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    New War System

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    Post by Shkar Tue Oct 23, 2012 6:03 am

    DoughGuy wrote:
    Shkar wrote:Hm, that's probably what we should work on now. More scenario kind of things we can try to use for determining results. Obviously we can't have EVERYTHING be settled in game due to time constraints, but are assassinations and battles really enough?
    There isn't much else we can decide through tin game stuff. Maybe, rather than RNGing it we could have people try to sneak and scout?

    You mean like making them RP it?
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    Post by Shkar Tue Oct 23, 2012 6:05 am

    WyrmHero wrote:So if I send spies to NK the NK has to take a random action + let it know to by obligation to GM so that I know what the NK is going to do?

    Essentially. Your covenant member is "undercover" and is in danger of being discovered and being "killed"/taken prisoner, but they can give you information of the enemies plans.
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    Post by DoughGuy Tue Oct 23, 2012 6:07 am

    Shkar wrote:
    DoughGuy wrote:
    Shkar wrote:Hm, that's probably what we should work on now. More scenario kind of things we can try to use for determining results. Obviously we can't have EVERYTHING be settled in game due to time constraints, but are assassinations and battles really enough?
    There isn't much else we can decide through tin game stuff. Maybe, rather than RNGing it we could have people try to sneak and scout?

    You mean like making them RP it?
    Not RP so much as actually try to sneak past another player.
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    Post by WyrmHero Tue Oct 23, 2012 6:09 am

    Cool. What does attack/move/fortify do then? What happens when I choose to attack on that turn?
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    Post by WyrmHero Tue Oct 23, 2012 6:14 am

    Ok didn't read sorry. I meant the other actions such as sabotage/guard/scout.
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    Post by Shkar Tue Oct 23, 2012 6:15 am

    WyrmHero wrote:Cool. What does attack/move/fortify do then? What happens when I choose to attack on that turn?

    Move just moves that unit to an adjacent area. For example, you could move any LH from Sen's to Anor Londo.

    Attack means that you are choosing to start a battle in that zone with the units you have there. It then runs using the battle rules, which are in the OP.

    Fortify increases the fortification level of the area the unit you are making use that action is in. So, if you control the Burg, you can have a unit there fortify it, and its level goes up by one. Assuming nobody sabotages it, that means that any side attacking you in that area starts with their score at -50.

    WyrmHero wrote:Ok didn't read sorry. I meant the other actions such as sabotage/guard/scout.

    Sabotage basically just acts as a reverse fortify. It lowers the level by one, making it negative if it was at 0.

    Guard makes the unit sit there and, well, guard the area. It makes them able to help allies against assassins in that zone, respond immediately in battle, and (perhaps?) have a chance to catch sabotage's?

    Scout is basically just used if you want to examine an area. If you have a unit there do it, it gives you an approximation of how many units and what the fortification level of that area is.
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    Post by WyrmHero Tue Oct 23, 2012 6:25 am

    Ok so basically the real time actions are Attack, Move, Assasinate and Sabotage. The other actions are part of the strategy game (spy, fortify). So the taking of an area is when fortify level decreases to 0 or whatever. How does that happen in real time, RSS duels?
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    Post by DoughGuy Tue Oct 23, 2012 6:27 am

    Its not real time, its turn based. And areas are not taken when their fortification is 0. Areas are taken when the enemy has no troops in that area at all or when you force the enemies out through a series of missions.
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    Post by WyrmHero Tue Oct 23, 2012 6:32 am

    I know what I mean is how do you determine when the enemy has no troops left. I'm guessing the losers of an rss tourney die pr something. Trying to visualize it "in real time".
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    Post by DoughGuy Tue Oct 23, 2012 6:37 am

    The enemy has no troops in it after you complete the mission to take it successfully, which is NOT necessarily a RSS war.
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    Post by WyrmHero Tue Oct 23, 2012 6:39 am

    Example of a mission? A covenant member kills 50 randoms in 2 hours, if not he dies and mission failed?
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    Post by DoughGuy Tue Oct 23, 2012 6:41 am

    We havent designed mission left. Everything we have done is in the OP.
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    Post by WyrmHero Tue Oct 23, 2012 6:48 am

    Shkar does says that the battle will be old war style. Means invading /coop/gravelord. I could guess the side with most points at the end of the turn wins the small scale war.
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    Post by DoughGuy Tue Oct 23, 2012 6:50 am

    That could be one of the modes, but there will be different types.
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    Post by Spurgun Tue Oct 23, 2012 6:54 am

    I'm really liking this new system.

    But it seems like all the fun will be left to the leaders, while the ordinary members of each cov can only wait.
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    Post by DoughGuy Tue Oct 23, 2012 6:57 am

    Good point Spur. We'll have to figure that out.
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    Post by Spurgun Tue Oct 23, 2012 7:01 am

    I know that this is how it is in a real war - the leaders lead while the soldiers obey.
    But right now it feels as if nothing has changed, except for that the leaders get to play a small game.

    I'll see if i can come up with something.
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    Post by Jovias-86 Tue Oct 23, 2012 7:28 am

    Yeah Spur... ur right...

    Did anyone consider the flames that could take place within cov members... lol
    I see it coming...
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    Post by ViralEnsign_ Tue Oct 23, 2012 7:41 am

    Well I agree that is the case but its not like everyone can call the shots...it would be okay I guess if the players who represent champions had control of themselves....but then again it really is up to the cov leader....

    I dunno its tough...

    most of the war organisation is already in the hands of the cov leaders namely dough and billy...and now with the exiles and GS coming back those cov leaders....

    I think we got off track with the war thing guys. We arent actually developing some in cov game to play

    we were supposed to be working on ways of changing up the current war scheme so it would appeal to our members not to us.
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    Post by DoughGuy Tue Oct 23, 2012 8:01 am

    But if this idea isnt working ...
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    Post by ViralEnsign_ Tue Oct 23, 2012 8:13 am

    its not that this idea wont work its that It will only make a diff for cov leaders. Unless we can guarauntee new modes of conflict and create a war like scenario for each cov then what we are doing is adding a meanlingless construct.

    Shkar I love your idea I really do but we need to simplify the gameplay for cov leaders if we want to keep it, strategy is not based necessarily in utter complexity even simple things can require strategic thought, and place more emphasis on how we can improve the war experience for the covenant members.

    Keep them interested and satisfied and we can do what ever we want XD.....cynical I know but it worked for the Romans
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    Post by DoughGuy Tue Oct 23, 2012 8:14 am

    Well we now we'll be designing new battle modes at least.
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    Post by Spurgun Tue Oct 23, 2012 8:15 am

    And what happened to the romans? silly


    Seriously tough, i don't know anything that could make it better.


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    Post by ViralEnsign_ Tue Oct 23, 2012 8:23 am

    Well then I say we simply add variety then Shkar. Most in the covs section just like to RP and fight some good fights rather than bother with the running and strategy of covs (call me out if im wrong, seriously please do)

    I Think it would be a nicce change for cov leaders to have some interesting strategy like stuff... i know i want it....

    I think then if we cannot make the system better or flaw less then we only add variety to it.

    Eg- Instead of cov to cov points wars and mass invasions we have scenarios

    Assassination/Escort, Pitched Battle, Search and Rescue, Champions, Atrittion, etc

    each game type is different and while the cov leaders and interested parties play their meaningless power games everyone gets the benefit of increased variety in game types for the wars.
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    Post by DoughGuy Tue Oct 23, 2012 8:24 am

    Well this system will have those modes with the complexish strategy. So we can trial this version and if it doesnt work just cut it back to the new stuff?

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