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Post by Darth Nihilus on Oct 31, 2022 14:56:57 GMT
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Post by Kliment Jefremovitš Vorošilov on Oct 31, 2022 19:20:23 GMT
Alright, there hasn't been any discussion about air raids, so here's a very simple system that can be used as a base for further development and a temporary solution atleast.
There will be two d6 rolls for damage for both sides.
A) Damage caused by air raid
1. There will be 4 possible results level 1 causing the least damage and level 4 the most. Level 1 will be guaranteed.
2. There will be two types of raids. Low altitude, high risk and high altitude, low risk.
3. The only other factor for the result is the number of bombers. If the attacker has under 40 bombers, all rolls under 5 will result in a level 1 succes. 5 and 6 will result in level 2. If the attacker has 41 - 90 bombers, all rolls under 4 will result in level 1 succes. 4 and 5 will result in level 2 and 6 will result in level 3. If the attacker has more than 90 bombers, 1 and 2 will result in level 1, 3 in level 2, 4 and 5 in level 3 and 6 i level 4.
B) Damage to the planes
1. The attacker will roll d6.
2. This will simply have 3 levels of damage, the lowest being when 1-2 is rolled then 3-4 and 5-6. The actual damage will then be calculated based on anti air defences and the type of attack.
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Post by Darth Nihilus on Nov 2, 2022 0:00:50 GMT
Alright, there hasn't been any discussion about air raids, so here's a very simple system that can be used as a base for further development and a temporary solution atleast. There will be two d6 rolls for damage for both sides. ... I added some of your air raid suggestions to the google docs (page 3-4). Some of the things I didn't quite include, like damage levels, but I added a step function so that way the amount of damage each bomber deals, according to anti-air, is more organized.
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Post by Eugene V. Debs on Nov 2, 2022 10:10:48 GMT
So, as for movement, the first thing that springs to my mind is to determine a certain movement speed per page and then (as Darth Nihilus suggested during the 1942 RP) use a website to determine the distance between A and B. The first thing, should we base this on pages or on real life hours? Because, if that day the RP went more slowly than its normal speed, it would take more time than needed to move an army, which would slow the progress of RP if the current situation was depended on that move (like opening a new front). And in the same way, if the RP went fast that day, while a player was offline, his/her enemy may have completed all his/her moves to attack that player as the RP went on fast, hence the pages. So, I think there should be something to balance this if we are to use this method. As for using real life hours, it may be both good and may be not. Because, real time is fixed and balanced compared to using pages, whereas this may also make everything take longer or shorter too, depending on the activity. However, it would prevent the RP from going inactive since even if some went inactive at that time frame, the real time would naturally still continue and the active players' moves wouldn't be affected from the slowing page progress. Also, should movement be affected from things like terrain, weather etc? This would make the game more realistic, while perhaps making it slower too at the same time.
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Post by Darth Nihilus on Nov 2, 2022 12:30:37 GMT
So, as for movement, the first thing that springs to my mind is to determine a certain movement speed per page and then (as Darth Nihilus suggested during the 1942 RP) use a website to determine the distance between A and B. The first thing, should we base this on pages or on real life hours? Because, if that day the RP went more slowly than its normal speed, it would take more time than needed to move an army, which would slow the progress of RP if the current situation was depended on that move (like opening a new front). And in the same way, if the RP went fast that day, while a player was offline, his/her enemy may have completed all his/her moves to attack that player as the RP went on fast, hence the pages. So, I think there should be something to balance this if we are to use this method. As for using real life hours, it may be both good and may be not. Because, real time is fixed and balanced compared to using pages, whereas this may also make everything take longer or shorter too, depending on the activity. However, it would prevent the RP from going inactive since even if some went inactive at that time frame, the real time would naturally still continue and the active players' moves wouldn't be affected from the slowing page progress. Also, should movement be affected from things like territory, weather etc? This would make the game more realistic, while perhaps making it slower too at the same time. I think if you're moving troops outside of battle (ie. simply manoeuvring around or retreating, then you could base it on pages. A majority of the time spent in war is done trying to outmaneuver your enemy, but I think an RP that's almost entirely tactical would be pretty boring. During battle, I'd say base it on hours. That gives people a chance to react to attacks and gives the player a chance to revise their own movements if they feel they made a mistake. Also I think weather is a good idea. I just don't know how it would be implemented. It could be RNG-based but some people don't like RNG.
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Post by Kliment Jefremovitš Vorošilov on Nov 2, 2022 13:35:11 GMT
So, as for movement, the first thing that springs to my mind is to determine a certain movement speed per page and then (as Darth Nihilus suggested during the 1942 RP) use a website to determine the distance between A and B. The first thing, should we base this on pages or on real life hours? Because, if that day the RP went more slowly than its normal speed, it would take more time than needed to move an army, which would slow the progress of RP if the current situation was depended on that move (like opening a new front). And in the same way, if the RP went fast that day, while a player was offline, his/her enemy may have completed all his/her moves to attack that player as the RP went on fast, hence the pages. So, I think there should be something to balance this if we are to use this method. As for using real life hours, it may be both good and may be not. Because, real time is fixed and balanced compared to using pages, whereas this may also make everything take longer or shorter too, depending on the activity. However, it would prevent the RP from going inactive since even if some went inactive at that time frame, the real time would naturally still continue and the active players' moves wouldn't be affected from the slowing page progress. Also, should movement be affected from things like territory, weather etc? This would make the game more realistic, while perhaps making it slower too at the same time. I think if you're moving troops outside of battle (ie. simply manoeuvring around or retreating, then you could base it on pages. A majority of the time spent in war is done trying to outmaneuver your enemy, but I think an RP that's almost entirely tactical would be pretty boring. During battle, I'd say base it on hours. That gives people a chance to react to attacks and gives the player a chance to revise their own movements if they feel they made a mistake. Also I think weather is a good idea. I just don't know how it would be implemented. It could be RNG-based but some people don't like RNG. I feel like an RNG based weather would certainly be too complex. Especially if we want to have people who don't have alot of experience of war games like Josip Broz Tito.
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Post by Kliment Jefremovitš Vorošilov on Nov 2, 2022 13:54:40 GMT
Eugene V. Debs, Darth Nihilus, imo, movement in battle should be based on the actions taken, sort of in turns. For example if someone attacks you all troops under 20 km away could involve in the engagement and others could move closer 20 km during that enemy attack. Then if you counterattack the troops that moved in the previous turn could now join. I explained it quite poorly, but I hope you get what I'm saying.
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Post by Darth Nihilus on Nov 2, 2022 14:17:16 GMT
Eugene V. Debs , Darth Nihilus , imo, movement in battle should be based on the actions taken, sort of in turns. For example if someone attacks you all troops under 20 km away could involve in the engagement and others could move closer 20 km during that enemy attack. Then if you counterattack the troops that moved in the previous turn could now join. I explained it quite poorly, but I hope you get what I'm saying. I just did a quick Google search and it looks like infantry on average could travel maybe 16 km or so in a day. I think that within a battle, as you said, troops should probably be able to move 20 km or so per turn. Outside of battle, if you're just moving troops around and not using them to fight then I'd say you could probably approximate each page as a week and allow people to move their troops up to maybe 120 km per page. For example, it would take a page and a half to travel from Amsterdam to Brussels, which I think is a decent speed unless you're trying to move one of your armies all the way across your country
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Post by Theron of Acragas on Nov 2, 2022 19:57:02 GMT
Eugene V. Debs , Darth Nihilus , imo, movement in battle should be based on the actions taken, sort of in turns. For example if someone attacks you all troops under 20 km away could involve in the engagement and others could move closer 20 km during that enemy attack. Then if you counterattack the troops that moved in the previous turn could now join. I explained it quite poorly, but I hope you get what I'm saying. I just did a quick Google search and it looks like infantry on average could travel maybe 16 km or so in a day. I think that within a battle, as you said, troops should probably be able to move 20 km or so per turn. Outside of battle, if you're just moving troops around and not using them to fight then I'd say you could probably approximate each page as a week and allow people to move their troops up to maybe 120 km per page. For example, it would take a page and a half to travel from Amsterdam to Brussels, which I think is a decent speed unless you're trying to move one of your armies all the way across your country For longer trips, at least as long as you're within your own territory, it seems like railroads should come into play and allow much faster movement.
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Post by Darth Nihilus on Nov 2, 2022 21:14:22 GMT
For longer trips, at least as long as you're within your own territory, it seems like railroads should come into play and allow much faster movement. Good point. I think airfields could be used to transport a small amount of soldiers as well, and tanks that aren't connected to an infantry unit will also be much faster. That would also put railroads as possible bombing targets as well. There should be a cap for transporting troops via train though cause it would be unrealistic to be able to simultaneously transport 10 armies across your country
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Post by Kliment Jefremovitš Vorošilov on Nov 4, 2022 9:14:32 GMT
Theron of Acragas, I think you're right about the attack bonus for the attacker has many other advantages.
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Post by Ludwig von Mises on Nov 5, 2022 14:25:12 GMT
Yes, but I think it would be super interesting to do a Victorian Era RP.
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Post by Darth Nihilus on Nov 5, 2022 18:42:00 GMT
Kliment Jefremovitš Vorošilov, I added your dice system to the google docs as well. Now people will be able to choose between a simple dice or dice loop in order to determine battle results.
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Post by Kliment Jefremovitš Vorošilov on Nov 5, 2022 18:45:32 GMT
Kliment Jefremovitš Vorošilov, I added your dice system to the google docs as well. Now people will be able to choose between a simple dice or dice loop in order to determine battle results. Yeah, I think it's good to let players choose between more simplicity and more accuracy.
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Post by Warlord247 on Nov 19, 2022 17:52:48 GMT
Okay, my current suggestions for the Rp: Updated Bonus System-Basically, how this works is making all troops besides infantry specialized. They have a general bonus, but also have some sort of extra weakness and strength. Here's the current numbers (after lowering it to Kliment's standards)tank: +1 general bonus, but no extra strength. weak to gunsGuns: +.5 general bonus, +2 damage to tanks (ignores tank bonus). weak to bombers.Bombers: +.5 general bonus, +2 damage to guns (ignores gun bonus). I also feel bombers should be able to do tactical bombing runs that are capped at +3 normal attack damage, (bombers would also take much reduced casualties on said runs, unless AA is in the area, in which case damage is the same as a normal attack) as well strategic bombing runs to knock at a factory (has to be specified which one, and has to be close to the front lines) which need an 8 or higher to succeed. They are weak to AA and fightersAA: A new unit made specifically to combat aircraft. They have a +2 bonus against all aircraft, but also have a -1 affect when attacked by any unit. a factory can produce 45 of them per turn.
How these bonuses are calculated: New rules for Guns and AA: I believe that guns and AA shouldn't suffer casualties when the whole army is attacked unless it's on a +3 normal attack or higher (from the enemy, it would take a -3 or lower attack to take casualties for the person with the guns), since they are usually positioned further from the line, and therefore wouldn't be hit unless the whole army is pushed back. This is unless the attacker specifies the guns or AA, in which case they do full casualties against their target, but reduced casualties against the rest of the army (we can figure out the exact reduction later). This is also negated if the enemy has guns, in which case both sides take artillery casualties. I also believe that both should be able to form groups a certain distance from each other (the person doing this has to specify beforehand) which prevents casualties affecting the whole, and instead only affecting a certain group of Guns or AA.Selective fire for Guns: I believe that guns should have a selective fire option, where they can single out a certain troop type. They either do the same number of casualties, or slightly less (can be worked out later), and don't take casualties unless firing against other guns. To stop this from being Op, they'll have only 1 or 2 selective fires against tanks per page, and 1 selective fire against infantry or AA. Selective fire against enemy guns is unlimited since the attacker also takes casualties.And finally for this section, I believe there should be some sort of Mega bonus for dice rolls which completely shreds the enemy army. I suggested when you get a +10 victory, however we could make it higher. I think this is best because it shows complete domination of your opponent, and therefore makes sense to deal massive casualties. Kliment isn't a fan of the idea however, so we'll have to work this one out more before implementation. Research-I believe that research could further increase the tactical and strategic benefits of the previously mentioned bonuses. Every unit type besides infantry can have either their attack or defense upgraded (though they all have specific names) attack increase is on the left and defense is on the right.attack research increases their general bonusdefense research reduces their weaknessBoth increase by .5 (if attack is +.5 it becomes +1, if weakness is -2 it becomes -1.5)tank- Main cannon and armourGun- cannon and mobilitybomber- increased payload and mobilityfighter- increased fire speed and mobilityAA- higher mm (no defense increase, however it's weakness is capped at -1)to increase either attribute for any unit will take 7 pages (can be adjusted)my favorite version of the system I suggested is the one where research takes 1 factory per thing being researched. This creates an interesting balance between research and production. I also believe their should be special research (ex: firebombs and aquatic tanks). The best way I think we can include those is to ask Kliment about it and discuss whether the research is reasonable, and if so how many pages it would take to research. This could further specialize each players army, and make each one feel more unique.Recruitment-I saw that earlier in the Rp there was discussions about recruitment of infantry to the army, and I think there's an easy fix. Keep the 2% figure, 2% is drafted every 5 pages of combat and every 10 pages without combat (non-consecutive). This allows armies to grow without becoming unreasonably massive.Civilian Projects-This is my last suggestion, and isn't as fleshed out as the others. It'd just be some civilian projects you can do over a few pages. Wouldn't take a factory, would just take a while to complete. Could add small bonuses, like my railroad increasing speed. Maybe a clean water program or job program adds a slight morale boost. More for role playing purposes than anything else.
Welp that's all, let me know what yall think!
Darth Nihilus ,Kliment Jefremovitš Vorošilov , Theron of Acragas,Ludwig von Mises ,
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