Operations
--Nastyogre ([[User talk:Nastyogre|talk] Working on updating the ops. Its taking a while to verify all the permutations of the Mek and Vee ops. Please edit carefully while I am working on this. NOTE I am working on this again. Please let me know of any alterations. This page cannot be considered accurate currently, too much old info is still here.]) 10:11, 23 June 2013 (PDT)
Tutorial: (details) - still needs description
Combat Simulation: (details) - still needs description
Raid: (Mek | Vehicle) - 900lyr range. No land exchange. Attacker captures a unit that they get to keep and components for their house. Best cBill return. Available to anyone regardless of XP.
Skirmish: (Mek | Vehicle) - the old Patrol. 30lyr range, same land exchange, moderate cBill payout, increased RP payout.
Conquest: (Mek | Vehicle) - the old Conquer. 30lyr range, same land exchange, very low cBill payout, nicest RP payout. Kingslayer - same as before, only cBills adjusted down, RPs up.
Overwatch: (Mek | Vehicle) - still needs description
Air Raid: (Aero) - still needs description
Strategic/Militia operations have been renamed Mek/Vehicle.
LITTLE THINGS
Scrapping and donating is now more expensive. Scrapping is 2x the cost of a unit, donating costs on average about 45% of the cost of a unit. Force mod has been turned off. Vehicle ops can now use upto 4 infantry of any type.
'1. Skirmish
', the original base op
This is a basic Operation for Planets without Factories and involves a small landexchange. To get access to Patrol your army must range from 2000-8000 bv. The unit requirements differ within the two Versions of this operation, Mek and Vehicle. The bv spread is 500 maximum. Each faction involved in the operation must hold a minimum of 25% of the planet. (25 Conquer points for regular worlds and bay worlds, 50 conquer points for factory worlds) Planets with less than this amount for either of the factions may not be the target of a skirmish op.
Mek Skirmish There movement minimum for Mek Skirmishes is walk 1. (No zero move infantry). Bv Range is 2000-8000. BV Spread is 500. There is no skillsum maximum for Mek Skirmishes. Mek Skirmish armies may have up to four infantry.
Vehicle Skirmish
Vehicle Skirmishes have no unit weight maximum or movement minimum. Bv Range is 2000-8000. BV Spread is 500. There is no skillsum maximum for Vehicle Skirmishes. Vehicle Skirmishes may have up to four infantry.
2. Raid, the raiding op
The raid Operation for Planets containing Factories with the exception of Capitol Planets and involves no landexchange. Raid BV range is from 2000-8000. The bv spread is 500 maximum and there is no average skillsum required. Winning a Raid attack delays the factories, steals a decent amount of components and 1-2 units from the faction bays. Winning a Raid defense grants components to the factories. The components stolen or granted are dependent upon the factories located on the world raided. The unit requirements differ within the two Versions of this operation, Mek and Vehicle.
Mek Raid The movement minimum for Mek Raids is walk 1. (No zero move infantry. Mek Raids require a minimum of 4 mek units. After the 4 mek unit requirement is met you may add any number of mek or vehicle units up to the maximum BV, 8000. BV Spread is 500
Vehicle Raid Vehicle Raids have no unit weight maximum or movement minimum. (Zero move infantry are allowed) Vehicle Raids require a minimum of 4 vehicle units. They may have no more than 4 infantry. After the 4 vehicle unit requirement is met you may add any number of mek or vehicle units up to the maximum BV, 8000. BV Spread is 500.
3. Conquer, the basic invasion type op This is an invasion operation for all Planets except Capitols and involves a decent amount of landexchange. To get access to Conquer your army must range from 2000-12000 bv and have 4 non-Infantry units. There are Mek and Vehicle versions and a maximum of 1 infantry units is allowed. The bv spread is 500 maximum and your pilots must have an average skillsum of 8.3 or lower. This operation involves Artillery support for both sides.
Unless stated otherwise, the posted requirements are for the attacker only. The defender usually has a wide range of allowed army compositions.
Patrol:
This is a basic Operation for all Planets with the exception of Capitol Planets and involves a small landexchange.
To get access to Strategic - Patrol your army must range from 2000-8000 bv, must have 4 Mechs which are less than 80 tons. A maximum of 1 infantry units is allowed and either groundspeed 4 or jump speed 3 is needed.
Militia - Patrol has no unit limits within the first 4 tanks and any unit thereafter.
The bv spread is 500 maximum.
-Aero- Air Patrol: This is a basic Operation for all Planets with the exception of Capitol and Factory Planets and involves a small landexchange. To get access to -Aero- Air Patrol your army must range from 1500-6000 bv, must have 2 - 6 aero units which are up to 100 tons. The bv spread is 700 maximum. -Aero- Air Patrol has a higher Attack Range than Operations for Ground Units.
Hit'n'Run: (Strategic | Militia) This is a basic Operation for all Planets with the exception of Capitol Planets and involves a small landexchange. To get access to Strategic - Hit'n'Run your army must range from 2000-8000 bv, must have 4 Mechs which are less than 85 tons and have either walking speed 5 or can jump 4. No infantry is allowed for the attacker. Militia - Hit'n'Run has the same requirements just that you need 4 Tanks instead of 4 Mechs. The bv spread is 500 maximum. There is a chance for deep deployment. The winner of a Hit'n'Run either delays the target factory for a short time or refreshes it for the same value. The attacker must have less than 1000 exp. This operation grants a lot of money to the attacker.
Kingslayer: This is the one and only Capitol Planet Operation and involves a good amount of landexchange. To get access to Kingslayer your army must have 4000 bv minimum and all units may not have less than 40 tons. There is no bv spread and the pilots must have an average skillsum of 7.8 or lower. Both sides get Artillery support and additionally, the Defender gets a good amount of conventional mines to place.
Bonus Operation Overwatch: This is an operation similar to Patrol with the following additions: it is AFR-only and the attacker recieves a small amount of artillery while the defender gets to place some conventional mines. The operation is identical to the Skirmish operation in all other aspects.
Conquer Faction Subfaction 1 (Frontline Commanders) has access to an additional seven different Operations against other Conquer Factions:
Pillage: This is a raid Operation for Planets containing Factories with the exception of Capitol Planets and involves landexchange. To get access to Strategic - Pillage your army must range from 2000-11000 bv, must have 4 Mechs, a vehicle and an infantry unit but no more than 4 vehicles and infantry. Militia - Pillage just requires 4 Tanks and an infantry unit. The bv spread is 600 maximum and your pilots must have an average skillsum of 8.6 or lower. Winning a Pillage attack delays the factories, steals a decent amount of components and 1-2 units from the faction bays. Winning a Pillage defense grants components to the factories.
Capture: This is a raid Operation for Planets containing Factories with the exception of Capitol Planets and involves landexchange. To get access to Strategic - Capture your army must range from 2000-11000 bv, must have 4 Mechs, a vehicle and an infantry unit but no more than 4 vehicles and infantry which can at least walk 5 or jump 3. Milita - Capture just requires 4 Tanks and an infantry unit besides the speed limit. The bv spread is 600 maximum and your pilots must have an average skillsum of 8.6 or lower. Capture grants artillery pieces for support to the attacking side and conventional mines for the defending. Winning a Capture attack steals some components and a unit from the faction bays as well as a unit(s) from the target factory. Winning a Capture defense refreshes the factory a bit and generates a good amount of components.
-Aero- Orbital Operation: This is an invasion Operation for all Planets with the exception of Capitol Planets and involves a small amount of landexchange. To get access to -Aero- Orbital Operation your army must range from 4000-18000 bv, must have 6 - 12 aero units which are up to 200 tons. The bv spread is 1000 maximum. -Aero- Orbital Invasion has a higher Attack Range than Operations for Ground Units. Average skillsum is <=8.5.
-Aero- Black Water Navy: This is an invasion Operation for all Planets with the exception of Capitol Planets and involves a decent amount of landexchange. To get access to -Aero- Black Water Navy your army must have at least 10000 bv and must have 9 - 30 aero units. There is no tonnage limit and no bv spread. -Aero- Black Water Navy has a higher Attack Range than Operations for Ground Units. Average skillsum is <=8.
Faction-Unique Super Operation: These Operations are unique for every faction and must take place on Factory Planets with the exception of Capitol Planets. To get access to your faction's unique operation - experiment! A general hint for everyone: No maximum bvs and the higher your armies are, the better the payout. Minimum BV is 8000. Unit Requirements such as number of units involved and classes of units involved differ for every faction as well as different payouts, meta awards and pilot gains. The bv spread is 1000 maximum and the rewards get better the higher your game bv is. Supersize Me!
Rumors: Allthough unconfirmed, the Great House's Intels suspect Comstar to be responsible for a few devastating attacks on selected targets. You may try to assault an HPG Station but beware Blake's Wrath!
Additionally, General Operations:
Tutorial: Armies legal for attacking tutorials have 1000-7000 total BV, have at least 4 non-infantry units and no more than 4 vehicles and 1 Infantry Platoons. Tutorials can only be launched against SOL, meks aren't lost in them and they only pay a few hundred cbills to the involved players.
-Aero- Sim Flight: This is a basic Operation for all Planets and involves no landexchange. It is allowed In-Faction and for all factions including SOL. To get access to -Aero- Sim Flight your army must range from 1-2499 bv, must have 1 - 5 aero units with no tonnage limit. There is no bv spread. -Aero- Sim Flight has a higher Attack Range than Operations for Ground Units.
NOTE: DO NOT PLAY A TOURNEY IF YOU DO NOT HAVE ENOUGH C-BILLS ON HAND TO COVER YOUR BAY EXPENSES >>> You have been warned. Losers get no pay and will lose any bays they can't pay for after the fight.
Cruiser Tourney: This is a free-for-all arena for single units up to 60tons and is double-blind. Everyone receives some mines and fled units may get scrapped, pushed off units may get salvaged. Expect bad payout and no campaign effects. One player each faction.
Destroyer Tourney: This is a free-for-all arena for single units from 50 to 100tons and is double-blind. Everyone receives some mines and fled units may get scrapped, pushed off units may get salvaged. Expect bad payout and no campaign effects. One player each faction.
Team Operations. have been removed due to lack of interest and confusion in peoples attack options.
! IMPORTANT NOTES !
1.) The Penalty for finishing Operations without enough bv destroyed was increased dramatically. On the other hand, Payouts for properly played games are better now.
2.) Units that are pushed off the map have a chance to get scrapped or salvaged. This is to discourage edgecamping.
3.) To discourage min-maxing, armies that are only legal for conquest operations do not count towards Production. Building balanced armies is encouraged.
4.) Counterattacks are disabled.
5.) Operations for Conquer Factions have an ELO-adjustment. This means that all payout may vary depending on the rating of the participating players
6.) Victory Conditions "BV Ratio Percent" and "Destroy Enemy BV" are enabled for all operations and both must be met to trigger an automatic Victory.
7.) ALL Games are Double Blind.
8.) Regular Ground Operations do not allow Aerospace or Conventional fighters. Super Ops and Kingslayers allow 2 conventional Fighters per side.
9.) Support Units do not count towards bv spread.