Post by Shadowstrike on Jan 27, 2016 14:33:55 GMT
This is a work in progress system designed to help portray a war on cybertron. At current their is no decision for whether or not this will occur, in addition the system does not currently mention any plotline that involves how the RP will get to Cybertron. The framework of the system however has largely been already designed, now though it's up to the community on what they would like changed along with additional details. Once the system has reached a near finished phase I will put up a poll.
Territory Key
Red Sector - Greater Iacon
1 - Altihex
2 - Metroplex City
3 - Iacon
4 - High Council Pavilions
5 - Iacon Hall Of Records
6 - Kalis (border city)
Yellow Sector
7 - Tyrest
8 - The Tagan Heights
9 - The Neutral Zone
10 - Uraya
Rust Sea
11 - Circle of Light Ancient Fortress Ruins
12 - Sonic Canyons
13 - Hydrax Plateau
14 - Energon Refinery
49 - Shockwaves Space Bridge Tower
Blue Sector
15 - Hydrax Canyons
16 - Nyon
17 - Petrex
18 - Esserlon
19 - Slaughter City
20 - Rodion
21 - The Rad Zone
22 - Simfur
23 - Peptex
Green Sector
24 - Mitteous Plateau
25 - Tyger Pax
26 - Hyperious
27 - Crystal City
28 - Harmonex
29 - Ankmor
30 - Darkmount Fortress/Prison
31 - Polyhex
32 - Smelting Pool
33 - Nova Cronum
34 - Praxus
35 - Protihex
36 - Torus Heights
Purple Sector - Greater Kaon
37 - Badlands
38 - Kaon Arena/Prison
39 - Kaon
40 - Tarn
41 - Vos
42 - Helex
43 - Tesarus
44 - Kolkular
Orange Sector
45 - Median
46 - Fort Syck
47 - Triax
48 - Stanix
Cybertron Mission Types
Full Scale Assault - Standard
Full Scale Assault - Long Range
Special Operations
Full Scale Assault - Standard - Phase 1. Preparation.
To initiate a standard FSA battle you must be located in the proximity of where you desire to attack, one space from a territory you control in any direction. Each territory has it’s own player count which you must match or exceed to begin an assault on the location. To give defenders time to react you must create an IC post of the army preparing for the attack. This must last a minimum of thirty minutes, although their is no limit on how long you wait in hopes for having more allies in the first wave. After the thirty minutes prep time the battle enters the battle phase.
There is no limit to the amount of FSA’s that can be done per day but territories that are FSA locked may of course not be attacked. (FSA Locked is explained in Phase 3. Post-Battle)
Full Scale Assault - Standard - Phase 2. Battle.
Upon completing the prep phase you must announce OOC the change to Battle phase as this shuts down the instant access to the territory. Once the FSA has entered battle phase a siege timer begins which determines how long the battle may last, each territory has it’s own siege timer. The result of a battle is chosen by the number of active ‘specialists’ (OC/Canons) on the field at the end of the assault. If a team reduces the number of active enemy ‘specialists’ to zero after a predetermined piece of time (based on the assaulted territory) then they are declared victor of the siege. However if neither team is capable of completely defeating their opponents in the allocated ‘siege timer’ then the victory is declared to the team with more specialists remaining, with the losing forces army decimated.
The number of specialists in an assault corresponds to the number of players. This means one player while always equal one ‘specialist’ when counting for the victor, regardless of how many OC/Canons the player is controlling at the time.
An active ‘specialist’ is determined by the last post time along with the number of posts and their quantity. To be considered active they must have posted in the last twenty four hours, have posted at least five times in the battle with twenty sentences in total (four sentences per post/a paragraph). This is to prevent players popping in just before the end of the siege to bump ‘specialist’ numbers for the result.
During battles groundbridges are considered jammed, as such reinforcements must arrive either on foot from a nearby ally territory or transport vehicle. Similarly to retreat a specialist must use a transport or move on foot. This form of travel requires at least three posts to enter the city as reinforcements or escape. Any players who arrived during the prep phase do not require the three posts to enter the city. It is possible during the retreat phase that if you take a dropship and the AA defences are still active you while be shot out of the sky, increase the escape posts to five. In standard FSA’s once you have escaped the territory you are considered safe.
Full Scale Assault - Standard - Phase 3. Post-Battle.
Once the battle is finished and a victor is declared the territory becomes temporarily FSA locked preventing any follow up attacks on the location. Each location in turn has it’s own designated time for the FSA lock counter, based on whether it was the defender or attacker who was successful. This allows successful attackers to chain their strikes from one territory to the next, while allowing successful defenders to retaliate without a counter attack.
Full Scale Assault - Long Range - Phase 1. Preparation.
Unlike a standard FSA, a Long Range FSA can be initiated to assault nearly anywhere on the map excluding territories protected by a long range AA net (such as Iacon and Kaon along with their surrounding territories). Using this method a starting territory controlled by the associated faction must be chosen by the player initiating the assault, for the next thirty minutes them any any aligned ‘specialists’ must enact the preparation of the transport vehicles. After the first thirty minutes they are allowed to move onto the next thread which in most cases while be an enemy location, it is possible once within enemy territory that they may spotted and attacked by defenders entering the battle phase for that specific location. If however that territory isn’t the intended target, after thirty more minutes the attackers may proceed to the next location, chaining the territories together until their either intercepted or reach the intended target.
The rust sea cannot be entered using Long Range traveled through and instead must be moved around.
Full Scale Assault - Long Range - Phase 2. Battle.
The rules for the battle phase of a Long Range FSA are largely similar to the standard FSA however there is still some differences. Long Range battles have a smaller ‘siege timer’ since the attackers have a smaller army due to having to cross enemy lines.
In terms of reinforcements attackers must move through the same method as the Long Range preparation stage, which may again be intercepted cutting off from the original attackers in another territory. In contrast defenders may be allowed to enter after the standard three posts. For the purpose of retreating the advantage is also given to the defenders who follow the standard retreating method. In contrast an attacker escaping from an unsuccessful assault must cross over enemy territory to reach one of their own again. Each territory has their own ‘escape’ post counter that must be reached or exceeded to move onto the next territory, all while being chased by retaliating defenders. The deeper you go the riskier escape becomes.
Special Operations - Phase 1. Preparation.
To initiate a special operation you must prepare IC for a set amount of time and posts based upon the type of mission you will be performing. Each territory has its own assortment of spec ops missions that correspond to its bonuses, in addition to a standard list of missions that may be performed on any territory. Your planning phases should highlight the location you intend to perform the mission within and the type of mission, any resources you intend to use that would not be feasibly accessible from within the mission territory must be stated in this phase. It is not necessary to specifically state the location and mission but it must be something that a vigilant player or staff member could figure out. These missions can occur anywhere and do not require a travel phase in the sameway a Long Range assault does. Some missions will require more than one player to proceed.
Special Operations - Phase 2. Mission Live.
Once entered enemy territory the specialist receives a ghost bonus in which they cannot be detected by the defending forces, each territory has a detection rate based on the number of posts the attacking specialist makes. If they assault a location, or a defender then their ghost bonus is over and any defending specialist can locate them. The assaulters may only call in reinforcements that were specified in the planning phase. Defenders may include anyone not currently preoccupied elsewhere. From here it is required for the attacker to either attempt to complete their mission (either succeeding or being captured/killed) or retreating.
Special Operations - Phase 3. Escape.
Regardless of mission success a specialist while be required to retreat at some point or else face capture/kill. This phase follows the same rules as a FSA Long Range retreat.
Territory Advantages
All these advantages are W.I.P, any suggestions are welcome.
1 - Altihex - Speedway Travel - Connected to Uraya. Can be used to attack Uraya on the other end of the speedway. Outgoing express speedlanes allow attackers coming from Altihex an advantage, reinforcement post count reduced to two.
2 - Metroplex City - Transforming city - The city transforms for the defender's advantage. Defender reinforcements required to reach warzone two posts, attackers posts increased to five. Similar changes for retreat.
3 - Iacon - Long range AA net - Iacon and surrounding cities are protected from Long Range FSA’s while active. [Altihex, Metroplex City, High Council Pavilions, Iacon Hall of Records]
4 - High Council Pavilions - Communication network - Surrounding cities are capable of detecting Spec Ops specialists instantly while active. [Altihex, Metroplex City, Iacon, Iacon Hall of Records]
5 - Iacon Hall Of Records - Entrenched Defences - False vaults open to secret passageways for defenders to take advantage of. Defender reinforcements required to reach warzone two posts, attackers posts increased to five. Similar changes for retreat.
6 - Kalis - Connected to Iacon Hall of Records and Tyrest. Can be used to attack Iacon HoR and Tyrest on the other end of the speedway. Outgoing express speedlanes allow attackers coming from Kalis an advantage, reinforcement post count reduced to two.
7 - Tyrest - Auxiliary orbital processors [Spy satellites] - Using the Tyrest satellites all enemy territories have their Spec Ops detection rate increased by one post.
8 - The Tagan Heights - Industry Output - Increased siege times when assaulting due to more resources created from factories.
9 - The Neutral Zone - Trading zone - It's reputation pre-exodus as a trading territory and faction free zone has left the territory with a lot of scrapped resources. Increased siege timer when attacking.
10 - Uraya - Prison - Can be used as a prison. Long Range FSA’s cannot target prisons.
11 - Circle of Light Ancient Fortress Ruins - Citadel of the Rust Sea - Rust storms disrupt mobile communications. Attacking reinforcements have to post five times to enter any FSA assault within this territory. Requires three posts from the initial attack wave to break fortress defences in which they may be attacked while defenders are invulnerable.
12 - Sonic Canyons - Rust Storms - Rust storms disrupt mobile communications. Attacking reinforcements have to post five times to enter any FSA assault within this territory.
13 - Hydrax Plateau - Spaceport - While in possession FSA Long Range travel is more efficient, can cross two territories every thirty minutes rather than one. In addition shuttles of the faction possessing this territory may move past the rust sea in FSA Long Range travel.
14 - Energon Refinery - Energon mines - Increased siege times when assaulting due to more energon to hold out sieges.
49 - Shockwaves Space Bridge Tower - Rewired Spacebridge technology - Defenders can instantly arrive as reinforcements and retreat using the altered spacebridge technology to create groundbridges. Cannot be used for outgoing travels such as retreating.
15 - Hydrax Canyons - Bridges - The massive bridges intersecting the canyon can be blown under sustained fire from heavy weapons and explosives. Five posts focused on attacking the bridge required. After it’s destruction the advantage is given to fliers and long range combatants. The bridge can be repaired with ten posts over seven days after battle.
16 - Nyon - Underground Fortress - Attackers or Defenders can move the battle underground into the rust infested city, flying in these locations is impossible.
17 - Petrex - Border Defence (fear the hillbillies) - Assaults from Esserlon are easier to defend against. Reduced reinforcement count to 2 for defenders.
18 - Esserlon - Border Defence (fear the functionalists) - Assaults from Petrex are easier to defend against. Reduced reinforcement count to 2 for defenders.
19 - Slaughter City - Entrenched Defences - An early stronghold for Megatron Slaughter cities defences only grew as the war progressed. Defender reinforcements required to reach warzone two posts, attackers posts increased to five. Similar changes for retreat.
20 - Rodion - Cybertron Defence Forces Headquarters' - Reactions inspired by the former CDF increases defence forces reaction speeds with the help of formerly implemented CDF systems and defences. Defending reinforcements require one post.
21 - The Rad Zone - Rad Field - Excessive radiation in the zone results in faulty equipment after prolonged exposure. Hazardous environment. Damages unprepared attackers.
22 - Simfur - Furmanite minde - Small quantities of Furmanite have been located in Simfur, may be used as energon armor on transport hulls to shield from energon radiation. Allows travel through the Sea of Rust. [Furmanite detonations are nowhere near the ‘planet-shattering’ power they are in canon]
23 - Peptex - Rust spot - Close proximity to rust spot results in faulty equipment after prolonged exposure. Hazardous environment. Damages unprepared attackers. Hostile npcs in the form of slicers.
24 - Mitteous Plateau - Underground caverns - Long Range FSA attacks from here can move underground without interceptions on certain territories. Battle phase disadvantages still apply. [Tyrest, Nyon, Esserlon, The Rad Zone, Crystal City, Harmonex, Ankor]
25 - Tyger Pax - Spaceport - While in possession FSA Long Range travel is more efficient, can cross three territories every thirty minutes rather than one.
26 - Hyperious - Entrenched Defences - The heavy duty walls situated around Hyperious provide a hardy line of defense. Defender reinforcements required to reach warzone two posts, attackers posts increased to five. Similar changes for retreat.
27 - Crystal City - Crystal harmonics - The crystal ruins amplify sound, FSA attacks must be announced OOC at the prep stage. In addition sound weapons are more chaotic here.
28 - Harmonex - Crystal harmonics - The crystal ruins amplify sound, FSA attacks must be announced OOC at the prep stage. In addition sound weapons are more chaotic here.
29 - Ankmor - Chemical Pollution - Chemicals disrupt visuals. Long range combat restricted.
30 - Darkmount Fortress/Prison - Prison - Can be used as a prison. Long Range FSA’s cannot target prisons.
31 - Polyhex - Cybertron Communication hub - As the central control point for communications on the planet this territory brings multiple advantages. Allied territories detection post count decreased by one. Enemy territories detection post count increased by one (Allied Spec Ops can ‘ghost’ longer).
32 - Smelting Pool - Recycled resources - Increased siege times when assaulting due to increased resources from recycled materials.
33 - Nova Cronum - Centurion Droid defences - The programming of Centurion hordes provides a distinct advantage to whoever controls them. Centurion droid masses count as one additional specialist for the defenders.
34 - Praxus - Battlelines psyche - Praxus was often on the main front of the Cybertron civil war as such cybertronians stationed here are conditioned for quick responses. Two posts for defending reinforcements.
35 - Protihex - Inspiration - The close proximity to the well of all sparks allows its mystical energy to cover the defenders and invigorates them improving the overall army efficiency. Counts as one additional specialist.
36 - Torus Heights - Atmospheric skylines - Long Range FSA’s take twice as long to pass through the large skyscrapers of Torus Height.
37 - Badlands - Chokepoint - Long Range FSA’s may not move through this zone.
38 - Kaon Arena/Prison - Prison - Can be used as a prison. Long Range FSA’s cannot target prisons.
39 - Kaon - Energon mines - Increased siege times when assaulting due to more energon to hold out sieges.
40 - Tarn - Border Defence - Assaults from Vos are easier to defend against. Reduced reinforcement count to 2 for defenders.
41 - Vos - Border Defence - Assaults from Tarn are easier to defend against. Reduced reinforcement count to 2 for defenders.
42 - Helex - Entrenched Defences - Defender reinforcements required to reach warzone two posts, attackers posts increased to five. Similar changes for retreat.
43 - Tesarus - Speedway Travel - Connected to Crystal City. Can be used to attack Crystal City on the other end of the speedway. Outgoing express speedlanes allow attackers coming from Tesarus an advantage, reinforcement post count reduced to two.
44 - Kolkular - Long range AA net - Kolkular and surrounding cities are protected from Long Range FSA’s while active. [Kaon, Kaon Arena, Tesaurus]
45 - Median - Tomb - If the defenders move into the mass tomb then they can close the doors, opening them requires five posts from the attacking team. If the battle is moved to the tombs then reinforcement and retreat timer is upped to five on both sides.
46 - Fort Syck - Entrenched Defences - As a forward outpost on the edge of Stanix Fort Syck has heavy defences. Defender reinforcements required to reach warzone two posts, attackers posts increased to five. Similar changes for retreat.
47 - Triax - Nexis broadcasting - The Nexis radio channel can be used to coordinate troop movements. 1 post count for defending reinforcements. 5 posts for retreating attackers.
48 - Stanix - Comm grid node - Increased detection rate for Spec Ops missions. Enemy attackers ghosting period lasts one less post.
Territory template.
This while be the format of every Warzone thread.
Name: The name of the territory.
Current faction: The faction currently in control of the territory
Terrain: A rough description of the setting. Wasteland, ruins, fortress etc.
FSA Initiation: The number of specialist players required to start a FSA.
Siege timer: The maximum duration of an assault on this territory.
FSA lock attacker: How long the territory is invulnerable for if the attackers successfully captured the location.
FSA lock defence: How long the territory is invulnerable for if the defenders successfully held the location.
Detection count: How many posts an attacking Specialist on a Spec Ops mission can remain undetected for until defenders can locate them.
Territory bonus: The provided bonus for whoever controls the territory.
Available Spec Ops missions: The list of Spec Ops missions that can be performed at this location. Every territory should have a special mission based off the territory bonus.
Background: The history of the location.
Common Spec Ops missions.
Bonuses from a successful mission are described on the thread itself, this is because different territories while have a variety of different results that would clog up this section or make little sense without context.
Assassination - Eliminate a high valued target. Must be another player's specialist.
Capture - Capture a high valued target. Must be another player’s specialist. Can be paired with Assassination for a reward upon completion of either objective.
Sabotage - Disrupt or destroy a point of value. Commonly associated with Territory bonus, Ex: AA Net, destroy AA command centre.
Rescue - Infiltrate the location and proceed to rescue prisoners of war. Only available at prisons and must be a captured specialist.
Hack systems - Infiltrate the location and proceed to hack into enemy systems to turn their own technology against them. Capable of temporarily reversing specific territory bonuses to your own advantage.
Acquire enemy intel - Access enemies chain of command and proceed to steal any available information.
An example of the Full Scale Assault system
A few people have brought up problems about understanding how the system works specifically how specialists are the focus while the armies mirror them, though are largely in the background. To demonstrate in a presentable way we should all be familiar with as TF fans this is the battle for chicago from Dark Of the Moon
Territory: Chicago
Factions: Autobots and Humans VS Decepticons
Specialists
Autobots: Optimus, Sam, Wreckers, Bumblebee, Wheelie, Brains, Que (7 Specialists)
Decepticons: Sentinel Prime, Megatron, Laserbeak, Shockwave, Starscream, Soundwave, Barricade (7 Specialists)
Battle begins. (7 VS 7)
Bumblebee kills Laserbeak (7 VS 6)
Sam kills Starscream (7 VS 5)
Barricade Kills Que (6 VS 5)
Bumblebee kills Soundwave (6 VS 4)
Wheelie and Brains die in crash (presumably) (4 VS 4)
Humans kill Barricade (4 VS 3)
Optimus kills Shockwave (4 VS 2)
Optimus kills Megatron (4 VS 1)
Optimus kills Sentinel (4 VS 0)
Remaining Decepticon remnants retreat. (With no specialists to lead them the Decepticon army is routed)
Territory Key
Red Sector - Greater Iacon
1 - Altihex
2 - Metroplex City
3 - Iacon
4 - High Council Pavilions
5 - Iacon Hall Of Records
6 - Kalis (border city)
Yellow Sector
7 - Tyrest
8 - The Tagan Heights
9 - The Neutral Zone
10 - Uraya
Rust Sea
11 - Circle of Light Ancient Fortress Ruins
12 - Sonic Canyons
13 - Hydrax Plateau
14 - Energon Refinery
49 - Shockwaves Space Bridge Tower
Blue Sector
15 - Hydrax Canyons
16 - Nyon
17 - Petrex
18 - Esserlon
19 - Slaughter City
20 - Rodion
21 - The Rad Zone
22 - Simfur
23 - Peptex
Green Sector
24 - Mitteous Plateau
25 - Tyger Pax
26 - Hyperious
27 - Crystal City
28 - Harmonex
29 - Ankmor
30 - Darkmount Fortress/Prison
31 - Polyhex
32 - Smelting Pool
33 - Nova Cronum
34 - Praxus
35 - Protihex
36 - Torus Heights
Purple Sector - Greater Kaon
37 - Badlands
38 - Kaon Arena/Prison
39 - Kaon
40 - Tarn
41 - Vos
42 - Helex
43 - Tesarus
44 - Kolkular
Orange Sector
45 - Median
46 - Fort Syck
47 - Triax
48 - Stanix
Cybertron Mission Types
Full Scale Assault - Standard
Full Scale Assault - Long Range
Special Operations
Full Scale Assault - Standard - Phase 1. Preparation.
To initiate a standard FSA battle you must be located in the proximity of where you desire to attack, one space from a territory you control in any direction. Each territory has it’s own player count which you must match or exceed to begin an assault on the location. To give defenders time to react you must create an IC post of the army preparing for the attack. This must last a minimum of thirty minutes, although their is no limit on how long you wait in hopes for having more allies in the first wave. After the thirty minutes prep time the battle enters the battle phase.
There is no limit to the amount of FSA’s that can be done per day but territories that are FSA locked may of course not be attacked. (FSA Locked is explained in Phase 3. Post-Battle)
Full Scale Assault - Standard - Phase 2. Battle.
Upon completing the prep phase you must announce OOC the change to Battle phase as this shuts down the instant access to the territory. Once the FSA has entered battle phase a siege timer begins which determines how long the battle may last, each territory has it’s own siege timer. The result of a battle is chosen by the number of active ‘specialists’ (OC/Canons) on the field at the end of the assault. If a team reduces the number of active enemy ‘specialists’ to zero after a predetermined piece of time (based on the assaulted territory) then they are declared victor of the siege. However if neither team is capable of completely defeating their opponents in the allocated ‘siege timer’ then the victory is declared to the team with more specialists remaining, with the losing forces army decimated.
The number of specialists in an assault corresponds to the number of players. This means one player while always equal one ‘specialist’ when counting for the victor, regardless of how many OC/Canons the player is controlling at the time.
An active ‘specialist’ is determined by the last post time along with the number of posts and their quantity. To be considered active they must have posted in the last twenty four hours, have posted at least five times in the battle with twenty sentences in total (four sentences per post/a paragraph). This is to prevent players popping in just before the end of the siege to bump ‘specialist’ numbers for the result.
During battles groundbridges are considered jammed, as such reinforcements must arrive either on foot from a nearby ally territory or transport vehicle. Similarly to retreat a specialist must use a transport or move on foot. This form of travel requires at least three posts to enter the city as reinforcements or escape. Any players who arrived during the prep phase do not require the three posts to enter the city. It is possible during the retreat phase that if you take a dropship and the AA defences are still active you while be shot out of the sky, increase the escape posts to five. In standard FSA’s once you have escaped the territory you are considered safe.
Full Scale Assault - Standard - Phase 3. Post-Battle.
Once the battle is finished and a victor is declared the territory becomes temporarily FSA locked preventing any follow up attacks on the location. Each location in turn has it’s own designated time for the FSA lock counter, based on whether it was the defender or attacker who was successful. This allows successful attackers to chain their strikes from one territory to the next, while allowing successful defenders to retaliate without a counter attack.
Full Scale Assault - Long Range - Phase 1. Preparation.
Unlike a standard FSA, a Long Range FSA can be initiated to assault nearly anywhere on the map excluding territories protected by a long range AA net (such as Iacon and Kaon along with their surrounding territories). Using this method a starting territory controlled by the associated faction must be chosen by the player initiating the assault, for the next thirty minutes them any any aligned ‘specialists’ must enact the preparation of the transport vehicles. After the first thirty minutes they are allowed to move onto the next thread which in most cases while be an enemy location, it is possible once within enemy territory that they may spotted and attacked by defenders entering the battle phase for that specific location. If however that territory isn’t the intended target, after thirty more minutes the attackers may proceed to the next location, chaining the territories together until their either intercepted or reach the intended target.
The rust sea cannot be entered using Long Range traveled through and instead must be moved around.
Full Scale Assault - Long Range - Phase 2. Battle.
The rules for the battle phase of a Long Range FSA are largely similar to the standard FSA however there is still some differences. Long Range battles have a smaller ‘siege timer’ since the attackers have a smaller army due to having to cross enemy lines.
In terms of reinforcements attackers must move through the same method as the Long Range preparation stage, which may again be intercepted cutting off from the original attackers in another territory. In contrast defenders may be allowed to enter after the standard three posts. For the purpose of retreating the advantage is also given to the defenders who follow the standard retreating method. In contrast an attacker escaping from an unsuccessful assault must cross over enemy territory to reach one of their own again. Each territory has their own ‘escape’ post counter that must be reached or exceeded to move onto the next territory, all while being chased by retaliating defenders. The deeper you go the riskier escape becomes.
Special Operations - Phase 1. Preparation.
To initiate a special operation you must prepare IC for a set amount of time and posts based upon the type of mission you will be performing. Each territory has its own assortment of spec ops missions that correspond to its bonuses, in addition to a standard list of missions that may be performed on any territory. Your planning phases should highlight the location you intend to perform the mission within and the type of mission, any resources you intend to use that would not be feasibly accessible from within the mission territory must be stated in this phase. It is not necessary to specifically state the location and mission but it must be something that a vigilant player or staff member could figure out. These missions can occur anywhere and do not require a travel phase in the sameway a Long Range assault does. Some missions will require more than one player to proceed.
Special Operations - Phase 2. Mission Live.
Once entered enemy territory the specialist receives a ghost bonus in which they cannot be detected by the defending forces, each territory has a detection rate based on the number of posts the attacking specialist makes. If they assault a location, or a defender then their ghost bonus is over and any defending specialist can locate them. The assaulters may only call in reinforcements that were specified in the planning phase. Defenders may include anyone not currently preoccupied elsewhere. From here it is required for the attacker to either attempt to complete their mission (either succeeding or being captured/killed) or retreating.
Special Operations - Phase 3. Escape.
Regardless of mission success a specialist while be required to retreat at some point or else face capture/kill. This phase follows the same rules as a FSA Long Range retreat.
Territory Advantages
All these advantages are W.I.P, any suggestions are welcome.
1 - Altihex - Speedway Travel - Connected to Uraya. Can be used to attack Uraya on the other end of the speedway. Outgoing express speedlanes allow attackers coming from Altihex an advantage, reinforcement post count reduced to two.
2 - Metroplex City - Transforming city - The city transforms for the defender's advantage. Defender reinforcements required to reach warzone two posts, attackers posts increased to five. Similar changes for retreat.
3 - Iacon - Long range AA net - Iacon and surrounding cities are protected from Long Range FSA’s while active. [Altihex, Metroplex City, High Council Pavilions, Iacon Hall of Records]
4 - High Council Pavilions - Communication network - Surrounding cities are capable of detecting Spec Ops specialists instantly while active. [Altihex, Metroplex City, Iacon, Iacon Hall of Records]
5 - Iacon Hall Of Records - Entrenched Defences - False vaults open to secret passageways for defenders to take advantage of. Defender reinforcements required to reach warzone two posts, attackers posts increased to five. Similar changes for retreat.
6 - Kalis - Connected to Iacon Hall of Records and Tyrest. Can be used to attack Iacon HoR and Tyrest on the other end of the speedway. Outgoing express speedlanes allow attackers coming from Kalis an advantage, reinforcement post count reduced to two.
7 - Tyrest - Auxiliary orbital processors [Spy satellites] - Using the Tyrest satellites all enemy territories have their Spec Ops detection rate increased by one post.
8 - The Tagan Heights - Industry Output - Increased siege times when assaulting due to more resources created from factories.
9 - The Neutral Zone - Trading zone - It's reputation pre-exodus as a trading territory and faction free zone has left the territory with a lot of scrapped resources. Increased siege timer when attacking.
10 - Uraya - Prison - Can be used as a prison. Long Range FSA’s cannot target prisons.
11 - Circle of Light Ancient Fortress Ruins - Citadel of the Rust Sea - Rust storms disrupt mobile communications. Attacking reinforcements have to post five times to enter any FSA assault within this territory. Requires three posts from the initial attack wave to break fortress defences in which they may be attacked while defenders are invulnerable.
12 - Sonic Canyons - Rust Storms - Rust storms disrupt mobile communications. Attacking reinforcements have to post five times to enter any FSA assault within this territory.
13 - Hydrax Plateau - Spaceport - While in possession FSA Long Range travel is more efficient, can cross two territories every thirty minutes rather than one. In addition shuttles of the faction possessing this territory may move past the rust sea in FSA Long Range travel.
14 - Energon Refinery - Energon mines - Increased siege times when assaulting due to more energon to hold out sieges.
49 - Shockwaves Space Bridge Tower - Rewired Spacebridge technology - Defenders can instantly arrive as reinforcements and retreat using the altered spacebridge technology to create groundbridges. Cannot be used for outgoing travels such as retreating.
15 - Hydrax Canyons - Bridges - The massive bridges intersecting the canyon can be blown under sustained fire from heavy weapons and explosives. Five posts focused on attacking the bridge required. After it’s destruction the advantage is given to fliers and long range combatants. The bridge can be repaired with ten posts over seven days after battle.
16 - Nyon - Underground Fortress - Attackers or Defenders can move the battle underground into the rust infested city, flying in these locations is impossible.
17 - Petrex - Border Defence (fear the hillbillies) - Assaults from Esserlon are easier to defend against. Reduced reinforcement count to 2 for defenders.
18 - Esserlon - Border Defence (fear the functionalists) - Assaults from Petrex are easier to defend against. Reduced reinforcement count to 2 for defenders.
19 - Slaughter City - Entrenched Defences - An early stronghold for Megatron Slaughter cities defences only grew as the war progressed. Defender reinforcements required to reach warzone two posts, attackers posts increased to five. Similar changes for retreat.
20 - Rodion - Cybertron Defence Forces Headquarters' - Reactions inspired by the former CDF increases defence forces reaction speeds with the help of formerly implemented CDF systems and defences. Defending reinforcements require one post.
21 - The Rad Zone - Rad Field - Excessive radiation in the zone results in faulty equipment after prolonged exposure. Hazardous environment. Damages unprepared attackers.
22 - Simfur - Furmanite minde - Small quantities of Furmanite have been located in Simfur, may be used as energon armor on transport hulls to shield from energon radiation. Allows travel through the Sea of Rust. [Furmanite detonations are nowhere near the ‘planet-shattering’ power they are in canon]
23 - Peptex - Rust spot - Close proximity to rust spot results in faulty equipment after prolonged exposure. Hazardous environment. Damages unprepared attackers. Hostile npcs in the form of slicers.
24 - Mitteous Plateau - Underground caverns - Long Range FSA attacks from here can move underground without interceptions on certain territories. Battle phase disadvantages still apply. [Tyrest, Nyon, Esserlon, The Rad Zone, Crystal City, Harmonex, Ankor]
25 - Tyger Pax - Spaceport - While in possession FSA Long Range travel is more efficient, can cross three territories every thirty minutes rather than one.
26 - Hyperious - Entrenched Defences - The heavy duty walls situated around Hyperious provide a hardy line of defense. Defender reinforcements required to reach warzone two posts, attackers posts increased to five. Similar changes for retreat.
27 - Crystal City - Crystal harmonics - The crystal ruins amplify sound, FSA attacks must be announced OOC at the prep stage. In addition sound weapons are more chaotic here.
28 - Harmonex - Crystal harmonics - The crystal ruins amplify sound, FSA attacks must be announced OOC at the prep stage. In addition sound weapons are more chaotic here.
29 - Ankmor - Chemical Pollution - Chemicals disrupt visuals. Long range combat restricted.
30 - Darkmount Fortress/Prison - Prison - Can be used as a prison. Long Range FSA’s cannot target prisons.
31 - Polyhex - Cybertron Communication hub - As the central control point for communications on the planet this territory brings multiple advantages. Allied territories detection post count decreased by one. Enemy territories detection post count increased by one (Allied Spec Ops can ‘ghost’ longer).
32 - Smelting Pool - Recycled resources - Increased siege times when assaulting due to increased resources from recycled materials.
33 - Nova Cronum - Centurion Droid defences - The programming of Centurion hordes provides a distinct advantage to whoever controls them. Centurion droid masses count as one additional specialist for the defenders.
34 - Praxus - Battlelines psyche - Praxus was often on the main front of the Cybertron civil war as such cybertronians stationed here are conditioned for quick responses. Two posts for defending reinforcements.
35 - Protihex - Inspiration - The close proximity to the well of all sparks allows its mystical energy to cover the defenders and invigorates them improving the overall army efficiency. Counts as one additional specialist.
36 - Torus Heights - Atmospheric skylines - Long Range FSA’s take twice as long to pass through the large skyscrapers of Torus Height.
37 - Badlands - Chokepoint - Long Range FSA’s may not move through this zone.
38 - Kaon Arena/Prison - Prison - Can be used as a prison. Long Range FSA’s cannot target prisons.
39 - Kaon - Energon mines - Increased siege times when assaulting due to more energon to hold out sieges.
40 - Tarn - Border Defence - Assaults from Vos are easier to defend against. Reduced reinforcement count to 2 for defenders.
41 - Vos - Border Defence - Assaults from Tarn are easier to defend against. Reduced reinforcement count to 2 for defenders.
42 - Helex - Entrenched Defences - Defender reinforcements required to reach warzone two posts, attackers posts increased to five. Similar changes for retreat.
43 - Tesarus - Speedway Travel - Connected to Crystal City. Can be used to attack Crystal City on the other end of the speedway. Outgoing express speedlanes allow attackers coming from Tesarus an advantage, reinforcement post count reduced to two.
44 - Kolkular - Long range AA net - Kolkular and surrounding cities are protected from Long Range FSA’s while active. [Kaon, Kaon Arena, Tesaurus]
45 - Median - Tomb - If the defenders move into the mass tomb then they can close the doors, opening them requires five posts from the attacking team. If the battle is moved to the tombs then reinforcement and retreat timer is upped to five on both sides.
46 - Fort Syck - Entrenched Defences - As a forward outpost on the edge of Stanix Fort Syck has heavy defences. Defender reinforcements required to reach warzone two posts, attackers posts increased to five. Similar changes for retreat.
47 - Triax - Nexis broadcasting - The Nexis radio channel can be used to coordinate troop movements. 1 post count for defending reinforcements. 5 posts for retreating attackers.
48 - Stanix - Comm grid node - Increased detection rate for Spec Ops missions. Enemy attackers ghosting period lasts one less post.
Territory template.
This while be the format of every Warzone thread.
Name: The name of the territory.
Current faction: The faction currently in control of the territory
Terrain: A rough description of the setting. Wasteland, ruins, fortress etc.
FSA Initiation: The number of specialist players required to start a FSA.
Siege timer: The maximum duration of an assault on this territory.
FSA lock attacker: How long the territory is invulnerable for if the attackers successfully captured the location.
FSA lock defence: How long the territory is invulnerable for if the defenders successfully held the location.
Detection count: How many posts an attacking Specialist on a Spec Ops mission can remain undetected for until defenders can locate them.
Territory bonus: The provided bonus for whoever controls the territory.
Available Spec Ops missions: The list of Spec Ops missions that can be performed at this location. Every territory should have a special mission based off the territory bonus.
Background: The history of the location.
Common Spec Ops missions.
Bonuses from a successful mission are described on the thread itself, this is because different territories while have a variety of different results that would clog up this section or make little sense without context.
Assassination - Eliminate a high valued target. Must be another player's specialist.
Capture - Capture a high valued target. Must be another player’s specialist. Can be paired with Assassination for a reward upon completion of either objective.
Sabotage - Disrupt or destroy a point of value. Commonly associated with Territory bonus, Ex: AA Net, destroy AA command centre.
Rescue - Infiltrate the location and proceed to rescue prisoners of war. Only available at prisons and must be a captured specialist.
Hack systems - Infiltrate the location and proceed to hack into enemy systems to turn their own technology against them. Capable of temporarily reversing specific territory bonuses to your own advantage.
Acquire enemy intel - Access enemies chain of command and proceed to steal any available information.
An example of the Full Scale Assault system
A few people have brought up problems about understanding how the system works specifically how specialists are the focus while the armies mirror them, though are largely in the background. To demonstrate in a presentable way we should all be familiar with as TF fans this is the battle for chicago from Dark Of the Moon
Territory: Chicago
Factions: Autobots and Humans VS Decepticons
Specialists
Autobots: Optimus, Sam, Wreckers, Bumblebee, Wheelie, Brains, Que (7 Specialists)
Decepticons: Sentinel Prime, Megatron, Laserbeak, Shockwave, Starscream, Soundwave, Barricade (7 Specialists)
Battle begins. (7 VS 7)
Bumblebee kills Laserbeak (7 VS 6)
Sam kills Starscream (7 VS 5)
Barricade Kills Que (6 VS 5)
Bumblebee kills Soundwave (6 VS 4)
Wheelie and Brains die in crash (presumably) (4 VS 4)
Humans kill Barricade (4 VS 3)
Optimus kills Shockwave (4 VS 2)
Optimus kills Megatron (4 VS 1)
Optimus kills Sentinel (4 VS 0)
Remaining Decepticon remnants retreat. (With no specialists to lead them the Decepticon army is routed)