Post by Rabite on May 10, 2016 0:57:14 GMT -6
<Nation>
A loosely united nation ruled by a single King and several powerful vassals. Each player would control a lord under one of these powerful Dukes, or even be the Dukes themselves. For those that chose to be a lesser noble, you also control your liege as one of your NPC. Generally as long as you pay your taxes, the King won't care what you might be doing unless you're starting a rebellion or something that might be threatening to his throne. There's really no limit to the culture and race you might want to play, we're in a post-apocalypse UC world, anything goes unless you want to be some sort of angel, demon, or furry.
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Clans
Clans are the factions of each player, so make one of your own. Any sort of history is accepted, assuming it could be incorporated into the settings. It's not necessary that you need to be a noble clan with history, but don't expect something like a Communist Party would be accepted, you're still a vassal under the King's rule. You can have all sorts of history and background, which might affect how your clan is treated by NPCs, or perhaps even give actual benefits such as higher spawn points in battle.
Each player is recommended to create their own unit list, if not then you're free to use the general unit list that the rest of the nation uses. A map is also recommended for more efficient battles, but also not demanded. There's no real limits on how many NPC you might want to make, but try to keep it under control.
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<Battle System>
Spawn System
This time we'll be using a point based spawning system, with a predetermined amount of points given to both parties before battle, which each side can use to spawn whatever they might want. The points provided is a guideline, and not necessary apply the same way in every situation. For example, while you can have 25 infantry per point spent, infantry that are under equipped compared to the average will spawn more than 25 infantries, while the more elite troops will spawn less. Refer to Rabite or Richter for details.
25x Infantry (1 Point)
1x Artillery Gun (1-3 Points)
1x Unarmored Vehicles (2 Points)
1x Armored Vehicle (3 Points)
1x Early Tank/JMS (4-6 Points)
1x Naval Vessels (5-10 Points, 4 Points if unarmed)
1x Airship (5-10 Points)
1x Aircraft (3-7 Points)
1x MS (10 Points or Higher)
We would likely have different spawn point in a good number of battles, but for reference it would be around this level:
30 Points - Skirmish (750ish Troops)
90 Points - Battles between clans (2250ish Troops)
900 Points - International Battle (22500ish Troops)
For sure it won't stay the same, so don't treat it like it's something solid.
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Separate Battle Field System
For factions with a navy or air force, they have the option to send those out using a separate set of points. In the case that they decided to use these points to send out ships or aircrafts, their land forces will suffer a penalty in terms of spawn points. For example, in a battle where you have 10 spawn points, and you decide to send out your navy. In this case, you'll have another 10 points just for your navy, but your army will suffer a 30% penalty and only have 7 points to use.
Now your enemies might have the same choice, in the case they do send out a navy to fight your ships, their spawn points will be treated the same way. The victor's naval forces will arrive instantly, and joins the main land battle. In the case they do not or can not send out a navy to stop you, the ships or aircrafts will arrive 2-3 turns later, similar to when you call for reinforcements.
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<Technology>
In order to have more diversity, the choices in what to develop would be fairly limited by several things. One restriction is you cannot simply develop something out of thin air, if you have never make any contact with a faction that has an air force, you won't be trying to develop anti-air guns. Another restriction is, you gain technology after every arc phase, and you won't gain so much that you'll get to develop everything so limit it to the ones you want or need. The second restriction can make each of the clans more unique, giving them specialties, and getting the players to work together in the future when we have a more powerful enemy to deal with.
Clans can communicate with each other, and perhaps to some degree give technology assistance to each other, such as providing them ideas of technology that they had no contact with in terms of experience or needs.
A loosely united nation ruled by a single King and several powerful vassals. Each player would control a lord under one of these powerful Dukes, or even be the Dukes themselves. For those that chose to be a lesser noble, you also control your liege as one of your NPC. Generally as long as you pay your taxes, the King won't care what you might be doing unless you're starting a rebellion or something that might be threatening to his throne. There's really no limit to the culture and race you might want to play, we're in a post-apocalypse UC world, anything goes unless you want to be some sort of angel, demon, or furry.
-
Clans
Clans are the factions of each player, so make one of your own. Any sort of history is accepted, assuming it could be incorporated into the settings. It's not necessary that you need to be a noble clan with history, but don't expect something like a Communist Party would be accepted, you're still a vassal under the King's rule. You can have all sorts of history and background, which might affect how your clan is treated by NPCs, or perhaps even give actual benefits such as higher spawn points in battle.
Each player is recommended to create their own unit list, if not then you're free to use the general unit list that the rest of the nation uses. A map is also recommended for more efficient battles, but also not demanded. There's no real limits on how many NPC you might want to make, but try to keep it under control.
-
<Battle System>
Spawn System
This time we'll be using a point based spawning system, with a predetermined amount of points given to both parties before battle, which each side can use to spawn whatever they might want. The points provided is a guideline, and not necessary apply the same way in every situation. For example, while you can have 25 infantry per point spent, infantry that are under equipped compared to the average will spawn more than 25 infantries, while the more elite troops will spawn less. Refer to Rabite or Richter for details.
25x Infantry (1 Point)
1x Artillery Gun (1-3 Points)
1x Unarmored Vehicles (2 Points)
1x Armored Vehicle (3 Points)
1x Early Tank/JMS (4-6 Points)
1x Naval Vessels (5-10 Points, 4 Points if unarmed)
1x Airship (5-10 Points)
1x Aircraft (3-7 Points)
1x MS (10 Points or Higher)
We would likely have different spawn point in a good number of battles, but for reference it would be around this level:
30 Points - Skirmish (750ish Troops)
90 Points - Battles between clans (2250ish Troops)
900 Points - International Battle (22500ish Troops)
For sure it won't stay the same, so don't treat it like it's something solid.
-
Separate Battle Field System
For factions with a navy or air force, they have the option to send those out using a separate set of points. In the case that they decided to use these points to send out ships or aircrafts, their land forces will suffer a penalty in terms of spawn points. For example, in a battle where you have 10 spawn points, and you decide to send out your navy. In this case, you'll have another 10 points just for your navy, but your army will suffer a 30% penalty and only have 7 points to use.
Now your enemies might have the same choice, in the case they do send out a navy to fight your ships, their spawn points will be treated the same way. The victor's naval forces will arrive instantly, and joins the main land battle. In the case they do not or can not send out a navy to stop you, the ships or aircrafts will arrive 2-3 turns later, similar to when you call for reinforcements.
-
<Technology>
In order to have more diversity, the choices in what to develop would be fairly limited by several things. One restriction is you cannot simply develop something out of thin air, if you have never make any contact with a faction that has an air force, you won't be trying to develop anti-air guns. Another restriction is, you gain technology after every arc phase, and you won't gain so much that you'll get to develop everything so limit it to the ones you want or need. The second restriction can make each of the clans more unique, giving them specialties, and getting the players to work together in the future when we have a more powerful enemy to deal with.
Clans can communicate with each other, and perhaps to some degree give technology assistance to each other, such as providing them ideas of technology that they had no contact with in terms of experience or needs.