Shadowstrike
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Post by Shadowstrike on Jun 11, 2017 18:35:41 GMT
Hi, everyone been working on some more plot stuff and I'm going to suggest a system for large scale warfare on Earth which should hopefully give the roleplay some more purpose. For those who know it this system will take the general territories idea from the board game risk. I am aware that the roleplay is not a board game though so other systems are tailored around that. The territory system is based on the idea that the factions are fighting over land (and the resources they provide) or as the name suggests territories. It also takes some of the stuff that was discussed on the Cybertron War Board, though modified for Earth. At current a work in progress territory list has been designed around the main continents of the world not including Antartica (Which I forgot to place/am undecided on where to place), as specified this is a work in progress so any opinions shall be listened to.
North America Canada The West Mid West The North East The South Alaska Hawaii Greenland
South America North East South West
Europe Great Britain Iceland Northern Europe Scandinavia Southern Europe Eastern Europe Western Europe
Africa North East South Central Madagascar
Oceania Western Australia Northern Australia New Guniea Indonesia
Asia Afghanistan China India Irkutsk Japan Kamchatka Middle East Mongolia Siam Siberia Ural Yakutsk
As you can see this list for the vast majority details landmass groups rather than specific countries or in the sense of North America 'states'. This does not mean that holding countries or states wouldn't be important rather that each location would be grouped into one of these territories in a war board thread. For example Great Britain would include England, Scotland, Wales and Ireland if a thread within one of these locations was controlled by a faction then that faction would own a control point. If a faction possesses the majority of threads in a specific territory then they are considered in control of that territory (this does not mean that every location with the territory is pacified but rather the resources of that territory belong to the faction in control).
Further ideas shall be developed on in later posts.
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Shadowstrike
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Roleplayer V
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Gender: Male
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Post by Shadowstrike on Jun 11, 2017 18:36:03 GMT
Build up phase
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Shadowstrike
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Roleplayer V
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Post by Shadowstrike on Jun 11, 2017 18:36:07 GMT
Army Tokens and Resources For army counters every hundred NPCs you have equals one counter. These counters can then be used for certain actions such as reinforcing a territory or invading another. In most cases an action won't actually cost a counter, rather it's just a requirement one be there when doing something. Some actions though will cost a counter, this includes participating in a Full Scale Assault which will always result in the loss of some NPCs even in victory. Enemy Specialist actions can also diminish your forces and result in the loss of a counter. Army counters aren't a limited resource though, as they can be replenished through the control of a continental zone which will reward a large amount of reinforcements, or a territory which is easier to control but rewards less. This is in addition to any factories or refineries that may be created for the purpose of building MTO warriors. Army Counters - Every hundred NPCs equals a single army counter that can be used to build structures in a controlled territory, or invade another. NPC's are replenished slowly by holding a territory (the idea that injured soldiers are slowly repaired), this can be improved by holding an entire continent or through the use of factories which create MTO NPCs. The home territory (where the main base is set) while always make enough resources for at least one army counter. Energon - Energon is used to power armies and 'specials' such as the Nemesis and the Regenesis. It is naturally earned through holding territories but can be boosted by holding an entire continent or creating energon mines. Building materials - Buildings such as the factories require resources to create. It is naturally earned through holding territories but can be boosted by holding an entire continent or creating refineries.
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Shadowstrike
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Roleplayer V
Posts: 810
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Gender: Male
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Post by Shadowstrike on Jun 11, 2017 18:36:11 GMT
Full Scale Assaults 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 type of fortification 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 fortification 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. 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. 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. 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.
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Shadowstrike
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Roleplayer V
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Post by Shadowstrike on Jun 11, 2017 18:36:15 GMT
Special Operations The Special Operations, are reminiscent of current small scale battles though with specific objectives and consequences. 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. Some territories or fortifications may have its own assortment of spec ops missions that correspond to its bonuses, in addition to a standard list of missions that may be performed at 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. Common Spec Ops missions.This is a list of Spec Ops missions, largely to help inspire users. Just because something is not listed does not mean it could become a potential objective for a Special Operation mission. 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
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Shadowstrike
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Roleplayer V
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Gender: Male
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Post by Shadowstrike on Jun 11, 2017 18:36:20 GMT
NPC Types
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Shadowstrike
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Roleplayer V
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Post by Shadowstrike on Jun 11, 2017 19:38:40 GMT
Factions
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Shadowstrike
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Roleplayer V
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Gender: Male
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Post by Shadowstrike on Jun 11, 2017 19:38:47 GMT
Territory Control
To officially control a territory and gain access to the resources of that area you must set up a base of operations. This base of operations may be located anywhere within the territory, though you gain a quicker setup time if the base is created from a human city. To being creating a BOE you must have at least one 'army' in the territory. If the territory was considered unoccupied before you arrived then you may create a BOE at any time. If however the location is controlled by another faction you must gain the majority control over the territory first, this is done by capturing the majority of outposts (other threads/cities/locations in the territory that aren't a BOE). in the area.
If you control a territory you gain resources, as well as preventing the enemy from groundbridging into or out of this area.
Before that first you must begin the process of invading that area, in the case of an occupied territory this is done by capturing an enemy outpost through the Full Scale Assault system. This section does not cover that section in detail though, so for further information refer to that category for FSAs details. Once you have captured a majority of the outposts/locations in an occupied territory through the FSA system though you may either take over the enemies BOE (risking your forces) or create your own one (at a slower pace but without risking your forces).
If you are invading an unoccupied territory the system is much simpler, requiring that you only move an army counter into the territory. You can do this by moving from an owned territory aside the one you want to conquer, which is the safest method or you can use a dropship or groundbridge. In the case of a dropship you must pass through every territory on the way to the one you wish to capture, at the risk of being intercepted. Otherwise you may use a groundbridge which allows instantaneous travel, though it is impossible to use a groundbridge to reach a territory that is either occupied by an enemy base of operations, or in one directly aside a BoE. Regardless of method once you’ve invaded the territory and there is no enemy in the area you may create a BoE.
As follows here is a list of the requirements to create Outposts/Bases of Operations
Type: Set up a base of operations/outpost in a city/remote location within an unoccupied territory. Required amount of people: 3 Required amount of posts: 20 Minimum time (in real): N/A. Army Counters in territory: 1
Type: Set up a base of operations in a remote location in a territory with enemy resistance. Required amount of people: 4 Required amount of posts: 50 Minimum time (in real): Three days. Army Counters in territory: 1
Type: Set up a base of operations in a city in a territory with enemy resistance. Required amount of people: 4 Required amount of posts: 30 Minimum time (in real): Two days. Army Counters in territory: 1
Type: Set up an outpost in a remote location in an owned territory that possesses enemy resistance. Required amount of people: 3 Required amount of posts: 30 Minimum time (in real): Two days. Army Counters in territory: 1
Type: Set up an outpost in a city location in an owned territory that possesses enemy resistance. Required amount of people: 2 Required amount of posts: 15 Minimum time (in real): One day. Army Counters in territory: 1
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Shadowstrike
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Roleplayer V
Posts: 810
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Gender: Male
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Post by Shadowstrike on Jun 11, 2017 19:38:53 GMT
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Shadowstrike
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Roleplayer V
Posts: 810
Likes: 11
Gender: Male
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Post by Shadowstrike on Jun 11, 2017 19:38:58 GMT
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Shadowstrike
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Roleplayer V
Posts: 810
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Gender: Male
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Post by Shadowstrike on Jun 11, 2017 19:39:07 GMT
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