Talk:Outer Rim War III

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To do

  • Code the IRC bot (5% completed)
  • Code the webpage (30% completed)
  • Make graphics for the webpage (0% completed)
  • Find staff for the ORWNL (10% completed)
  • Determine fictional background & planets for the competition (30% completed)

Dave's suggestions

  • Organize a "practice" night to use as an example of what to expect so that the ORW Committee can finalize rules and faction alignments.
  • Perhaps vary the "possessions" that the factions fight over. In other words, instead of fighting over a single planet, occasionally fight over a whole star system, or perhaps go even smaller scale and fight over a single important space station.
  • The current proposal has dynamic rules for winning "possessions." Instead, perhaps we should consider a set amount of time (say one or two weeks worth of battles) for the capturing of a specific possession before moving on to the next one. This could make it easier on the event organizers.
  • Alternatively, we could try to blend dynamic and set rules. Consider the possibility of giving two weeks of battles for each possession - if the same faction wins both weeks of the battle, they get the possession with no questions asked. If one faction wins the first week and a different faction wins the second week, then that possession goes to neutral ownership and must be fought over again in a single week deathmatch later in the competition. This idea has its own problems, though.
"Practice" night: agreed on the concept. "Possessions": Possibly; I certainly see the merit in it, but if we go with this "ancient tech" story, we probably can survive on just normal planets.
Dynamic rules: If very equal factions proves to be a problem, the clubs can later agree to change the rules such that planets are won "permanently", I suppose. However, I like our current idea, because it matches up quite well with actual combat. If there's strong enough support for a non-completely-dynamic setup, then we should try some different options. -Licah Fox 22:13, 22 August 2006 (EDT)

Josh's notes

Given my strange work schedule, and usually having weekends off, if you need to me to help in any way (Other than fly for the RS which I will do) let me know. If I have a night off, I'll be awake from 8pm-11am EST (GMT -5)

Location

Thanks to a stroke of genius by Rekio, we now have a likely potential region for our competition to take place (see main article for more information).

I will be out of touch for the next . . . er, forty hours or so, but after that I will be able to help actively plan out worlds, system and so forth.

This is excellent because I feel that we can combine VSF Tour 1 and RID Tour 1 with the events in this conflict.

Cmdr. David Vaughan 12:14, 16 August 2006 (EDT)

Name?

Speaking of conflict, would it be possible to come up with a different title?

Subterrel Conflict? War out in the Sticks? (Okay, that one was a joke, but seriously . . . this location would be beyond the Outer Rim, plus OR3 seems . . . I don't know, like another sequel rather than something bold and new. :P)

Cmdr. David Vaughan 12:14, 16 August 2006 (EDT)

I like "ORW3" because it really stirs up memories from those around during ORW and ORW2. I feel that if we subtitle it (e.g. Outer Rim War III: The Subterrel Conflict) then perhaps it'd work. But let's not use some strange name like "Celestial Fury", at the very least :-P -Licah Fox 22:13, 22 August 2006 (EDT)

RS fictional logistics

(taken from the main article and placed here because it's specific to the RS only)

  • Storywise, this is really easy to set up for the RS:
    • Imperial activity on RS borders has backed off significantly lately.
    • Patriot Battle Fleet and Retribution Wing forces are investigating pirate activity in the Minos Cluster (hardly World War III material, as far as the Galactic Civil War goes).
    • Vigilance Strike Fleet (the reformed Renegade Fleet and Intrepid Battle Group fleets) and the Righteous Indignation Division can start their first tours out as an expeditionary force to this region of space.
    • We just need to figure out a reason why the sector's worth fighting over, without actually making it inherently valuable (perhaps merely to deny other factions from having outposts might be reason enough?).
    • The Imperial Super Star Destroyer Blade can be leading Imperial forces there (storywise for the RS campaigns (VSF Tour 1 and RID Tour 1), so RS forces are countering its threat abroad.
    • The VSF and RID campaigns can be planned solidly with details kept loose to account for changes in the competition climate (i.e. regarding who's winning, and what worlds are possessed by which factions).
This information has been revised somewhat. I will post the current version:
Before the Outer Rim War III / Subterrel Conflict begins, and not part of the official Subterrel Conflict competition storyline (i.e. only covered in the VSF/RID campaign based on the competition storyline and climate.
  • Imperial and Sith factions discover something of importance in the Subterrel Sector that requires the control of twelve separate worlds to have access to.
  • RS spies discover vital information about the Imperial and Sith presence in the Subterrel Sector, and have some idea as to what is going on. They are pursued by an Imperial interdiction force, but manage to escape from the Imperial forces, who presume that they have made it back to RS space. Unfortuntely for the RS, the spies are instead intercepted by a Sith interdiction force, and silenced fatally.
  • Imperial forces, not realising the information leak is contained, decide to act in response. They split their task force in two — one half to content with the Sith faction to slow down their expansion and development while also establishing bases and outposts in preparation for what will undoubtedly become a major conflict, and the other half to pre-emptively strike at the RS's base of operations, to remove the RS from the conflict (at this stage they are assuming the spies successfully reported back to RS High Command with their information, and are expecting the RS to be mobilising for war in the Subterrel Sector Soon).
  • The Imperial task force strikes hard and fast, shattering RS sector defences and laying siege to the main world.
  • However, Imperial forces are beaten back and eventually repelled (with fairly major losses to RS infrastrucutre in the region).
  • The RS decide that they cannot let such an attack stand, and so muster their forces to strike back at the Imperial forces, engaging them as they attempt to retreat back to the Subterrel Sector.
  • After arriving in the Subterrel Sector and waging their war against the Imperial forces, the RS eventually discover what is happening in the region, and decide that they cannot let either the Imperial or Sith factions control the thing of importance in the sector, and so strive to deny them from holding the twelve important worlds.
The Outer Rim War III / Subterrel Conflict begins, as far as the official Subterrel Conflict competition storyline is concerned
  • The Rebel (RS and allies), Imperial (EH and allies), Sith (DB and allies) have managed to control four of the twelve vital worlds each.
  • The board is set, and the war begins — who will be the victor of the Subterrel Conflict?

Pirates

Yar har fiddly dee! --Sair 03:03, 26 August 2006 (EDT)

Bot Suggestions

This is just a suggestion from a veteran of the first two OR conflicts... One of the major problems we had in the last OR was that the waiting lists were public... This meant that when a "good" pilot was next up, opposing players would avoid creating a match. Sometimes it ended up just being a waiting game until they had a noob to sacrifice on the better player.

There is a simple solution to this, though... If players are able to join the lists by private messaging the bot, then it isn't publicly known who is waiting until the match is announced.

Map Concepts (backup)

This is a backup of the map concepts from the article page, for when the page is altered.

Map Concepts

Here are a number of preminary concepts for the possible arrangement of systems to be fought over, presented on the sector map.

Concept 1 Sector Map Concept 1 for Subterrel Conflict

This version divides the sector into three sections — outer section, middle section, centre section — and distributes the worlds thusly: three in the centre section, four in the middle section, and five in the outer section.

Pros

  • Natural-looking configuration

Cons

  • Unbalanced distribution — two of the factions have the same distribution pattern (1 centre, 1 middle, 2 outer) while the other has a different pattern (1 centre, 2 middle, 1 outer). NOTE: It is not known if this is a real issue or not, unless we were to give different weighting or emphasis on the different sections, in which case it would be a true competition imbalance.


Concept 2 Sector Map Concept 2 for Subterrel Conflict

This version divides the sector into three sections as with Concept 1, however the distribution is symmetrical, with three systems in the centre section, three in the middle section, and six in the outer section.

Pros

  • Equally-balanced configuration with no natural advantages

Cons

  • Looks less natural than Concept 1


Concept 3 Sector Map Concept 3 for Subterrel Conflict

This version moves away from the sector divisions idea, and instead opts for a 'front lines' idea, where factions have to battle through defending systems on the front lines, which will fluctuate, rather than capturing worlds at random in the sector. Each faction begins with one world arrayed against one world of each of the two other factions.

Pros

  • Strategic systems, with front line worlds requiring capture before being able to access worlds deeper into a faction's territory

Cons

  • Does not look like a naturally-forming configuration


Concept 4 Sector Map Concept 4 for Subterrel Conflict

This version is a modification of Concept 3, and moves the starting cluster of faction systems from a diamond shape to a squared one. The main difference with this is that instead of each faction having one system being contested by both factions, it has each faction with one system arrayed against each faction, so instead of two factions battling over the one system, each of the front line systems per faction is only arrayed against one faction.

Pros

  • Same as Concept 3
  • Features two front line systems: one against each faction

Cons

  • Same as Concept 3, insofar as it is not a natural-looking configuration


Map Discussion

Concept 5

As it has been nigh impossible to have a realtime discussion with relevant parties about this, I went off and worked out another possible solution combining a number of the features of the previous concepts.

Concept 5

These locations will be randomised slightly to present a more organic influence based on this configuration Sector Map Concept 5 for Subterrel Conflict

  • Before each (week- or fortnight-long) battle of the Subterrel Conflict is fought, the ORWIII design team determines which worlds are being fought over — unlike some of the previous concepts, this does not use strict rules determining which worlds are to be fought over, as the locations as indicated on that map draft will be randomised slightly to make a more organic-looking configuration that is roughly in that shape (akin to constellations as seen in space that look sort of like object, but aren't perfectly formed).
  • The number of worlds to be fought over can be one of two options:
  1. 3 only
  2. 3–6
  • Option 1 uses one world per faction per round, with any incursive matches against each team being against the world denoted of that team for the battle (i.e. if Rebel challenges Imperial in battle, the Imperial player is fighting in defence of their world — this might make players more proactive, by encouraging them to pick fights rather than wait for themselves to be challenged by others)
  • Option 2 allows the possibility of having up to two worlds per faction to be defended each battle, with enemy factions striking at different held worlds
  • In cases where two factions striking at one world are both successful, it seems likely that the faction fielding the most successful matches in attacking the world will claim it, with the other attacker yielding the world after helping crush the defences
  • Any world is potentially available to be fought over per battle, however the guildein will be to attempt to designate the worlds closest to each other for logistics/storyline reasons

ORW3 Page Cleaned Up

Folks, I drastically cleaned up the main ORW3 page to remove old hypothetical stuff and reflect the fact that the competition is about ready to start and no longer merely a pipe dream. Just in case any of that old stuff was important, I saved it here Outer Rim War III old. --Dave 22:22, 16 January 2007 (EST)