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PostPosted: Thu Jul 15, 2004 4:46 am 
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Sea Wolf

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couple of rule suggestions..

1. We keep the availability rule, either that or have rule where u can use whoever has the elast number of current fights for nothing, if you wish to use someone with 1 more fight they lowest player then it'll cost u an extra $5, $10 if he has 2 more current fights. This is assuming we still use cash.

2. We change the invasion rules instead of saying u cana ttack 1 system a week say u get a set nubmer of invasion points a week (5 or something) then u can invade systems that have planets upto the number of points you currently have. So we 5 points u could invade 1 system which has 5 planets, 1 system with 2 planets and 1 with 3 etc.. Should help bring back some of the tactics in poicking targets from the 1st war.

3. In a system fight the same person can't play both fnu and pl on a map. So if u invade a system with 2 planets the attackers assigns 2 attackers, then the defender picks 2 defenders, then the attacker assigned player A to play pl on planet A and fnu on planet B, and vise versa for player B. Then the defender picks 1 of his 2 defenders to play pl on planet A and pl on planet B.

4. The system should just goto whichever clan wins the most fights with draws going to the defender. (maybe once it's obvious which clan is gonna win the remaining battles are ended in the winners favour to speed things up)

5. I'm still a fan of unsymetrical planets. I suggest each 'arm' has set planets but which are spread randomly across the system so assuming 1 inner system and 2 outer with 8 planets in total, the inner might have 3, while the outers get 4 and 1. But in the next clan it might be a 4/2/2 split.

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PostPosted: Wed Aug 04, 2004 4:02 am 
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Sea Wolf

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ok after a 2-3 hour long conversation alst night we've started designing the next war, we are gonna try using my newest idea of fighting on a man map. So here's how it'll work atm...

War Setup

After a map is chosen (probably based on the nubmer of clans that want to take part), the countries are then randomly divided up evenly with left of countries starting as neutral.

A clan only knows where it's own countries are at the start.
They then pick 1 country to place a fort in.
New armies can only be created at forts.
Then also place their armies.
They get 2 armies for each player.
No player may have more than 1 army in the same country.

After all deployments have been received all initiald eployments are then placed onto the map for everyone to see.

The War Week

Sunday all countries generate income (Small=$4, Medium=$6, Large=$8). Countries that are under attack generate 1/2 income.
Tuesday all clans moves/builds are recieved by the war devs, any received after this time will be ignored.
Wednesday defender picks map and who fights who (if applicable), attacker picks sides (if applicable). Any options not received by end of wednesday will be randomly chosen by war devs.
Thursday games are created.

Victory

Once a clan loses it's last country they are out

Costs

Atm we're keeping this simple so we have 2 costs..
A fort costs $20 (may change depending on map size used) Forts can be plaed on any country the clan owns that doesn't have a fort already.
An army is worked out using this formula:
$2+(Total wins-Total losses)(minimum 0) + 4*No. of current armies

Examples
A player has 3 wins and 1 loss, he has 1 army already.
2+(3-1)+4*1=$8
A player has 1 win and 3 losses and 0 armies on the map
2+(1-3) (as it's -ve it become 0) + 4*0=$2
A player has 6 wins and 0 losses and 2 armies already
2+(6-0) + 4*2=$16

So good players or players with lots of armies on the map are more expensive.

Movement

Each army can move 1 country a week. (movements must b in by tuesday else they army just sits where it is with no orders.) 2 armies belonging to the same player can not end in the same country. An army can not enter a country that is under attack. An army may not move on the turn it is built.

Combat

When a player enters a country that is of a different clan combat begins unless the country has no armies in ti then the clan wins automatically.
Clans may attack with more than 1 player (and are advised to do so) tho never more than 1 army from each player.
To declare an attack you just need to tell the war devs by tuesday, when you do this you also need to include a map choice (in the event the defenders don't pick 1) and groupings (explained later)

Assuming there is 1 defender and 1 attacker combat works as follows.
Defender matches up defenders with attackers (obvious in this case). Defender also picks 1-2 maps. He can either pick 1 MA map, or a MAN map then a MA map. The MAN map will be used if both plaeyrs ahve MAN, else the MA map will.
The defender starts with PL for the 1st fight, this then alternates for each fight after this.

The winner gets the country. While the losing army is destroyed and removed from the map.

If there is more than 1 player on a side it gets a little more complicated.

if there are 2 attackers and 1 Defender or 1 attacker and 2 defenders then there are 2 fights using the same rules for map choice (tho map choice must be the same for both fights) As there are now 2 fights the attacker gets 1as fnu and 1 as pl. The attacker picks which player gets which side.
Both games are played till the end with losing player's armies being removed.

If there are 2 attackers and 2 defenders then there are 2 fights with the defender picking again the map and who plays who, the attacker picks the sides.
If they win 1 game each then the remaining 2 players fight using the rules for a 1v1 (but map must be the same as was used in the 2 1v1s previous)

If there are 3+ attackers then when declaring the move they must also list groups. The groups are there to allow combat to be decided easier. The attackers must be paired up in preperation of fighitng a lesser number of defenders.

eg. if 3 attackers they ned to specify that should there be 2 defenders attacker 1 and attacker 2 will play together while attacker 3 will go single.
If 4 attackers then they need to specify groups for 2 defenders and 3 defenders etc... attacker s must b paired up before they can be tripled up.

If there are more defenders than attackers then the defender picks which get paired up against. etc..

again the attacked picks sides (it is not known at this time which player/group the defender has put vs each peron/group). the sides alternate with the defender getting the extra pl if number of games is odd.

Both sides and who fights who must be sent to the war devs by wedneday evening. Else it'll be random for whatever clan didn't email with the attackers map choice being used if the defender didn't pick 1.

Now for a situation where 2 clans are invading the same country, the attacks are treated seperately with all defender fighting vbs both clans. if all defenders are beaten eventually then the remaing attackers fight eachtoher. If it's a 1v1 then they play 2 games 1 from each side with fastest win (turns) being the winner. etc...

Should you take a country with a fort in it, the fort is destroyed.

Think that's it but i'm sure i've missed stuff, also need a shorter way of explaining the combat rules :)

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Have fun, that's an order! If you win even better!!
Clan War Site: http://www.massiveassault.com/clans/nwo/ClanWar/

Dragonshard Fan Site: http://www.rpgplanet.com/dragonshard/


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PostPosted: Wed Aug 04, 2004 10:30 am 
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Sea Wolf
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Location: USA
Just one comment... I think that we should give two days for any correspondence that needs to take place.

So Sunday would be the economic/cleanup stage (any new battles would be started for a country already under assault with some battles finished)

Tuesday would be the deadline for the move/purchase stage, all moves/purchases need to be made by this day

Thursday could then be the deadline for the battle stage, where battle options are chosen. Then by the weekend we would have all new battles created and ready for the next round.

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Founder of The New World Order, and moderator for the Andromeda Clan War.

NWO website:
http://www.freewebs.com/massiveassault-nwo/index.htm

Clan War website:
http://www.massiveassault.com/clans/nwo/ClanWar


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PostPosted: Wed Aug 04, 2004 11:31 am 
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Sea Wolf
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Ok, here's how combat could work in the new clan war idea we're discussing here: This is assuming that each side has a battle order designated (which player would get the most battles, etc)

1) If there is an even number of attackers and defenders, one battle is assigned to each player. skip to step 5

2) Start by choosing the clan with the largest number of armies in the country. Now, assign one of these armies to each enemy army in the area starting from the top of the battle order.

3) With the remaining armies in the larger group, assign each of these to the top of the of the opposing clan's battle order moving down.

4) continue this until each of the larger group's armies have one battle. Now some of the smaller group's armies will have more than one battle, but none will have more than one than any of the others (all of them will have 1 battle before any can have 2 battles, etc).

5) Starting from the top of the battle list, begin the battles giving the defender PL for the first battle, the attacker PL for the second battle, etc.

Hmm, didn't think about it when I began this post, but I realize by using these rules and the Battle Order concept, we can discard the Battle phase we talked about above. The battle order determines the order in which attacks are assigned, and so no decisions need to be made by either side other than which map these games will be played on (which could be decided during the movement phase). By doing this, there only need to be one email from each clan detailing moves, purchases, and battle orders each week.

Here is a picture of how battles would end up for up to 3 armies for the defenders and attackers. I know its not exactly in the order I proposed, but at least it should give a visual representation of what we're doing.


Attachments:
File comment: Each of the sections show the allocation of battles for a different number of attackers and defenders, up to 3 for each side.
battle example.jpg
battle example.jpg [ 73.23 KiB | Viewed 21524 times ]

_________________
Founder of The New World Order, and moderator for the Andromeda Clan War.

NWO website:
http://www.freewebs.com/massiveassault-nwo/index.htm

Clan War website:
http://www.massiveassault.com/clans/nwo/ClanWar
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PostPosted: Wed Aug 04, 2004 12:42 pm 
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Sea Wolf

Joined: Thu Jan 15, 2004 8:50 am
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good job compressing my essay long battle rules into something ppl can udnerstand :) nice pictures.

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Have fun, that's an order! If you win even better!!
Clan War Site: http://www.massiveassault.com/clans/nwo/ClanWar/

Dragonshard Fan Site: http://www.rpgplanet.com/dragonshard/


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PostPosted: Thu Aug 05, 2004 4:08 pm 
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Supreme Marshal
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Location: Moscow, Russia
I'd like to suggest other variant for the combat which one could decrease disadvantage of FNU.

Player of FNU select map and defender play for FNU (if it's single battle).

Otherwise, we could get battles on Emerald (best variant) or Brimstone when attacker (FNU) will lose his army almost without chance.

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PostPosted: Thu Aug 05, 2004 5:36 pm 
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Sea Wolf

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we're trying to encourage clans to attack with more than 1 person, so say there's 1 defender and 2 attackers, the defender may pick brimstone like u suggested, so the attackers will take fnu with the weaker player and play pl with their better player. Killing the lesser attacker and the defender.

Incase i missed it before if there's more than 1 fights the attackers pick who plays which side tho there has to be fnu/pl/fnu/pl/fnu... for the attackers.

However the defender might decide he wants a chance as fnu to try and beat both attackers, so he'll take a bigger map whihc doesn't advantage pl so much.

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Have fun, that's an order! If you win even better!!
Clan War Site: http://www.massiveassault.com/clans/nwo/ClanWar/

Dragonshard Fan Site: http://www.rpgplanet.com/dragonshard/


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PostPosted: Thu Aug 05, 2004 5:52 pm 
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Sea Wolf
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Location: USA
More ideas (after some discussion):

Tiger suggested having a retreat option... if you get a bad setup and know you'll lose, you can retreat to save your army. It will cost some money, and you must do it before your 4th turn.

I think that Tiger's point makes sense in his post above for 1v1 games, the point being that the player that selects the map shouldn't also be able to get the side advantage too. After some discussion and thought, we realized that if the defender got the option, they would always choose a map where PL has the biggest advantage, so they'd choose Brimstone or Bizzaria. If the attacker got to choose, they'd always choose a bigger map where PL has a chance. Either way, there is very little variety in maps.

So Artanis proposed that we could have a map availability similar to player availability in the current war, where you have to choose each map of a size once (small, med, large) before choosing the first again. This could be good at enforcing variety.

Additionaly, we could have the option for the attacker to choose the map as an add on attack option. This shouldn't be so determinate as the PL option, as side played has more weight on maps of the same size than map choice, especially if map choice is limited by the availability rule.

Of course all of Enforcer's points make sense too... that being that by attacking with 2 players or more, the problem isn't there as much. If the defender chooses the smallest of the small maps, they will probably win as PL, but will probably lose as FNU too. If they choose a larger one, they could win both, but the enemy has the same chance. Good strategic decision that requires thought.

_________________
Founder of The New World Order, and moderator for the Andromeda Clan War.

NWO website:
http://www.freewebs.com/massiveassault-nwo/index.htm

Clan War website:
http://www.massiveassault.com/clans/nwo/ClanWar


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