Post by Zack Asiv on Dec 8, 2009 9:13:58 GMT -8
I was inspired by a game I played rescently and this may proove really interesting. I'm going to be using my own and David Blazes Stats as a compairison to better explain my work and idea.
Though the downside is I would need to hire a new mod to do nothing else but run this thing. Also this will be explained in sections.
Alright
The Stats:
Mr. Asiv:
Strength: 60
Dexterity: 50
Constitution: 40
Intelligence: 50
Wisdom: 40
Charisma: 40
David Blaze:
Strength: 100
Dexterity: 100
Constitution: 100
Intelligence: 100
Wisdom: 100
Charisma: 100
Soldiers stats:
Atk: (Str x Cha / 2)
Def: (Con x Cha / 2)
Isp: (Wis x Cha / 2)
HP: (Int x Cha / 2)
The Soldiers:
You start with the same amount of soldiers as you have Charisma, they can be split into squads no bigger than 5, and no smaller than 2.
You will lose soldiers but its not permanent, your soldiers are completely replenished at the end of each month.
Each soldier in the squad contributes to Moral, and Squad HP. For arguements sake I'll use my stats and Davids stats as examples for two squads doing battle.
I have a squad of two that enters battle with a squad of 2 from Davids Army.
Asiv's Squad 2:
Atk: 2400
Def: 1600
Isp: 1600
HP: 2000
Davids Squad 2:
Atk: 10,000
Def: 10,000
Isp: 10,000
HP: 10,000
Obviousely my squad is way over powered but this is how a fight would occure.
I would attack davids squad with my attack, but since his defence is so much higher my attack would be cut by .3 (Note: only because there is no "Immune" to attack. Any attack done that is done against a unit or officer with a higher defence than the person attack is cut to .3.) Doing 720 dmg to their HP.
Davids Squad:
Atk: 10,000
Def: 10,000
Isp: 10,000
HP: 10,000 - 720 = 9,280
Sadly now he attacks breaking my defence so, it would be 10,000 - 1600 = 8,400.
This destroys my squad. Now this is where Isp (Insperation) comes into play. This effects moral. His isp is 10,000 which is an attack on my moral, the squad defeated would deflect some of that moral which would be 10,000 - 1600 = 8,400. So just from that he does 8,400 damage to my moral.
Alright now lets have two squads witht he max amount of soldiers in it.
Asiv's Squad 5:
Atk: 6,000
Def: 4,000
Isp: 4,000
HP: 5,000
Davids Squad 5:
Atk: 25,000
Def: 25,000
Isp: 25,000
HP: 25,000
See where this is going?
Now then, lets move on to the Commander on the Field.
The Player:
This is how it is from the view of the person in charge, either David or Asiv. Difference in tactics now.
David would likely not take any soldiers with him and make himself a squad, the leader or player is the only one allowed to be his own squad with no help. The players stats are done the same way except not divided. And every commander automatically has 50 in each of the stats. Except for HP, when it comes to HP they have a boost, the formula is thus Int + Dex X Cha.
Mr. Asiv:
Atk: 2,450
Def: 1,650
Isp: 1,650
HP: 4,050
David Blaze:
Atk: 10,000
Def: 10,000
Isp: 10,000
HP: 10,000
Alrighty, obviousely if they where to go against each other one on one, Asiv would lose, but lets say since David's lone fighter leading style, and Asiv's charismatic leading style he would have more soldiers, the same formula would be followed to add soldiers, but even the commander can only have so many join his squad. (5, to make a total of six counting the leader.) Take out the leader and you win.
The Choices:
Okay so this is how it goes. The turf wars allow anyone to either be a roaming fighter with some followers to an ambitious gang leader hell bent on taking over california. There is even options to just join someone else and add your followers to another persons gang, or just simply join forces..
Going back to my stats I would chose of course the role of a gang leader. While I'm sure David would chose to be a roaming fighter with people randomly folllowing him around with him constently threatening them. Anyways.
I have 40 Cha.
This gives me command of 40 people. Obviouse outnumbered by Davids odd following of 100.
Now lets say I control 259 as my turf. David's attack would be pretty quick.
(Note: For now I'm going to explain things plain jane, there are ways for the 40 to beat the 100, but thats for later.)
The only problem with attacking another territory is the person controlling the turf has a higher moral2. (IE: All stats added together and multiplied by two.). This will drop the Def rating of all his soldiers. (IE: Con X Cha / 2). It will drop the enemy Def by 25% until they have more or equil moral.
Generals:
These are other Turf War players who have descided to join the commanders. Like say instead of fighting Asiv recruits David and his men, which would raise the army to 140.
David would be made a General and his loss on the battle field (IE: forced to flee) will not lose the battle entirely. David would still be in command of his 100 and Asiv would still be in command of his 40.
Moral:
Moral is very important. each player starts with 100,000 moral points. INS descides damage to moral, there are many ways for moral to drop, traps, invading, reinforcements from enemy generals. There is also ways to get it back, being reinforced, defeating enemy units. See every point of damage done to the enemies moral is given to the other player. If one players moral reaches 200,000 then they are the victor. If the owner of a territory is invaded they start with 120,000, which means the attacker only has 80,000 moral.
Not only that but the persons troops all lose Def until each party has 100,000 or they have more.
When being reinforced you gain 1,000 moral and the enemy loses 1,000 moral.
If you set off a trap INS of the unit the trap effects descides the damage to the Moral bar.
The Battle's End:
Alright so we have gone over troops, the players, and generals, we know how to do stats, and about moral.
Now there are alot of possibilities. Lets say david defeated Asiv, but does not wish to rule land, the land is then vacant, Asiv would be unable to reclaim the land until his soldiers are replenished at the end of the month.
Lets say David lost, then Asiv would chose to either sell David (As a prisoner, he would be released for a price), try and force him to be a general, or let him go. His forces would get an Atk boost of 500 in the next battle for defending their land.
This would give Asiv a good opening to attack new land, unless Asiv was smart, then he would remain at his own land until the end of the month so he mite be able to defend his land again.
Had David won and wanted the land he would of been the new leader of that land, and be given the same choices to do to Asiv, either force him to be a general in his army, or sell him, or release him. David would gain a Def boost of 500 to all his soldiers.
Thats the basic mechanics of it all. I'm working on how to operate "Mini Game Money" so people can buy troop upgrades, or Commander upgrades, shit like that. I'm thinking though if it was troop upgrades it would be specific squads, or maybe even individual soldiers that get the upgrade. I'm also trying to work out mechanics to judge how much "Mini Game Money" someone would get for certain things. Anyways what do you guy's think?
Though the downside is I would need to hire a new mod to do nothing else but run this thing. Also this will be explained in sections.
Alright
The Stats:
Mr. Asiv:
Strength: 60
Dexterity: 50
Constitution: 40
Intelligence: 50
Wisdom: 40
Charisma: 40
David Blaze:
Strength: 100
Dexterity: 100
Constitution: 100
Intelligence: 100
Wisdom: 100
Charisma: 100
Soldiers stats:
Atk: (Str x Cha / 2)
Def: (Con x Cha / 2)
Isp: (Wis x Cha / 2)
HP: (Int x Cha / 2)
The Soldiers:
You start with the same amount of soldiers as you have Charisma, they can be split into squads no bigger than 5, and no smaller than 2.
You will lose soldiers but its not permanent, your soldiers are completely replenished at the end of each month.
Each soldier in the squad contributes to Moral, and Squad HP. For arguements sake I'll use my stats and Davids stats as examples for two squads doing battle.
I have a squad of two that enters battle with a squad of 2 from Davids Army.
Asiv's Squad 2:
Atk: 2400
Def: 1600
Isp: 1600
HP: 2000
Davids Squad 2:
Atk: 10,000
Def: 10,000
Isp: 10,000
HP: 10,000
Obviousely my squad is way over powered but this is how a fight would occure.
I would attack davids squad with my attack, but since his defence is so much higher my attack would be cut by .3 (Note: only because there is no "Immune" to attack. Any attack done that is done against a unit or officer with a higher defence than the person attack is cut to .3.) Doing 720 dmg to their HP.
Davids Squad:
Atk: 10,000
Def: 10,000
Isp: 10,000
HP: 10,000 - 720 = 9,280
Sadly now he attacks breaking my defence so, it would be 10,000 - 1600 = 8,400.
This destroys my squad. Now this is where Isp (Insperation) comes into play. This effects moral. His isp is 10,000 which is an attack on my moral, the squad defeated would deflect some of that moral which would be 10,000 - 1600 = 8,400. So just from that he does 8,400 damage to my moral.
Alright now lets have two squads witht he max amount of soldiers in it.
Asiv's Squad 5:
Atk: 6,000
Def: 4,000
Isp: 4,000
HP: 5,000
Davids Squad 5:
Atk: 25,000
Def: 25,000
Isp: 25,000
HP: 25,000
See where this is going?
Now then, lets move on to the Commander on the Field.
The Player:
This is how it is from the view of the person in charge, either David or Asiv. Difference in tactics now.
David would likely not take any soldiers with him and make himself a squad, the leader or player is the only one allowed to be his own squad with no help. The players stats are done the same way except not divided. And every commander automatically has 50 in each of the stats. Except for HP, when it comes to HP they have a boost, the formula is thus Int + Dex X Cha.
Mr. Asiv:
Atk: 2,450
Def: 1,650
Isp: 1,650
HP: 4,050
David Blaze:
Atk: 10,000
Def: 10,000
Isp: 10,000
HP: 10,000
Alrighty, obviousely if they where to go against each other one on one, Asiv would lose, but lets say since David's lone fighter leading style, and Asiv's charismatic leading style he would have more soldiers, the same formula would be followed to add soldiers, but even the commander can only have so many join his squad. (5, to make a total of six counting the leader.) Take out the leader and you win.
The Choices:
Okay so this is how it goes. The turf wars allow anyone to either be a roaming fighter with some followers to an ambitious gang leader hell bent on taking over california. There is even options to just join someone else and add your followers to another persons gang, or just simply join forces..
Going back to my stats I would chose of course the role of a gang leader. While I'm sure David would chose to be a roaming fighter with people randomly folllowing him around with him constently threatening them. Anyways.
I have 40 Cha.
This gives me command of 40 people. Obviouse outnumbered by Davids odd following of 100.
Now lets say I control 259 as my turf. David's attack would be pretty quick.
(Note: For now I'm going to explain things plain jane, there are ways for the 40 to beat the 100, but thats for later.)
The only problem with attacking another territory is the person controlling the turf has a higher moral2. (IE: All stats added together and multiplied by two.). This will drop the Def rating of all his soldiers. (IE: Con X Cha / 2). It will drop the enemy Def by 25% until they have more or equil moral.
Generals:
These are other Turf War players who have descided to join the commanders. Like say instead of fighting Asiv recruits David and his men, which would raise the army to 140.
David would be made a General and his loss on the battle field (IE: forced to flee) will not lose the battle entirely. David would still be in command of his 100 and Asiv would still be in command of his 40.
Moral:
Moral is very important. each player starts with 100,000 moral points. INS descides damage to moral, there are many ways for moral to drop, traps, invading, reinforcements from enemy generals. There is also ways to get it back, being reinforced, defeating enemy units. See every point of damage done to the enemies moral is given to the other player. If one players moral reaches 200,000 then they are the victor. If the owner of a territory is invaded they start with 120,000, which means the attacker only has 80,000 moral.
Not only that but the persons troops all lose Def until each party has 100,000 or they have more.
When being reinforced you gain 1,000 moral and the enemy loses 1,000 moral.
If you set off a trap INS of the unit the trap effects descides the damage to the Moral bar.
The Battle's End:
Alright so we have gone over troops, the players, and generals, we know how to do stats, and about moral.
Now there are alot of possibilities. Lets say david defeated Asiv, but does not wish to rule land, the land is then vacant, Asiv would be unable to reclaim the land until his soldiers are replenished at the end of the month.
Lets say David lost, then Asiv would chose to either sell David (As a prisoner, he would be released for a price), try and force him to be a general, or let him go. His forces would get an Atk boost of 500 in the next battle for defending their land.
This would give Asiv a good opening to attack new land, unless Asiv was smart, then he would remain at his own land until the end of the month so he mite be able to defend his land again.
Had David won and wanted the land he would of been the new leader of that land, and be given the same choices to do to Asiv, either force him to be a general in his army, or sell him, or release him. David would gain a Def boost of 500 to all his soldiers.
Thats the basic mechanics of it all. I'm working on how to operate "Mini Game Money" so people can buy troop upgrades, or Commander upgrades, shit like that. I'm thinking though if it was troop upgrades it would be specific squads, or maybe even individual soldiers that get the upgrade. I'm also trying to work out mechanics to judge how much "Mini Game Money" someone would get for certain things. Anyways what do you guy's think?