Esternial wrote:For Olthenia:The Aftermath system
This system relies partly on a steady basis of number-crunching, something that isn’t put away for everyone. If you aren’t prepared to invest an average five or ten minutes in your post, calculating resources and soforth, don’t bother signing up. You have to be capable of managing this RP, so know your own limits.
Turn-based
Each posts counts as a turn, which means that you have to wait for your fellow participants to post before you can do the same. This is why everyone has to stay committed to this RP, because we aren’t going to have everyone else wait because one or two people can’t post. When you post, you can only describe what your people are going to do and add some description to it as well, just to make it enjoyable to read.
Each turn will be introduced by a post by (one of) the OP(s), detailing information about what happened to your people. WE determine how a scouting mission or anything else turns out.
In your post, you can RP with people in your nation, like a higher-in-command. For an example of a post, BE SURE TO CHECK THIS LINK.
Resources, buildings & units
You can compare this to a turn-based strategy game, because basically that’s what this is. Each turn your faction receives resources for any kind of resource category. These resources are what keep your faction running; allows you to build structures, recruit units and bargain with NPC’s. Each turn YOU will be required to crunch the numbers and calculate your income, subtract the expenditures for building/training, upkeep, etc. and determine the net income which you may then add to your existing resource pool. As mentioned before, see the example. I really want you to have viewed at least some.
Population
Maintaining a large population is impossible, as food and other resources have become far less common. Every day is a struggle for life, with disease and bandits everywhere to shorten a man’s life span, so more than four-hundred people in your faction will pose a challenge. Make sure your forces reflect this. Each unit consists of about five people, so having more than forty units would be stretching it quite a bit, considering a part (say 50%) would probably have to worry themselves with making sure your base/town’s infrastructure remains intact and soforth.
Plus it’s a nice idea to leave a few units back home for defensive purposes. Know that we will consider assaulting your base with a horde of NPC ghouls if we feel like it.
Tech levels
Let’s be honest here, no way can your forces be equipped with powerful, durable or experimental weaponry. You’ll be lucky enough to start off with a pistol, but fortunately the city is a treasure trove of modern weaponry. Laser and plasma weaponry is more rare, of course; that speaks for itself. Remember that you need more than guns to survive. Medicine and water are in dire need, and finding ways to purify that water would indubitably give you an advantage.
Mutations & Radiation
Fiction brings us an original understanding of the term. Enhanced strength, green skin and useful new limbs at places you’d never expect; you’d wonder why we don’t give every baby a healthy dose of it. Of course, we did; but sadly out children didn’t just grow an unusually big brain. If the world has been destroyed by a nuclear holocaust, you should ask yourself why the human population has suddenly plummeted without any excessive destruction in our cities. Radiation is lethal, with the exception of ghouls and mutants, so keep that in mind.
Note that all water supplies are contaminated as well, but as long as you keep a moderate supply of pure water your population should be able to survive by switching between both options.
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Page 2: RP specifics
Resources
The resources categories in this RP are as followed:
Materials
A general term for all kinds of junk-of-the-more-or-less-useful kind, materials are needed for building, making weapons, armor or other objects. It’s the most easy to find, considering that people have gotten much less picky of which kind of screw they’re using to keep that fence standing between them and a gang of mindless ghouls.
Fuel
The rarest resource around, fuel is used to keep generators running and – if you can spare it – allows you to move vehicles around the wasteland. Moving around in style is costly, and if you’re already complaining about gas prices you’re not going to be too happy.
Supplies
Food, clean water and medicine that keeps your population happy. Depending on your population, you’ll lose some supplies each turn. For our convenience, every 5 people in your faction demand an additional 5 supplies.
Example: If you have 100 people in your faction you’ll have to pay 100 supplies each turn, which means you earn 200 supplies every turn, taking into account your income.
Note: The low upkeep advantage that comes with a lower population also comes with the downside of a lower unit limit. In our example, 50% of your people means 50 of your population will be free to venture out or guard your home, resulting in a limit of 10 units.
Stuff you need to remember at all costs:
50% of your population is free to venture out or guard your home.
For each group of 5 people in your population, you need to pay 5 supplies in upkeep each turn.
When submitting your population, stay with a number dividiable by 5 (eg. 25, 65, 80)
People that don’t won’t get admitted, because not reading this probably means you’re not going to make an effort of your posts either.
Faction-types
Raiders
Raiders are any group of wastelanders who pillage, plunder, murder, or otherwise ruin the day of anyone unfortunate enough to not be one of them. If there were still laws, they'd be outlaws. Raiders tend to organize into loose confederations of gangs in the post-apocalyptic wasteland and are a constant problem, because it's much easier for them to just shoot people for their money, food, and other valuables than to earn an honest living.
Raiders more than often partake in slavery, using them to make their own lives more comfortable than anyone else’s
Faction bonuses:
Tribals
Tribal refers to the name given to rural inhabitants by those still living in urban areas. They have shrugged off many modern ways of living, and returned to a simpler hunter-gatherer mentality. Tribals often look upon the traders and occupants of cities with disdain, viewing their way of life as "scavenging the dying corpse of the old world." Despite the fact that tribals are generally healthier and in better physical condition than their urban-dwelling countrymen, they are viewed with disdain and often hostility.
Tribals, compared to other factions, have more proficiency with makeshift weaponry, but still use technology for their own means.
Faction bonuses:
Remnants
Umbrella term for anyone trying to pick up the pieces of pre-war society and find their place in the wasteland. Their main difference with Tribals is that they remain dependent of the remnant of urban society and it’s structures. Whether a town of like-minded civilians, a government-sponsored scientific community or a military organization trying to restore order, all of them are remnants of the old-world.
Remnants are familiar with technology of the past, although they lack some of the know-how and advantage the other two factions possess.
Faction bonuses:
Buildings
Combat Buildings:
Training Field (1,000 Materials) (for Tribals: Fighting Pits)
Trains basic units
Barracks (2,500 Materials)
Trains advanced units
Armory (2,500 Materials; 1,000 Supplies)
Tier 1 Upgrades, All Warrior units gain +1 Combat
Arsenal [ADV] (2,000 Materials; 1,500 Supplies)
Tier 2 Upgrades, All Warrior units gain +1 Combat
Faction specific:
Kennels (750 Materials; 500 Supplies) [Tribals, Raiders]
Train Rabid Dogs automatically (+1 Defense)
Adds +1 Combat for Raiders
Fighting Pits (1,000 Materials) [Tribals]
Trains basic units
Trains Hunters
Adds +1 Combat
Garage [ADV]( 1,500 Material, 1,000 Fuel, 500 Supplies)
Allows you to repair and maintain vehicles found during your scavenging trips.
Note: Only the OP gets to determine whether you find a vehicle you can still use.
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Defense Buildings:
(each level requires the previous to be unlocked, so you need Outpost before you can upgrade it into a Fort)
Outpost (1,000 Materials; 500 Supplies)
Defense +1
Fort (1,500 Materials; 100 Fuel; 600 Supplies)
Defense +2
Holdfast (2,100 Materials; 500 Fuel; 600 Supplies)
Defense +3
Stronghold [ADV](3,000 Materials; 1,000 Fuel; 1,200 Supplies)
Defense +4
Fortress [ADV](5,000 Materials; 2,000 Fuel; 2,000 Supplies)
Defense +5
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Defense Auxiliaries:
(All Defense Auxiliaries are cumulative)
Debris Wall (500 Materials)
Defense +1
Corrugated Steel Wall (1000 Materials)
Defense +2
Guard Towers (1200 Materials)
Defense +1
Faction specific:
MG Guard Towers (500 Materials) [Remnants]
Upgrades Guard Towers; adds +1 Defense
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Science Buildings:
Archives (5,200 Materials; 300 Fuel; 800 Supplies)
Ability to construct advanced buildings [ADV]
Laboratory [ADV] (6,000 Materials; 1,500 Fuel; 500 Supplies)
Requires “Research Center”
Energy Specialization unlocked.
Faction specific:
Slave Pens (1,500 Materials) [Raiders]
Construction times reduced
Trains Slavers
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Additional Buildings:
Fuel Depot (1,500 Materials)
Earns +50 Fuel each turn
Water Treatment Plant [ADV] (1,500 Materials; 500 Fuel; 500 Supplies)
Steady Water supply: Daily Supplies cost -50%
Animal Ranch (Increases your storage cap by 2000) (2,000 Materials; 500 Supplies)
+100 Supplies income
Clinic [ADV] (2,200 Materials; 600 Fuel; 2,000 Supplies)
+Medical assistance
Faction specific:
Farm (2,000 Materials) [Tribals]
Earns +100 Supplies each turn
Bazaar (2,000 Supplies, 500 Materials) [Remnants]
Earns +200 Supplies each turn
Steel Mill [ADV] (5,000 Materials) [Raiders]
Earns +400 Materials each turn
Robotics Bay [ADV] (3,500 Materials; 2,000 Fuel; 2,000 Supplies) [Remnants]
Requires “Robco Archives”
Trains Robot unit
Special Structures (cannot be built, only found)
Robco Archives
Unlocks “Robotics Bay”
Library
Functions as Archives
Hospital
Functions as Clinic
Research Center
Unlocks “Energy Weapons”
Units
Energy Weapons: Once unlocked, you can choose to upgrade your units with energy weapons, replacing their current weapon kit with the laser/plasma weapon equivalent. This doesn’t work in some cases. The downside is that you’ll have to pay an upkeep of 5 fuel and 5 materials per unit, each turn, to keep all the parts working properly. The upgrade itself requires a one-time investment of 200 materials. Robotic units are automatically equipped with energy weapons and are incorporated in their upkeep.
Energy weapons upgrade bonus: +1 Combat
To indicate your unit as equipped with Energy Weapons, put [E] next to it.
Example: Assault [E]
Basic units
Scavenger (200 Supplies)
Movement: 1
Combat: 0
Scavenge: 2
Income: 50 Materials, 5 Fuel, 25 Supplies
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Upgrade to Caravan (500 Supplies)
Movement: 1
Combat: 1
Scavenge: 3
Income: 200 of one resource of choice
Hunter (250 Supplies) Requires “Fighting Pits”
Movement: 1
Combat: 1
Scavenge: 2
Income: 50 Materials, 5 Fuel, 50 Supplies
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Upgrade to Pathfinder (500 Supplies)
Movement: 2
Combat: 2
Scavenge: 4
Income: 50 Materials, 5 Fuel, 50 Supplies
Slaver (250 Supplies) Requires “Slave Pen”
Movement: 1
Combat: 1
Scavenge: 2
Income: 75 Materials, 10 Fuel, 0 Supplies
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Upgrade to Slavemaster (500 Supplies)
Movement: 1
Combat: 3
Income: 150 Materials, 50 Fuel
Militia (150 Supplies)
Movement: 1
Combat: 1
Scavenge: 1
Advanced units
Light Infantry (200 Supplies)
Movement: 1
Combat: 2
Scavenge: 1
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Upgrade to Mercenary (350 Supplies) (Tier 1)
Movement: 1
Combat: 3
Scavenge: 0
Upgrade to Sniper (450 Supplies) (Tier 2)
Movement: 1
Combat: 3
Scavenge: 1
+ Sniper perk
- Does not combine with Energy Weapons
Heavy Infantry (300 Supplies)
Movement: 1
Combat: 3
Scavenge: 1
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Upgrade to Assault (Tier 1)
Movement: 1
Combat: 4
Scavenge: 1
Upgrade to Pyro (Tier 2)
Movement: 1
Combat: 4
Scavenge: 0
+ Pyromaniac perk
- Upkeep: 5 Fuel
Protectron (500 Materials, Requires “Robotics Bay”)
Movement: 1
Combat: 3
Scavenge: 0
- Upkeep: 30 Fuel
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Upgrade to Sentry Bot
Movement: 1
Combat: 5
Scavenge: 0
+ Rocket Launcher
- Upkeep: 80 Fuel
Wasteland Perks
- Upgrade Kits
One of the purchasable upgraded, for free.
- Power-Armored Boyscouts
Your men have discovered a cache of pre-war Power armor suits. You can give this armor to 2 of your units, yielding them a bonus in battle. Too bad Super Mutants can't fit in them, but they'll function as scrap metal as well!
Allows you to upgrade two units, adding the prefix Power-Armored (Human, Ghoul)
(example: Power-Armored Assault unit)
- Eye CU
A stray eyebot crossed your path, and your unit managed to seize it. It’s almost out of juice and pretty battered, so it’ll only go a short distance, but it might give you some intel before it shorts out.
Allows you to scout an adjacent area
- FEV Fanatic
It seems like somebody misplaced his barrel of FEV! Any mutant faction will be able to recruit 3 units with no additional costs, as long as they manage to capture a few living specimens. Ghouls will remain unaffected and humans, well, let's just say one of your units isn't coming home for dinner.
+3 Militia Units (Mutants), -1 Unit (Humans)
Seems like your standard resource-based system, but I like it nonetheless. I'd be interested in joining.