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Post by The New Student Dean on Aug 25, 2012 11:53:46 GMT -8
Details later of trial, error, and other bits. For potential use for territory strategy fights and others who may wish to instigate their own, non-mod events. 1200x700 map with 1100x600 available to it, utilizing up to 540-555 squares. ...Potential usability for Proboards Forum-based D&D.
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Post by "Unfettered" on Aug 31, 2012 18:47:51 GMT -8
So, this last one took me about two-three hours of construction. And I'm seeing a plethora of possibility with it.
Tracking movement, designing walls, creating entrances, everything done at bird's eye-view, having smaller maps for smaller buildings with a variety of environments/potential items to be utilized.
Idea: Movement Speed = {Total Dex (Base + Items + Qi [If Active]) / 10} + 3.
^ Reason for this is so that NPC Gang movement is reduced down to the sluggish pace of moving 1 square a round. Fighting will take place as per normal, and movement can be noted down in coordinates. This'll appeal to some with a more game-minded and/or strategy-minded set with army movements, but probably won't be as popular with more RP-based things... but this is all experimental and is just side work I'm making for myself as a mod.
If anyone's interested in trying it out in the moderate future, please, lemme know! I have a few simple quests in mind...
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Post by Deleted on Oct 5, 2012 20:42:57 GMT -8
Okay, figured I'd throw out some ideas on it. First, I like the grid though one side should be letter to minimize confusion on troop position. But it would add a welcome new element to the territory battles. Beyond that I think a system should be put in place to govern how they interact in the battle. Attack, Defense, Morale, Gear, Movement, Hit points, and experience. We have stats to set a base so I'll work off that for some of this. Basically pulling from my Total War RPB days. - Mikey's movement formula works but I feel there should be a tier level based on speed and a stamina pool to draw from. The more exhausted a unit is, the less effective in combat they'll be and the lower the morale. I'll just use the base 10 in everything that come with generic NPCs.
A base NPC would have 4 movement points. {10+0+0}/10 + 3 = 4.
Using all 4 per turn would be the equivalent to a dead sprint or charge and use the most stamina. 3 would be a run, 2 a jog, and 1 being a walk. Of course combat would fall under the higher level, I'd said 4 but back to the stamina pool.
- Stamina pool = Con x Cha + {(Str+Dex)/2}. It's a base pool to govern troop abilities across the battle. All the physical stats are incorporated, strength and dexterity are halved because training them to high levels increases stamina but not directly as endurance training would and charisma is an inclusion of morale/"second wind effect". Even when tired people can push into reserves represent by charisma.
A base NPC would have a starting stamina pool of 110. 10x10{(10+10)/2}=110
On a 1 to 1 ratio, a unit could dead sprint 440 squares or fight full out for 27.5, round down 27, turns. However I feel a exponential curve should be used. A unit at dead sprint for 4 turns, example, would start to use 5 stamina points, then 6 and so on at determined intervals.
Then, based on points, levels could be determined with penalties for lower stamina. Using the ones I remember, Fresh, Warmed Up, Winded, Tired, and Exhausted. Fresh would 100% of the pool down to 80%, Warmed up 80%-60%, Winded 60%-40%, Tired 40%-20%, and Exhausted 20%-0%. Penalties could be assigned to each level for both combat and morale. Tired soldiers move slow, are less effective in combat, and more likely to rout.
- Attack and Defense are values to determine effectiveness in combat. Attack obviously used when a unit is attacking while defense would determine a unit's strength when attacked.
Attack = (Str + Items) + (Int + Items) + (Dex + Items) Defense = (Con + Items) + (Wis + Items) + (Dex + Items)
Now these would be equal for the time being but with other elements would differ thus adding another element of strategy.
- Hit points is another easy value. Basically how much damage troops can take before falling.
HP = Str x Con
A base NPC would have 100.
Combat had some far more difficult equations to it, however for simplicity here as this isn't a Total War board. HP would be lost in accordance with the values of units current state, i.e. attack for attacking units and defense for defending units. Accounts would be given momentum, morale, and stamina in part.
- Gear is pretty much items. For example, some of the Crows are equipped with weapons and armor. They could add onto stats as well as subtract. Heavy armor would add Con but could subtract Dex and also increase stamina drain in doing so.
- Experience is simple as well. NPC units could earn exp based on battle fought in, units defeated, and through training. Specialization would also allow players to take a base 60 points and designate them in different manner than the 10s method to increase specialization.
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Post by "Unfettered" on Oct 17, 2012 0:57:25 GMT -8
In lieu of recent events, I'll put this on hold until further notice.
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