive updates to the sitrep and decide what to do next. The audience at forums will receive written accounts of action from the perspective of team members. Information given should not be very specific about your position, intentions and damage received but try to be informative enough so that forum members may enjoy the show.
I will post all the data that may be interesting to people watching the show in the forms of short stories, data from the frontlines and other random data you may find interesting.
If nobody is able or willing to write stories I will do that for teams that are unwilling but bear in mind that creative and well written accounts of your exploits and mishaps may bring you bonus points in the final score
5. Strategic decisions and random events
Since intelligence officers will be in charge of the mission, they will receive a set number of points to spend on strategic assets before the mission starts. These assets may include AI units that may be available to assist the main battlegroup, ASW aircraft/ships, strategic bombers, Bonus satellite sweeps of targeted area and much more. Also, points may be used to boost the score at the end of the game which may give you a win if the results are tied
Random events can and will happen during the mission and will include random breaks of equipment, changes in primary or secondary mission targets, introduction of tertiary targets and many more devious things. Both teams can and will be screwed with this :>
Weather will be realistic and may help you or hinder you in your missions
6. Missions
At the begining of the game, both teams will receive their starting orders and primary and if applicable secondary missions. The game ends when the primary objectives of some team are fulfilled or when one team is destroyed.
If a player's ship is sunk, the player is considered saved and may be granted command of any remaining AI ships if applicable. If not, he is considered to be with the survivors on one of the remaining ships and still participates in the decision making process and can help with advice. Also, players in that state may be given command of secondary forces (eg. ASW helicopters) so that they may be helpful in some other way.
If a ship is destroyed so completely and unexpectedly that there would be no way of anyone survivng the disaster, player is considered KIA and can't give any orders but can still participate in informal group chats and help with advice.
Each kill, mission target or great decision you make will be tallied by me and added to your ending score. Nobody will be informed about their score until the end of the game to keep things interesting ;)
Orders, actions and things you do that are so awesome might and will give you bonus points in the final score but try not to overdo it since you might endanger the mission you're on.
Actions above and beyond the call of duty might earn you medals which can and will bring you great rewards at the end.
7. Rewards
BASIC things the winning team will get:
1 GoG worth 9.99$ to team commander
1 GoG worth 9.99$ to most valuable member (voted by team members)
4 GoGs worth 5.99$ to the rest of the team members (each member gets one GoG)
Loads of fun everyone gets from participating in this contest :P
Additional gogs may be won by gaining medals which can be obtained by daring acts of bravado and actions that result in major losses inflicted to the other team.
Registrations are still open, as soon as we get 10 people I will contact you via PM with further details
first participants that have entered are:
NATO
1. Rodzaju
2. Fujek
3. doccarnby
4. nmillar
5. Vitek
USSR
1. stoicsentry
2. WhiteElk
3. Al1
4. Damnation
5. empty
Post edited June 05, 2011 by dr.zli