MERC Games Tournament: "Operation Freedom" - A player refereed PVP campaign tournament

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Brought to you by the Mercs of Mikunn

Welcome to the new and improved MERC Games!
We had trouble with instancing before, but now we believe it is working well enough now to pull this off!
So without further ado. The first iteration is "Operation Freedom"!


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This tournament has a background story and a running campaign that progresses as the players succeed or lose. As the story goes "Operation Freedom" is an invasion of a prison colony system by the smuggler group known as the "Guild of Sefrys". They claim to be freeing the prisoners from unjust incarceration on the part of the Federation and Empire.... but then again, there is the added benefit that they are bolstering their forces.... Is their cause legitimate?

The Tournaments Video is here:
[video=youtube;YDoL-IARfmk]https://www.youtube.com/watch?v=YDoL-IARfmk[/video]

The whole tournament will be filmed and compiled into videos that shows the flow of the battles. As the campaign progresses, news items will be released on the progress of the competing factions. In this way the whole community can enjoy, not just those competing. Details are below.

If you wish to sign up, create an account on elithor.com and go to this thread!
You are also welcome to post on here, but I will be managing it through our internal forums.






Operation Freedom

Synopsis: Operation Freedom is a player refereed PVP campaign where the smuggler group known as the Guild of Sefrys invades a prison colony with the intent of freeing the prisoners to bolster their supporters. There are three terms that determine the outcome and progress of the campaign - sites, battle types, and reinforcements. Campaign progress, achieved through PVP victories, happens along a linear map and the campaign is “won” when you push your enemy off his edge of the map. There are two main types of PVP engagements (battle types) - skirmishes, and battles. Skirmishes are almost always evenly matched and happen in between battles. Battles often favor one side over the other as dictated by the reinforcement modifiers explained later. Skirmishes and Battles always happen in alternating order (Skirmish, Battle, Skirmish, Battle). The player who won the last engagement, gets to press the attack toward the enemies edge of the map. And that is essentially it! Sites, battle types, and reinforcements. The complicated part is in how reinforcement bonuses are calculated, but its carefully laid out and will be shown in the next section.

Every pilot will be required to film their own fight for refereeing purposes AND we will be using the fight films to create a story of the battle to supplement the overarching story line created by the players as the campaign progresses. This should be a lot of fun even for those not in the tournament.

Note: You will see the term Standard Navy Loadout quite often below. It means the faction can bring 2 vipers, 2 eagles, one diamond back, and one “capital ship” (Anaconda). Once the Anaconda is destroyed or high wakes, it can’t be used again. Low waking allows it to be used again in the next battle. Much of the strategy revolves around trying to protect your Capital Ship, while eliminating your enemies. The Standard Navy Loadout is always supplemented by reinforcement ships.



-----Reinforcements-----

You can choose to opt out of these bonuses. Some can be strategically used, as some can be used up or destroyed. Keep in mind you might want to save for important or difficult engagements. There are three types of reinforcement bonuses: Skill based, random based, and strategic based. All of these only apply to battles, not skirmishes.

Fog of War (random)- 55% chance +0; 30% chance +1; 15% chance +2 (Type: Vultures). Applied every battle.

Skirmish Bonus (skill)
- This one is based off how many of your ships survived the last skirmish. Low waking counts as a survival. 4 survive +2, 3-2 survives +1, 1 survive +0, all destroyed -1 (type diamond back). Applied every battle.

Asset Bonus (Strategic)
- The Asteroid Belt and Ring System generate "assets" every four engagements which get thrown in an "asset pool". Assets are essentially civilian ships flown by a militia. You can call up to two assets from your saved asset pool per battle as your militia. Assets are often multirole civilian ships. If the asset is destroyed in battle, it is permanently lost. Low waking counts as a survival. High waking means the ship’s morale is shattered and will not return to the asset pool. Applied every battle if ships are in the asset pool.



-----Special Reinforcement Rules for GoS-----
The Guild of Sefrys starts with a severe disadvantage starting with no Sites (since they are invading) making them easy to push off the map. In addition, Prison Colony has all of the asset Bonus generators as described above. As a result the Guild of Sefrys needs to capture extra territory as quickly as possible. To achieve this they get several bonuses not available to the prison colony.

Prisoner Support - If GoS is in control of The Void, every four turns they have the option to intercept a prisoner transport and raid it. If the raid is successful, GoS get an additional eagle, you can save up to two Eagles, but the Eagles can be destroyed permanently and regained in new raids. Unlike militia, when the Eagles flee, they do not shatter when low waking. The onus Eagles can be used in battle phase only. The details of the raid is described below in "battle types".

Spearhead Doctrine
- You can call in two ships in any Battle Phase or Skirmish once (Type Vulture GoS only). If used during a skirmish, and both vultures survive, the next battle phase gets +1 vulture.

Surge- If GoS wins the very first encounter at the Nav Beacon without losing a ship, they get +1 diamond back on their next skirmish.



-----Sites-----

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I will personally layout the engagement to the factions a week before the battle so they are aware of the rules, but should you want to get a sneak peak on how its determined it in the spoiler below.

Note: The Asset Reinforcement Bonus's are described in here and highlighted in yellow.

Note 2: You will see the term Standard Navy Loadout quite often below. It means the faction can bring 2 vipers, 2 eagles, one diamond back, and one “capital ship” (Anaconda). Once the Anaconda is destroyed or high wakes, it can’t be used again. Low waking allows it to be used again in the next battle. Much of the strategy revolves around trying to protect your Capital Ship, while eliminating your enemies. The Standard Navy Loadout is always supplemented by reinforcement ships.

The Gritty Site Details and Victory Conditions is in the Spoiler below (Not as complicated as it first seems AND you don't need to be aware of this)

Nav Beacon:
The campaign starts here as "First Encounter" engagement. Every other engagement after is the "Beachhead" engagement.

First Encounter: Prison Colony starts with a scouting party patrolling around the nav beacon at a 15 km radius. GoS jumps in with greater force.
It should prove very difficult for Prison Colony to win, but they can negate the "Surge" reinforcement bonus by destroying a single ship and thus receive a tactical victory down the line.


  • [*=left]Ships
    • GoS
      • 4 diamondbacks
      • 1 anaconda
    • Prison Colony
      • 4 diamond backs


Objective: Destroy or route enemy. If GoS achieves this without losing a ship they get the One time use Surge bonus as described in the “Special Reinforcement Rules” section above.

Beachhead: GoS's last hold on the system. Standard battle phase navies apply. To win Prison colony must disable the nav beacon to stop influx of ships.




  • [*=left] Ships
    • GoS
      • Standard navy + reinforcement bonuses
    • Prison Colony
      • Standard Navy + reinforcement bonuses + science vessel Asp


Objective: GoS: Destroy or route enemy. Or Destroy Asp. Prison Colony must destroy all enemies, and not lose Science Vessel or hold Science Vessel at Nav Beacon for 2 minutes. It may be a good idea to keep the science vessel outside the instance until the fighters give an all clear (or clear enough) to jump in.
Connected to Asteroid Belt



Asteroid Belt:
Every fourth turn, the owner gets a random asset. Random assets generated at the asteroid belt are typically less valuable than assets generated at the ring system.




  • [*=left]Ships
    • GoS
      • Standard navy + reinforcement bonuses
    • Prison Colony
      • Standard Navy + reinforcement bonuses

Objective: Destroy or rout all enemies.
Militia Asset generation: Eagle 10%; Adder 50%, Cobra 40%
Connected to The Void and Beach Head


The Void:
A battle in the Void. Standard navy.



  • [*=left]Ships
    • GoS
      • Standard navy + reinforcement bonuses
    • Prison Colony
      • Standard Navy + reinforcement bonuses

Objective: Destroy or rout all enemies.Capture for GoS allows transport raids every 4 turns.
Connected to Ring System, Asteroid Belt AND Outpost


Ring System:
Every fourth engagement, the owner gets a random asset to add to their asset pool. Random assets generated at the Ring system are typically more valuable than the asteroid belt.



  • [*=left]Ships
    • GoS
      • Standard navy + reinforcement bonuses
    • Prison Colony
      • Standard Navy + reinforcement bonuses


Objective: Destroy and rout all enemies
Asset Generation: Adder 10%; Cobra 30%; Viper 20%; Diamondback 30%; Orca 10%
Connected to Prison Colony Outpost and The Void.

Prison Colony:
Battle phase occurs around and along the outskirts of the outpost.



  • [*=left]Ships
    • GoS
      • Standard navy + reinforcement bonuses
    • Prison Colony
      • Standard Navy + reinforcement bonuses


Objective: Destroy and rout all enemies, or GoS destroy 20 civilian (non system defense nor authority) along the outskirts.
Connected to The Void, Ring System, AND Planet Blockade.


Planet Blockade:
Ships try to break blockade for trade ships to get through. If Prison Colony loses this the campaign ends.



  • [*=left]Ships
    • GoS
      • Standard navy + reinforcement bonuses
    • Prison Colony
      • Standard Navy + reinforcement bonuses + 2 haulers and 1 cobra

Objective: Destroy or Rout
Connected to Prison Colony Outpost





-----Battle types-----

Skirmish battles are based on skill and are evenly matched with one exception (a one time use reinforcement bonus "Spearhead Doctrine". Battles Phases can end up one sided, have more pilots, and depend more on strategy. The Raid is a special battle type, that gives GoS a reinfrcement bonus if certain conditions are met in compensation for starting with unfavorable conditions.


Skirmish (optional - defenders choice): 4 diamond backs v 4 diamond backs. Determines reinforcement bonus, "Skirmish Support". The defender chooses whether or not they want a skirmish phase. If skirmish phase is called, the attacker must win to continue to the site. If none is called attacker may continue and both sides get full Skirmish Bonus. Low waking counts as a survival, high waking means the ship routed, and is not coming back. If the attacker loses, the defender can choose to let them through or attack their Site, starting another skirmish.

Battle Phase
: Each navy gets 2 eagles, 2 vipers, 1 diamondback, 1 anaconda (standard battlephase navy) and it's reinforcement bonuses. The anaconda is removed if it gets destroyed or if it high wakes.

Raid: 4 GoS Diamondbacks and a Cobra attack 3 Prison Colony Diamondbacks and a Type 7 (with 20 slaves in the hold). In 1 minute, 3 more Diamondbacks jump in to reinforce the Prison Colony group. The goal of GoS is to save at least one slave, and the prison colony will try to prevent them. This determines the reinforcement bonus "Prisoner Support". The Raid can be called by GoS every fourth engagement if they control the site called "The Void". The Raid is the only engagement that does not add to the timer towards asset generation (its like a bonus round). Every "slave" or prisoner, adds to the prisoner support pool described in the "Special Reinforcement Rules for GoS" section



-----Special Rules-----


  • [*=left]Each teams reinforcement bonuses are hidden to the opposing team before the engagement.
    [*=left]Low waking counts as a retreat and you may not return to battle. High waking is also a retreat, where morale is "shattered", this is similar to a death (the ship isn't returning). This is important because death or high waking affects reinforcement bonuses as described in the reinforcement section.

    [*=left]All participants must record their battle and their recorder must be able to log their voice. Penalty at failure to do so is at discretion of the refs. Recordings are turned in after the battle with the intent that a compilation will be made to show the flow of the battle from different pilots points of view. In addition, news reports will be released after the battles as the campaign progresses to create a dynamic story created by the players.

    [*=left]All coms happen over in-game coms. This makes it sound real in the recording. After you die mute yourself, though whatever you can get out before the explosion, including a scream is perfectly acceptable. In game coms will keep it from blowing people’s ears out, don’t worry.

    [*=left]War Reporters (Refs) will be filming in pythons. Shooting them is frowned upon (they may shoot back) and penalties will be at the discretion of the War Reporters should they die.


-----Scheduling-----


  • [*=left]As of now games will happen on Sunday 5 pm GMT. Its the best time that our group can support the event.
    [*=left]Teams are responsible for showing up, if you arent there on time, set up will proceed without you. We recommend you get to the location the day before, and show up in the teamspeak thirty minutes before.

    [*=left]The game doesn’t necessarily start at on the hour but setup will begin. If a team can’t summon enough members to fill the ranks allowed them in a battle, then that will be viewed as logistical failure on the army’s part and the fight goes on anyway. War isn’t forgiving!










 
The Mercs (mostly me and a few of the other admins) will be managing this for everyone. All anyone really needs is to be able to film their fights and show up on time in whatever gear they want as long as its the right ship. We will let the individual teams know what they can show up with, but for transparency and understanding the rules that describe who can bring what are laid out above.
 

Viajero

Volunteer Moderator
This looks awesome.

Wondering if in the future a similar campaign could be also organized making use of the background simulator, where 2 or more player groups compete using it too via proxy of minor factions plus PvP.
 
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Doubt it, doesn't seem like the direction the game is taking. But my idea here was to provide that to a few players, and make a video series out of it to provide to all. :D Should be fun.
 
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Essentially I have enough players to fill one side at the time given above. If necessary we can have everyone versus the Mercs. But we will also be managing the story and providing referees this round so I'd rather not. ;)
 
Yup. I released this on the same day CQC beta was released. Perhaps the whole thing is uneccessary now, but we may reuse all the material for a CG. If any one still wants to do this I have enough members to fill one side.
 
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