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[OOC] RP/forum game

A staging-point for declarations of war and other major diplomatic events. [In character]
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Pinder (Ancient)
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Founded: Jul 06, 2013
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[OOC] RP/forum game

Postby Pinder (Ancient) » Sat Jul 06, 2013 5:40 pm

Hello, I just thought it'd be fun to combine RP with some gameplay ideas I had based on Risk
.
However I don't want anyone to think this is just a world domination forum game.

The gameplay ideas in this post are meant to only be the framework upon which RP is built upon.
Good RP will be rewarded by game benefits (additional units/currency)

The technology allowed is restricted to that which was available between 1939 and 1945.


The map:

http://img268.imageshack.us/img268/6324/bwli.png

Player list:

Blue:
Red:
Yellow:
Green:
Brown:
Cyan:
Dark green:
Pink:
Orange:


Joining:

To join send me a telegram with the colour you want, how you want to distribute 50 units across your provinces, which province contains your capitol city and whether your nation is a democracy or a dictatorship.



Example:

I want Red, I want to put 20 units in province 7, 20 in province 32 and 10 in province 46. My capitol city is in province 32 and my nation is a democracy.


Please only join if you can commit to making one turn every 24 hours

Also, as well as sending me a telegram, please post in this thread some RP background information for your country.



Gameplay information
How to take your turn

Player take their turns no earlier than 24 hours after their last move.

When taking your turn – please put the entirety of your turn – industry OR deployment, attack, move and currency (if applicable) into a single telegram to avoid any confusion.

Example turn:

I want to deploy 3 units, 1 in province 1, 1 in province 4, 1 in province 3.

I want to use province 1 as a base to attack province 2 using 5 units.

I want to move 3 units from province 4 to province 5.

I want to use 2 units of currency to buy 1 unit, to be deployed in province 5.




The process

Decide if you want to build industry or not, if you do – you have to forfeit your turn, if not proceed:

0. Deployment

Players can deploy troops equivalent to the total number of territories owned by the player divided by three and round down to the nearest number. If this result is less than three, round up to three armies. Added to this are bonuses (from being a dictatorship or owning continents). Please include in the telegram the number of units you want to deploy to which number provinces.


1. Attack phase


You can only attack adjacent provinces.

You must leave at least 1 unattacking unit in a province you are attacking from.
Telegraph me with the 1) province number of the province that you want to use as a base for your attack 2) province number of the province you want to attack 3) how many units you want to attack with.

After receiving your telegram I will use http://www.random.org/dice/ to work out the outcome of the battle.



2. Move phase

You can move any unit(s) in this phase that weren't involved in attacking. Units can move one province to any adjacent province.

You must leave at least one unit in a territory.

Telegraph me with 1) province number of the province you want your troops to move from, 2) province number of the province you want to move to, 3) how many troops you want to move.


3. Want to use your currency?

If you want to spend your currency on something you must send the GM a telegram specifying what you want to buy.

If it is a unit or building say what province you'd like it to be deployed or built in. That unit/building will be ready at the beginning of your next turn.





How attacking/defending works

The number of units you decide to attack with determines the number of dice rolled. 1 unit = 1 die.
The dice scores of the attackers and defenders will be compared.
The force with the highest score wins the battle.

If the attacker wins

If an attacker wins the battle, the defending force will lose a number equivalent to the difference in dice scores. Thus if the attacking force rolls 20 and defending force rolls 18, the defenders will lose 2 men. The remaining defending force will then be able to retreat to an adjacent province owned by the defending player. If the player does not own a province adjacent to the defeated army, the entire army is eliminated.

Even if an attacking force wins, an attacking force will always lose men in an attack.
The closer the scores, the greater the number of attacker deaths. There is a maximum of an attacking force losing 25% of its force in successful attack. The difference in attacker/defender scores are subtracted from this. For example, if an attacking force rolls 20 and a defending force rolls 18 – the difference is 2. Thus an attacking force will lose 23% of the army attacking.

If the attack is more successful, and the difference in scores is much greater, the attacking force will lose much fewer men. Therefore, if an attacking force rolls 20 and the defending force rolls 10. The difference will be 10 and the attacking force will therefore lose 15%.

If the attacker loses

If an attacker loses, the attacker will lose the equivalent of the difference in dice score. For example, if an attacker rolls 18, and the defender rolls 20, the difference is 2 and thus the attacker will lose 2 men.

Even if the attack is defeated, the defender will also lose not more than 15% of his force, depending on the difference in dice scores. In the above example the difference in dice score is 2. 2 will thus be subtracted from 15%. The defender will lose 13% of his force.

Alliances

Players are free to make informal alliances or pacts but there are no rules enforcing them, so enter into such arrangements at your own risk.

Democracy or Dictatorship?

Democracies get 1 [generic unit of currency] per turn
Dictatorships get 1 additional units per turn

Currency

Currency can be used to buy units, buildings and technology. Players start with 0 currency. (Democracies will get 1 currency on their first turn)

2 units of currency = 1 unit

10 units of currency = fortifications (improves defending score of an army on a province by 50%)

15/20/25/30 units of currency = technological upgrade (5%/10%/15%/20% global increase on attacking/defending score respectively – upgrades are linear, you need to have the 5% upgrade before you can get the 10% one, therefore to get a 20% increase a player would have to spend 90 units of currency in total)

Continent bonuses:

A player can get bonuses for owning entire continents:

Asia: (defined as 28, 35, 37, 38, 39, 40, 41, 42, 52, 53, 54, 55): 10 units
North America: (defined as 0, 1, 2, 3, 4, 5, 6, 7, 8): 7 units
South America (defined as 9, 10, 11, 12, 13, 14, 15, 16, 17): 7 units
Africa (defined as 18, 19, 20, 23, 24, 25, 26, 27, 36): 7 units
Europe (defined as 21, 22, 29, 30, 31, 32, 33 34, 55): 7 units
Australasia (defined as 43, 44, 45, 46, 47, 48, 49, 50, 51): 7 units


Industry

A player can forfeit his turn and receive no units if he decides to build industry.
1 Industrial unit produces 1 unit of currency per turn.
If the province in which industry has been built is taken by another player, the player who had owned the industry loses the effect of it. The conqueror gains 50% of the industry (so if there had been 2 industrial units, the conqueror only gets 1). If there had only been 1 industrial unit, all the industry is destroyed and the conqueror gets nothing.


Uncontrolled provinces in Asia

NPC army occupies these provinces – it will only defend them and will not attack surrounding players.

This looks too complicated!?

It is simpler than it appears to be. I will keep a record of all aspects of a players' activities and will be an easy point of reference. I will also work out the outcome of all battles and keep combatants updated.

Ideas??


All of the above is just some ideas I had based on Risk, I would be happy to hear feedback on how to improve the game to make it more fun.
Last edited by Pinder (Ancient) on Sat Jul 06, 2013 5:43 pm, edited 1 time in total.

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Dirt Zone
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Founded: May 13, 2013
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Postby Dirt Zone » Sat Jul 06, 2013 7:39 pm

This is a very cool RP. I would join if I had time :) hope you pick up enough players

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Pinder (Ancient)
Political Columnist
 
Posts: 2
Founded: Jul 06, 2013
Ex-Nation

Postby Pinder (Ancient) » Sun Jul 07, 2013 2:44 am

bump


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