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Post by Kliment Jefremovitš Vorošilov on Oct 28, 2022 19:49:10 GMT
I know it's not very creative, but how about trying this with WW2?
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Post by Kliment Jefremovitš Vorošilov on Oct 28, 2022 20:20:28 GMT
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Post by Josip Broz Tito on Oct 29, 2022 1:51:02 GMT
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Post by Theron of Acragas on Oct 29, 2022 5:20:55 GMT
A wise man once said that you should try everything once, except murder and incest.
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Post by Shrimant Peshwa Madhavrao Bhat on Oct 29, 2022 5:35:59 GMT
WW1
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Post by Kliment Jefremovitš Vorošilov on Oct 29, 2022 7:35:46 GMT
I fear that'll become too...trenchy
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Post by Eugene V. Debs on Oct 29, 2022 8:38:39 GMT
In terms of the system, I agree with Darth Nihilus's suggestions and think that the system is definetely worth trying. And, on the whole, I think that such a RP which has such a system being played at the same time as a more fun-focused RP (like Gerd von Rundstedt's) is a good idea, as well as balanced. So, basically, I agree with the ideas shared in this thread so far, as a whole, because they would balance the wishes of both the people who prefer more serious and realistic RPs and the people who prefer more fun-focused and easy-to-play RPs (as both can - naturally - be played at the same and seperately) and, also, of the people who are usually okay with all types, such as me. As for the time frame, I think WW2 might be good as it is one of the most popular ones here. However, this situation is nearly the same as WW1 which Shrimant Peshwa Madhavrao Bhat has suggested, although a bit less popular than WW2. Yes, as you've already said, it may have been a bit trenchy, but isn't one of the objective of the systems and ideas suggested here already to solve this problem with fortifications as well? I think we can easily adapt it to WW1 dynamics if it is chosen to be played, and then it's ready. So, I don't think that there's a major problem with WW1 which cannot be solved if it is chosen. Anyway, as for my own preference about the time frame, both WW1 and WW2 are okay for me, but, I'd vote for WW2 if I had to choose now. Though, as I've already said, both are equally okay for me, and I'm open to other possible suggestions as well.
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Post by Kliment Jefremovitš Vorošilov on Oct 29, 2022 11:43:21 GMT
Whichever we choose I'd suggest the time frame to be a year earlier (so 1938 or 1913) to give a bit room for diplomacy and perhaps a more fun and unexpected course of events in the war.
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Post by Eugene V. Debs on Oct 29, 2022 12:06:46 GMT
Whichever we choose I'd suggest the time frame to be a year earlier (so 1938 or 1913) to give a bit room for diplomacy and perhaps a more fun and unexpected course of events in the war. Yeah, it would be interesting, so I agree. Also, speaking of diplomacy, how flexible should diplomacy be? Should there be two core alliances which cannot be broken and neutral countries which can choose their alliance, or should it be possible to make entirely new alliances? In other words, should this RP be like a simulation of real life with some additions (like the 1942 RP), or just a WW1/WW2 (or the chosen setting) themed free RP (like the Seven Years' War RP) where it is possible to remake the alliances, history etc.? Also, as for the armies, should the number of forces be fixed, or should it be possible to recruit soldiers. If yes, how (like, as freely as the 1848 RP or as systemically and realistically as the Seven Years' War RP)? If no, then should we take the peak numbers in the war, or the pre-war armies?
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Post by Darth Nihilus on Oct 29, 2022 13:56:25 GMT
Yeah, it would be interesting, so I agree. Also, speaking of diplomacy, how flexible should diplomacy be? Should there be two core alliances which cannot be broken and neutral countries which can choose their alliance, or should it be possible to make entirely new alliances? In other words, should this RP be like a simulation of real life with some additions (like the 1942 RP), or just a WW1/WW2 (or the chosen setting) themed free RP (like the Seven Years' War RP) where it is possible to remake the alliances, history etc.? Also, as for the armies, should the number of forces be fixed, or should it be possible to recruit soldiers. If yes, how (like, as freely as the 1848 RP or as systemically and realistically as the Seven Years' War RP)? If no, then should we take the peak numbers in the war, or the pre-war armies? For alliances, I think players should be given as much freedom as possible to choose their side, but there should be some kind of incentive to not change alliances so people don't just bandwagon on a stronger side. Maybe there could be a penalty where your army has to take time to adjust to the new alliance before you can launch any attacks, or players in the same alliance could store troops within each other's borders, so if anyone defects they'll have to deal with some internal strife. There also has to be some kind of team balancing mechanic, which could probably just be done by making sure that the total population of each side is roughly equal. For armies, the ability to recruit new troops has been a deciding factor in almost any war, so I think it should be possible. But, I think new recruits should naturally be a lot less competent than troops that are already within your ranks, and it should take time to train them. If rules are set for that, it could be possible for a player to recruit almost their entire population, but of course most of their troops would just be cannon fodder that doesn't deal any damage and takes a ton of supplies to even maintain, which would certainly de-incentivize a total mobilization.
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Post by Kliment Jefremovitš Vorošilov on Oct 29, 2022 14:50:42 GMT
Yeah, it would be interesting, so I agree. Also, speaking of diplomacy, how flexible should diplomacy be? Should there be two core alliances which cannot be broken and neutral countries which can choose their alliance, or should it be possible to make entirely new alliances? In other words, should this RP be like a simulation of real life with some additions (like the 1942 RP), or just a WW1/WW2 (or the chosen setting) themed free RP (like the Seven Years' War RP) where it is possible to remake the alliances, history etc.? Also, as for the armies, should the number of forces be fixed, or should it be possible to recruit soldiers. If yes, how (like, as freely as the 1848 RP or as systemically and realistically as the Seven Years' War RP)? If no, then should we take the peak numbers in the war, or the pre-war armies? For alliances, I think players should be given as much freedom as possible to choose their side, but there should be some kind of incentive to not change alliances so people don't just bandwagon on a stronger side. Maybe there could be a penalty where your army has to take time to adjust to the new alliance before you can launch any attacks, or players in the same alliance could store troops within each other's borders, so if anyone defects they'll have to deal with some internal strife. There also has to be some kind of team balancing mechanic, which could probably just be done by making sure that the total population of each side is roughly equal. For armies, the ability to recruit new troops has been a deciding factor in almost any war, so I think it should be possible. But, I think new recruits should naturally be a lot less competent than troops that are already within your ranks, and it should take time to train them. If rules are set for that, it could be possible for a player to recruit almost their entire population, but of course most of their troops would just be cannon fodder that doesn't deal any damage and takes a ton of supplies to even maintain, which would certainly de-incentivize a total mobilization. Penalties were exactly what I had in mind too, and I think they could be used also in the forming of alliances. For example there could also be a penalty in battle morale if someone like Italy allied with the USSR.
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Post by Kliment Jefremovitš Vorošilov on Oct 29, 2022 14:51:56 GMT
And also, if take dices, there should certainly be a quality factor besides quantity imo.
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Post by Kliment Jefremovitš Vorošilov on Oct 29, 2022 22:03:05 GMT
I've set up a new poll in a new thread.
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Post by Kliment Jefremovitš Vorošilov on Oct 30, 2022 14:42:15 GMT
Okay, I have a rough idea what the dice system could be like.
Since the boards use classic 6 number dices the players would roll 2 dices like in older RPs. So the min score would be 2 and the max 12.
The attacker always rolls. Before the engagement there would be a value that will result in a draw/tie which would depend on factors like manpower, terrain, defencive positions, morale etc. If the attacker rolls higher than this value they win the battle and vice versa.
If the attacker and defender would have the same morale, numbers and no positional advantage, the tie value would 6, for the attacker has the intiative and element of surprise. But let's imagine the defender has dug trenches and prepared to defend so the value would rise to 7.
Now the attacker would roll. If he got 7 the battle would result in neither side winning, they'd both take the same casualties and neither would advance or retreat.
If the attacker rolled 8 they would get a narrow victory with the defender suffering slightly more casualties, but now being forced to retreat. If the attacker rolls 6 the same will happen but vice versa.
Then if the result was 9 the defenders would take even more casualties, lose more morale and they'd be forced to retreat.
This would go up to 12 and on the other side down to 2 which would result in total annihilation for the losing side. There would be 5 levels of victory and defeat each. Some of them would become impossible when the tie value increases or decreases. (You can't roll 4 lower than the tie value if the tie value is 4, for example)
The biggest and smallest values are if course much less common than 6, 7 and 8.
I'm not sure, but there should perhaps be a change to the values needed for different victories when the "tie value" becomes bigger or smaller. (For example if the value was 3, the attacker would annihilate the enemy with all rolls above 8) It could maybe be based on percentages or maybe not.
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Post by Kliment Jefremovitš Vorošilov on Oct 30, 2022 15:51:38 GMT
Also, I really liked Darth Nihilus's idea of being able to choose a low or high risk strategy. Players could choose from a mere skirmish to a all out frontal assault and both sides' casualties would be smaller or bigger accordingly.
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