Richter
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Posts: 1,870
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Post by Richter on Jul 20, 2014 13:41:50 GMT -6
Fuel cells can run out of reactants, yeah. Hence why I mentioned them not having the same effective range as something running off diesel. I'd probably roll all 'non nuclear' options together into one category for the sake of simplicity.
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Post by Carlos on Aug 1, 2014 15:03:45 GMT -6
Haven't been working on the mech design part lately.
Instead I've been writing some rules for the potential Roleplay.
Espionage Rules
Every major faction starts with their version of an Intelligence Arm. The primary building is located on the capital world of the faction. It produces 1 agent per economic turn. Up to a maximum 3.
Smaller intelligence buildings do not produce additional agents. Instead increase the maximum by 1 and produce local counter intelligence in whatever city it is located in.
Operatives can enter any territory clandestinly. Each can only carry out one action per economic turn.
Operative Actions Assassination- Involves killing named characters, mech/Aerospace pilots, and even vehicle crew. Can even attempt to kill faction leaders at great risk.
Generate Resistance- Inciting resistance against an occupying force. Dependong on the skills of the Agent it can generate 1 resistance at level 1.
Create Resistance Cell- Though they manifest on their own at a certain level of resistance. Agents can create them at a lower resistance level. Skill effects the number of cells.
Security Detail- Reduces the chances of assassination and infiltration in a base or as part of a military unit's entourage.
Sabotage -Gates can be sabotaged to allow allied units into a base circumventing walls. The number of turns the gates stay in your control depends on skill.
-Turret controls can be taken offline for a time. Or a harder action can be taken to make them target enemies. The duration depends on the skill of the Agent.
-Communications can be sabotaged to impart a reinforcement penalty. Howevever under certain circumstances this can be circumvented.
-Internal Surveilance sabotage allows for allied infantry to infiltrate a base and gain a first strike bonus against enemy infantry in base.
Operative Levels Level 1 Starting level. No specialized skills.
Level 2 Requires 100 experience. Gains 1 specialization.
Level 3 Requires 200 experience. Gains 1 specialization.
Level 4 Requires 300 experience. Gains 1 specialization.
Level 5 Requires 400 experience. Gains 1 specialization.
Specializations are specific to the actions they can carry out. 2 additional specializations are Infiltration to increase chance to sneak into enemy holdings and Evasion to increase survival upon a failed infiltration or assassination.
Occupation Rules
The occupation and eventual capture of world requires a small number of requirements be met.
Primarily the majority of enemy forces must be destroyed. No operational mech/tank/Aerospace lance must remain. Individual units can still remain and are considered rebels.
If the majority of enemies are destroyed. The resistance level of the planet will begin to fall. Once resistance level is zero. Garrison is no longer required. Before it falls a garrison of at least a lance is required.
Resistance
Resistance is a measure of the population's resistance to the change of authority.
Base level of resistance is 2. However certain actions can increase resistance.
-Direct occupation in cities increases resistance by 1 every economic turn that passes.
-Destruction of planetary holdings. Increases resistance by 1.
-Attacks on the population whether accidental or intional increases based on the number of deaths.
-Enemy operatives can also generate resistance in a city. Increasing it each economic turn that the conflict continues. However once all allies are destroyed the resistance level will drop. The level of resistance generated is based on the Operative's skill.
Troop Training
Each major faction starts with an Academy/Training Center for their troops.
-Each Center produces 12 Cadet Pilots for Mechs or Aerospace. Or 1 can be exchanged for 2 vehicle crew. Or 1 for 12 Infantry. However only 24 cadets can be trained at once.
Experience levels range from 1-6. Cadets start at level 2.
Experience requirements. Level 2 - 200 experience Level 3 - 300 experience Level 4 - 400 experience Level 5 - 550 experience Level 6 - 700 experience
Each level above 1 gives one speciality.
Training provides experience at a slow rate. 25 experience per economic turn. However troops will no longer gain experience past level 3. Only using real mechs in mock training will generate 20 experience per economic turn past level 3.
Additional training facilities can be built. Providing 6 cadets. Able to train up to 12 at a time.
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Richter
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Post by Richter on Aug 1, 2014 16:39:49 GMT -6
Do you roll for things like spy actions and whether they succeed or fail, or is this stuff still freeform?
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Post by Carlos on Aug 1, 2014 17:03:59 GMT -6
I was thinking rolls.
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Richter
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Posts: 1,870
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Post by Richter on Aug 1, 2014 21:15:03 GMT -6
So this time we'll be leaving shit up to chance and not just straight freeform? Mite b cool.
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Post by Carlos on Aug 2, 2014 13:32:56 GMT -6
Well I'm heavily considering using a strip down roll based combat system
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Richter
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Posts: 1,870
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Post by Richter on Aug 2, 2014 17:44:21 GMT -6
It'd certainly make it harder to BS your way through battles, at least. I'll wait until I hear more about it to comment further.
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