Post by Sun Quan on Oct 22, 2009 0:15:03 GMT
Section Three covers [red]Battles[/red] and [red]Dueling[/red]
Battle Rules
So here we are- at the meat and potatoes of the game, the battles. Battles are for all intents and purposes used for kingdoms to gain land or to defeat an opposing army. Now, before we get into the actual battles, we must cover how one starts a battle:
Anyone may start a battle, though usually battles should start off with a ruler making the decision to take a city. For instance, Ma Chao wants to take Chang'An, a city we will for this situation say is under the control of Cao Cao. The young 'Horselord' gathers his army into a large group in a thread and sends word to others that the attack is to begin. However, Ma Chao must first contact an admin with details about his invasion. Assuming the person playing Chao has half a brain, he'd pm me, so as to further surprise Cao Cao.
Now I go and set up the boards and prepare the threads so that Ma Chao may properly attack Chang'An.
At the time of the attack Cao Cao had his cousin, Xiahou Dun, controlling Chang'An in case this very situation occurred. Only Xiahou Dun may defend the city for now, as Cao Cao realistically shouldn't even know of the attack until quite some time. Unless, Cao Cao had somehow intercepted the attack and had prepared before.. otherwise he must wait two turns until he can arrive as reinforcements. And remember, if you can't prove you've found something out, like an attack, in the rp, then you will be voided!
So, to re-cap:
The actual rules of a battle are self explanatory to the rest of the game, remain realistic an do not god mod.
Turns and Battle Movement
Battles occur in turns and each and every person who's in the battle gets to post in the turn. Turns have orders, as well- so the first person to post will be the first person to post on every turn, the 2nd always the 2nd, etc. This is the fundamental way to battle. An example:
Furthermore, so as to also make sure battles are fair and organized, players will be limited on how far they can move their armies during a turn. This information will always be posted in battle threads in the form of a 'key' placed on the map of the specific battle area.
36hour Posting Rule - Another rule that is key in battles; this rule states that you as a player have 36 hours to post when you're turn comes up. Losses for your character will also be updated, even if you have missed your turn. We will be strict on this rule unless someone has an obvious and clear excuse to why they could not be there to post. Otherwise, com'on, it's a whole day and a half.
Troop Losses
In battles troops die- the number of how many you lose will fluctuate depending on how well you fight, this is the way of war.
So as to not provide confusion or allow for the evil biased beast to rear its head we've developed a formula for troop losses.
Okay, so maybe you’ve looked at the troops and you’re thinking ‘OMG, NOT A SIM’. Well worry not, this IS NOT A SIM. It is an initial loss process that keeps it 100% fair. Certain units are better than others, this is the natural cycle we all adapt to when facing other people in battles. We all use spearmen against cavalry or swordsmen against spearmen. It’s natural, even if it is somewhat inaccurate.
On this site we do a series of 3 calculations in total.
Calculation One
Let’s look at some examples of how damage will be dealt. It is easier to explain how it works with examples than it is to describe it.
Okay, so the first stage is simple. What are the stats of the units and how many are there. The below figures are only examples.
1000 swordsmen:
0.6 ATT || 0.3 DEF
600 spearmen:
0.4 ATT || 0.3 DEF
Now that we have the basic statistics, we calculate the damage. So, 1000 swordsmen attack the 600 spearmen. So the first thing we must do is deduct the DEF rating of the spearmen from the ATT rating of the attacker. Example.
0.3 DEF – 0.6 ATT = 0.3 ATT
This is what the swordsmen’s attack will be. So they deal a total of
0.3 x 1,000 = 300
300 spearmen will die. But this isn’t added yet, now we do the reverse operation and have the spearmen counter the attacker. So we run the same formula for the defending unit.
0.4 ATT – 0.3 Def = 0.1 ATT
0.1 x 600 = 60
So 60 swordsmen will die in the ‘counter’ phase. This is how all INITIAL damage is dealt, but this does not conclude the damage phase.
Calculation Two
This is the RP consideration phase, here we use the above losses as an initial base to work with and then we alter them according to morale, fatigue, formation and strategy. We base the rp consideration on what has happened, how the attacker attacked and how the defender responded. This fixes any issues the formula may have provided and makes it friendlier for everyone to use.
That’s about it. I hope it was easy enough for you to understand. Remember that it is important to reduce the attacker’s value by the defending units defence. Otherwise you’ll kill lots of people. xD
This is what we will rely on most of the time. In times where there is an issue with the formula or a complaint from a member, the two leaders of the factions will debate over troop losses and decide the numbers to the best of their ability. These are the only two options.
Dueling
Dueling is much like a regular battle in that it consists of fighting and has turns and you may even find that you duel often while fighting in a battle. Whether the latter or just taking up a fight in the dueling arena you must always follow the rules:
Also, remember you only have two weapons, and are not allowed hidden weapons.
Battle Rules
So here we are- at the meat and potatoes of the game, the battles. Battles are for all intents and purposes used for kingdoms to gain land or to defeat an opposing army. Now, before we get into the actual battles, we must cover how one starts a battle:
Anyone may start a battle, though usually battles should start off with a ruler making the decision to take a city. For instance, Ma Chao wants to take Chang'An, a city we will for this situation say is under the control of Cao Cao. The young 'Horselord' gathers his army into a large group in a thread and sends word to others that the attack is to begin. However, Ma Chao must first contact an admin with details about his invasion. Assuming the person playing Chao has half a brain, he'd pm me, so as to further surprise Cao Cao.
Now I go and set up the boards and prepare the threads so that Ma Chao may properly attack Chang'An.
At the time of the attack Cao Cao had his cousin, Xiahou Dun, controlling Chang'An in case this very situation occurred. Only Xiahou Dun may defend the city for now, as Cao Cao realistically shouldn't even know of the attack until quite some time. Unless, Cao Cao had somehow intercepted the attack and had prepared before.. otherwise he must wait two turns until he can arrive as reinforcements. And remember, if you can't prove you've found something out, like an attack, in the rp, then you will be voided!
So, to re-cap:
- Post somewhere leaving to attack a certain city
- Pm an admin so they can make the boards and threads for you
- The attacking force makes the first post
- Whoever is in the city gets to defend it
- Reinforcements must wait two turns before arriving
The actual rules of a battle are self explanatory to the rest of the game, remain realistic an do not god mod.
Turns and Battle Movement
Battles occur in turns and each and every person who's in the battle gets to post in the turn. Turns have orders, as well- so the first person to post will be the first person to post on every turn, the 2nd always the 2nd, etc. This is the fundamental way to battle. An example:
- Player A1 [steaksauce] starts the battle off
- Player A2 joins in on the fight
- Player B1 is defending and replies
Turn 2 - Player A1
- Player A2
- Player B1
Turn 3 (when reinforcements can show up) - Player A1
- Player A2
- Player B1
- Player B2 arrives as reinforcements
Furthermore, so as to also make sure battles are fair and organized, players will be limited on how far they can move their armies during a turn. This information will always be posted in battle threads in the form of a 'key' placed on the map of the specific battle area.
36hour Posting Rule - Another rule that is key in battles; this rule states that you as a player have 36 hours to post when you're turn comes up. Losses for your character will also be updated, even if you have missed your turn. We will be strict on this rule unless someone has an obvious and clear excuse to why they could not be there to post. Otherwise, com'on, it's a whole day and a half.
Troop Losses
In battles troops die- the number of how many you lose will fluctuate depending on how well you fight, this is the way of war.
So as to not provide confusion or allow for the evil biased beast to rear its head we've developed a formula for troop losses.
Okay, so maybe you’ve looked at the troops and you’re thinking ‘OMG, NOT A SIM’. Well worry not, this IS NOT A SIM. It is an initial loss process that keeps it 100% fair. Certain units are better than others, this is the natural cycle we all adapt to when facing other people in battles. We all use spearmen against cavalry or swordsmen against spearmen. It’s natural, even if it is somewhat inaccurate.
On this site we do a series of 3 calculations in total.
Calculation One
Let’s look at some examples of how damage will be dealt. It is easier to explain how it works with examples than it is to describe it.
Okay, so the first stage is simple. What are the stats of the units and how many are there. The below figures are only examples.
1000 swordsmen:
0.6 ATT || 0.3 DEF
600 spearmen:
0.4 ATT || 0.3 DEF
Now that we have the basic statistics, we calculate the damage. So, 1000 swordsmen attack the 600 spearmen. So the first thing we must do is deduct the DEF rating of the spearmen from the ATT rating of the attacker. Example.
0.3 DEF – 0.6 ATT = 0.3 ATT
This is what the swordsmen’s attack will be. So they deal a total of
0.3 x 1,000 = 300
300 spearmen will die. But this isn’t added yet, now we do the reverse operation and have the spearmen counter the attacker. So we run the same formula for the defending unit.
0.4 ATT – 0.3 Def = 0.1 ATT
0.1 x 600 = 60
So 60 swordsmen will die in the ‘counter’ phase. This is how all INITIAL damage is dealt, but this does not conclude the damage phase.
Calculation Two
This is the RP consideration phase, here we use the above losses as an initial base to work with and then we alter them according to morale, fatigue, formation and strategy. We base the rp consideration on what has happened, how the attacker attacked and how the defender responded. This fixes any issues the formula may have provided and makes it friendlier for everyone to use.
That’s about it. I hope it was easy enough for you to understand. Remember that it is important to reduce the attacker’s value by the defending units defence. Otherwise you’ll kill lots of people. xD
This is what we will rely on most of the time. In times where there is an issue with the formula or a complaint from a member, the two leaders of the factions will debate over troop losses and decide the numbers to the best of their ability. These are the only two options.
Dueling
Dueling is much like a regular battle in that it consists of fighting and has turns and you may even find that you duel often while fighting in a battle. Whether the latter or just taking up a fight in the dueling arena you must always follow the rules:
- Remain realistic
- No superman jumps, musou, etc, this is not dynasty warriors
- Don't god-mod
- Nor should you assume anything unless your opponent hasn't listed it
- Try to have fun, and keep the ooc to a minimum
Also, remember you only have two weapons, and are not allowed hidden weapons.