Other Space War 3 - Game Over, Won by Ria + Celever + LN + zorbees

UncleSam

Leading this village
is a Community Contributoris a Forum Moderator Alumnus
Space War 2, for reference: thread.

How to play, framework courtesy of askaninjask / Space War 2:
  1. You have 3 ships with 3 HP. Your ships are destroyed when they reach 0 HP. You will have enemies whose ships you must destroy before your own are. There will be an alias list of all ships.
  2. You will have five basic skills: blasters, force field, EMP, spies, and personnel.
    • Blasters deal one damage to an enemy ship.
    • Forcefields block damage taken on all of your own ships, passively.
    • EMPs disable Forcefields and active abilities of the target ship.
    • Spies allow you to see the agent color, group, enemy group, and current skill levels of the agent of that ship. In other words, all role info + current skill levels.
    • Personnel blocks EMPs and Spies on all of your own ships, passively.
  3. You will gain 1 upgrade point per point of HP lost, 1 per point of HP damage dealt with Blasters, and 2 additional points per ship destroyed.
  4. You may spend upgrade points on your skills to improve them. Upgrade points are spent at the start of a cycle and impact that cycle’s actions. Higher level skills cannot be blocked by lower level ones, with the exception that blasters of all levels will be blocked by an EMP strike. EMP strikes will not disable Forcefields, EMPs, or Spies of the same level.
    • As an example, an EMP strike at level 5 used on a ship with level 4 Personnel will succeed. Same with Spies level 5. However, if you use Both EMP and Blasters level 5 on a ship with level 5 Forcefields, they will fail and the Blasters will do no damage.
  5. Blasters start at level 1 and can be raised to level 8. The first upgrade point used on Spies will take you straight to level 2, and Spies caps at level 8. The other three skills you will level normally, with each upgrade point raising the level by 1, up to a max of 7. Each skill thus requires 7 points to cap out.
    • You will gain mastery bonuses on reaching levels N-3 and N, where N is the cap of a given skill (I.e. 7 for EMPs or 8 for Spies).
    • You will start the game with 8 upgrade points to spend, at least one of which must be used on EMP or Spies (so that you can use your ships’ active action slots).
  6. You may spend a ship’s active action slot to support another ship’s skill, raising their effective level by one. To support another ship’s skill, you must be at least at level N-1 of that ship’s particular skill. For example, if another player has EMP level 5, you must have at least EMP level 4 if you want to support them up to level 6. Using forcefield or personnel support will not remove your own protections, but cannot be used at base (see skill mastery section). Supporting a ship up to level N or N-3 (where N is the cap for that skill) does not provide temporary mastery bonuses.
  7. Each player will be able to perform one active action each cycle (Blasters*, EMP, or Spies) per living ship, plus one bonus Blasters action with one of their ships. *Blasters can only be used multiple times when at Level 5 or above. See below for more details.
  8. 25% of the playerlist will be NPC ships. Tommy said this was critical so I didn’t question it. NPC ships will not use any active abilities and will have level N Forcefields and Personnel, where N is the current cycle number (capped at 7).
  9. Mastery bonuses by skill:
    • Blasters:
      • Level 5: can use a second Blasters or Blasters support action with one of your ship’s active ability slots.
      • Level 8: second Blasters action counts as a bonus ability slot instead.
    • Forcefield:
      • Level 4: can use Forcefield support to replace one ship’s active ability slot. Targets one specific ship.
      • Level 7: support action counts as a bonus ability slot instead.
    • EMP:
      • Level 4: can use EMP support as a bonus ability each cycle.
      • Level 7: EMP strikes which lower the target’s forcefields cause 1 damage and provide an upgrade point to both the user and the target. Max one point per cycle per user gained from EMP damage dealt.
    • Spies:
      • Level 5: can use Spies support as a bonus ability each cycle, and can investigate two ships per Spies action.
      • Level 8: each ship using Spies can investigate three other ships.
    • Personnel:
      • Level 4: can use Personnel support to replace one ship’s active ability slot. Targets one specific ship.
      • Level 7: support action counts as a bonus ability slot instead.
    • Overall: if you achieve max rank in all skills, you will commandeer a random still-living NPC ship as your own, complete with its own active ability slot. Priority will be given to NPC ships at higher HP. Levels gained past that point will give no benefits. If no NPCs remain alive then I will create one at 1 HP and announce it has been added to the ship list.
  10. Win conditions are as follows:
    • There are three groups: Game Colors, Early Game Colors, and Late Game Colors.
    • You will be given your group and one enemy group. You must outlive 3/4 of the other players in your group, and 4/5 players in your enemy group. You do not require anyone dead from the third group. Note that win conditions are NOT MUTUAL - there will be players from the third group who need 4/5 of your group dead, even though you don’t need any of them dead. Also note that there are no players that you absolutely need dead to win, so you can work with any one individual player of your choice if you so choose.
    • If it becomes impossible for you to win (via two players from your enemy group winning) then you will be removed as a loser.
    • For those of you doing the math at home, it is likely that there will be 4 winners with this setup. It is possible for there to be as few as 2, though this would be incredibly unlikely. In the event that multiple players are eliminated in the same cycle, I will award the win to whoever submitted the relevant elimination action first.

For Discord use the Fluodome server: Discord Server

Living Players (4):
Ariariadne - Agent Blue - Game Colors targeting Early Game Colors - Won Cycle 9
Celever - Agent Yellow - Game Colors targeting Early Game Colors - Won Cycle 9
LonelyNess - Agent Vermillion - Early Game Colors targeting Late Game Colors - Won Cycle 9
Zorbees - Agent Cinnabar - Late Game Colors targeting Early Game Colors - Won Cycle 9

Dead Players (11):
askaninjask - Agent Gold - Game Colors targeting Late Game Colors - Eliminated Cycle 3
Aura Guardian - Agent Indigo - Late Game Colors targeting Early Game Colors - Eliminated Cycle 4
skippergamez - Agent Silver - Game Colors targeting Late Game Colors - Eliminated Cycle 5
CrreamyKitty - Agent Pewter - Early Game Colors targeting Game Colors - Eliminated Cycle 5
Pulsar512b - Agent Cerulean - Early Game Colors targeting Late Game Colors - Eliminated Cycle 6
Lechen - Agent Lavender - Early Game Colors targeting Late Game Colors - Eliminated Cycle 7
Dead by Daylight - Agent Celadon - Late Game Colors targeting Game Colors - Eliminated Cycle 7
NightEmerald - Agent Viridian - Early Game Colors targeting Game Colors - Eliminated Cycle 8
ElectricityCat - Agent Red - Game Colors targeting Early Game Colors - Eliminated Cycle 9
Sunny004 - Agent Fuschia - Late Game Colors targeting Game Colors - Endgame'd Cycle 9
Alice Kazumi - Agent Saffron - Late Game Colors targeting Game Colors - Endgame'd Cycle 9

Living Ship List (18):
USS Beedrill - Agent Blue
USS Blastoise - NPC
USS Fearow - NPC
USS Golbat - NPC
USS Golem - NPC
USS Machamp - Agent Cinnabar
USS Marowak - NPC
USS Omastar - NPC
USS Poliwrath - NPC
USS Raichu - Agent Vermillion
USS Seadra - NPC -> Agent Vermillion
USS Seaking - NPC
USS Slowbro - Agent Blue
USS Starmie - NPC
USS Tentacruel - NPC
USS Vaporeon - NPC
USS Venomoth - Agent Cinnabar
USS Weezing - Agent Yellow

Dead Ships (42):
USS Moltres - NPC - Cycle 1
USS Pidgeot - NPC - Cycle 1
USS Nidoqueen - Agent Gold - Cycle 1

USS Venusaur - Agent Gold - Cycle 2
USS Arcanine - Agent Silver - Cycle 2
USS Charizard - Agent Lavender - Cycle 2
USS Sandslash - Agent Cinnabar - Cycle 2

USS Butterfree - Agent Gold - Cycle 3
USS Dragonite - Agent Pewter - Cycle 3
USS Mewtwo - Agent Cerulean - Cycle 3
USS Victreebel - Agent Fuschia - Cycle 3
USS Raticate - Agent Fuschia - Cycle 3
USS Dewgong - Agent Indigo - Cycle 3
USS Kabutops - Agent Indigo - Cycle 3

USS Alakazam - Agent Vermillion - Cycle 4
USS Mew - Agent Celadon - Cycle 4
USS Cloyster - Agent Saffron - Cycle 4
USS Jolteon - Agent Indigo - Cycle 4

USS Articuno - Agent Silver - Cycle 5
USS Dodrio - Agent Silver - Cycle 5
USS Rapidash - Agent Pewter - Cycle 5
USS Flareon - Agent Pewter - Cycle 5
USS Clefable - Agent Vermillion - Cycle 5

USS Electrode - Agent Red - Cycle 6
USS Gengar - Agent Viridian - Cycle 6
USS Nidoking - Agent Cerulean - Cycle 6
USS Magneton - Agent Cerulean - Cycle 6
USS Parasect - Agent Lavender - Cycle 6
USS Muk - NPC
USS Primeape - NPC

USS Vileplume - Agent Red- Cycle 7
USS Hypno - Agent Viridian- Cycle 7
USS Dugtrio - Agent Lavender- Cycle 7
USS Exeggutor - Agent Celadon- Cycle 7
USS Arbok - Agent Celadon - Cycle 7

USS Rhydon - Agent Viridian - Cycle 8

USS Kingler - Agent Red - Cycle 9
USS Golduck - Agent Yellow - Cycle 9
USS Gyarados - Agent Yellow - Cycle 9

USS Zapdos - Agent Fuschia - Endgame'd Cycle 9
USS Wigglytuff - Agent Saffron - Endgame'd Cycle 9
USS Ninetails - Agent Saffron - Endgame'd Cycle 9

Updates:
Cycle 0
Cycle 1
Cycle 2
Cycle 3
Cycle 4
Cycle 5
Cycle 6
Cycle 7
Cycle 8
Cycle 9 Game Over
 
Last edited:
That's 15, so we are gonna roll with that! Not going to post a separate game thread for this, I'll just edit the OP.

New section of the rules that I'll paste here:
  1. Win conditions are as follows:
    • There are three groups: Game Colors, Early Game Colors, and Late Game Colors.
    • You will be given your group and one enemy group. You must outlive 3/4 of the other players in your group, and 4/5 players in your enemy group. You do not require anyone dead from the third group. Note that win conditions are NOT MUTUAL - there will be players from the third group who need 4/5 of your group dead, even though you don’t need any of them dead. Also note that there are no players that you absolutely need dead to win, so you can work with any one individual player of your choice if you so choose.
    • If it becomes impossible for you to win (via two players from your enemy group winning) then you will be removed as a loser.
    • For those of you doing the math at home, it is likely that there will be 5 winners with this setup. It is possible for there to be as few as 2, though this would be incredibly unlikely. In the event that multiple players are eliminated in the same cycle, I will award the win to whoever submitted the relevant elimination action first.
I'll send you the following information shortly:
- Your Agent Color
- Your Group (one of the three above)
- Your Enemy Group (one of the three above)
- Three ship aliases corresponding to your ships

During Cycle 0, you need to submit your 8 starting skill upgrades. You do not need to submit any other actions, and no damage can be taken or dealt. You may discuss with other players potential strategies while setting up your upgrades.
 
Got all upgrades!

It is now Cycle 1. Cycle 1 will end in 48 hours, or at 7 PM PST on Tuesday, January 7th.

I need:
- One active action per living ship (currently 3 for all players, this can be EMP, Spies, or one Blasters action IF you levelled Blasters to level 5 or higher)
- One bonus Blasters action from any one ship
- Any other applicable bonus actions you might have unlocked with your Cycle 0 upgrades (ask me if you're not sure if these are applicable to you)
 
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