Re: Rebel Defiance 2nd Campaign!

Well the latest news from the galactic front is here. Check it out and prepare for next week's finale:

http://www.fsmod.com/newsfull-102013-2.htm

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Re: Rebel Defiance 2nd Campaign!

And so we at last come to this campaign's finale. Good luck everyone, and see you on the other side.

cool

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Re: Rebel Defiance 2nd Campaign!

This evening the circle is now complete, and this campaign is over. Let's look at the scores and see what the final results have given us. With 50 points up for grabs tonight it was all to play for, and though low numbers turned up, it was still enough for us to go with the multiplayer version of the map rather than the co-op, and those lower numbers worked against the Empire in some respects, with Rebel fighters able to pull Imperial pilots out of their defensive positions when they are already spread thin trying to defend all the map's assets, though the low numbers also meant it was fairly easy for the Imperial pilots and turbolaser gunners to spot and pick off the Rebels as they attacked, so there was balance, but the low numbers additionally gave the Rebels more time to fulfill their mission, so after a pitched battle the towers were eventually neutralized and the battle over the trench began, which is where things really got serious with intense dogfighting occurring both in and above the trench. In the end the fatal blow to the Death Star came with around 60 tickets remaining from the pool of 300 that the Rebels started out with. So a hard fought battle finally came to a close with a victory for the Alliance.

With the final round the losers gain no points, so the Imperials gained nothing this week with the Rebels getting 50 points. They had two non-registered players resulting in a deduction of 1 point. So the final scores for the campaign are as follows:

Imperials - 173.5
Rebels - 177.5

Which goes to show that the current general trend in industry to hire contractors in rather than having a full roster of full-time employees is a sound one, as the Rebels who fought in this campaign were largely freelancers and mercenaries.

tongue

Anyhow congratulations to the Rebels once again.

With that pesky battle station scuppering the Empire yet again. The Emperor would like to get in contact with the Death Star's lead designers, and the chief contractors who worked on the construction of the Empire's pride and joy for a quiet chat.

lol

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Re: Rebel Defiance 2nd Campaign!

one map might be to few to decide the final round, in the 2 NIC campaigns the empire won and so far in the rebel defiance campaign the rebels have won both just an idea but maybe use the most balanced map possible Yavin is slightly in the rebels favor or maybe play 2 maps, not sure but it seems odd that the 2 different types of campaigns with one type the empire winning 2 and the rebels 0 and the other type the empire winning 0 and the rebels 2, just seems a bit unbalanced, just the final battle.

26 (edited by CAAM 2013-10-27 22:05:07)

Re: Rebel Defiance 2nd Campaign!

So, we Imps are in trouble again. I can't shake the feeling that something was up... Just not sure what...

tongue

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Re: Rebel Defiance 2nd Campaign!

Yeah, it is basically a case of us adjusting the rules slightly for the last round so that the Rebels have a chance at success to encourage them to turn up for the finale. Yavin can be won by either side, but it is a Rebel-centric map, and with low numbers it really makes it hard for the Empire to defend all the map assets.

We'll look into it for the next campaign, I'm sure we'll find some appropriate balance, but really the numbers of participants being so low was the major issue (or more specifically a lack of Rebel members turning up, on some weeks we'd have all the registered Imperial players attend, but no Rebel ones, which meant the Empire wiped the floor with them for the majority of the games which wasn't really very satisfying, and poor Twigs performing his admin duties had to play Rebel rather than his chosen faction for the majority of the campaign to boost Rebel numbers). If we had decent numbers playing then the maps would be more balanced, and the need to stack the finale in the Rebel's favour would evaporate.

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