Endless War {Recruitment Thread}

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drmigit2

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IN THIS GAME, POWERFUL BEINGS HAVE SUMMONED ARMIES AS THEIR REPRESENTATIVES TO WAR FOR SUPREMACY.

The field of battle, an entire world.
The prize? Power, knowledge, maybe only survival.
The instructions are fairly simple; I will list them below.

I.) This is a freeform tactical RP. If you cheat by godmoding or metagaming, the universe will scourge your army from existence.

II.) Anything goes. Yes. Anything. Aliens? Sure. Medieval armies? Terrific. Do try to keep the ripoffs to a minimum though please.

III.) This game is loosely based around points. You start off with 25,000. You gain an additional 1000 each page. Armies are loosely divided into:

-Leaders (1000-2000 pts, if they die, they can only be replaced with sufficient plot background to support it, and your army suffers for it).
-Heroes(500-1000 pts, can be replaced, only get 2 at any one time).
-Troops(1-15pts)
-Elites (15-75 pts)
-Ultras (75-500pts)
-Super (2000-3000 pts, and you only get one for the entire game per army)
IV.) You can rejoin if your army is slaughtered. Different concept are requested, no "My heroes didn't die REALLY" reboots, unless under a sufficiently different concept (example: Played human hero, human hero dies, human hero becomes angel in angel army.)

V.) Special abilities run as follows. You do not have to have these numbers (or any, for that matter). Just don't exceed them.
Your army gets 3 special rules that applies to the whole thing.
-Your leader gets 3 abilities.
-Your Heroes get 2 apiece.
-Ultras can have as many as 4, but should be sufficiently limited.
-The Super gets pretty much as many as they want, but please keep it tasteful.
-Other units may have one or two.


VI.) Points matter. Tactics can make a lot of difference, but please realize that in straight-up combat, a 10 point unit will die against a 50 point unit. Units built for a certain purpose do it better than just saying your army does it. If you have units devoted to digging, then they'll dig faster than any army just doing it for RP reasons because you're rp'ing it. This is because you expended points on it.

VII.) Most importantly, PAY CLOSE ATTENTION TO WHAT OTHER PEOPLE ARE POSTING, and be very clear about where your troops are and what they are doing. Countless other RPs have been slain by carelessness in this regard, we don't want to be counted among them.

VIII.) The key to winning a PvP fight is to write out your post well and maneuver the fight into a position where the other player cannot realistically avoid the damage. Since you cannot say "I sever his head with my claymore" you instead have to get the fight to a position where you can say "I make a hard swing at his neck", and the only reasonable, realistic response he could make is to say "I get hit." If he can find some way out of it that you didn't think of, that's fair game as long as it's not godmodding or controlling some other player.

IX.) Limit what you have as your "base." While seemingly a good idea, it can be lethal to the game if everyone just stays in their zones building their defenses to ridiculous levels until they become unbeatable. You start off in a dark wasteland/jungle/snow-covered mountain/etc with the other armies in range. The whole point is to cut out the exploration part and begin the mayhem. When you create units, they enter the field as reinforcements.

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Rules
As DM, my say is final, but I want everyone to have fun and not be lording over everything, so I expect a degree of self-regulation. We need everyone working together. So if you want to incorporate an idea or propose a new rule, let everyone know. We'll discuss the game and post armies here.

1. Make sure to have fun. Don't be a jackass or else I will hate you.
2. For the purpose of this game, the battles themselves are more important than the outcomes. Write in such a way that it would be exciting to the other readers. Be creative, especially with your kills.
3. Try to limit auto-hits. I will allow some but no going overboard.
4. If you have questions about something that I haven't mentioned, ask me.
 

Not G. Ivingname

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Some questions.

1. What kind of units can we field? What is the technology/magic level we can obtain? An army with swords and archers is not going to do much good against ones with tanks and attack helicopters.

2. What kind of special abilities can we have? Are they active, passive, both, neither? Can they be all positive or must they have a downside?

3. Can we retreat? If we figure out we are losing badly, can we cut out loses and leg it? If so, can the other person pursue and slaughter the retreating cowards?

4. Do our numbers replenish after the battle is won?
 

drmigit2

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Not G. Ivingname said:
Some questions.

1. What kind of units can we field? What is the technology/magic level we can obtain? An army with swords and archers is not going to do much good against ones with tanks and attack helicopters.

2. What kind of special abilities can we have? Are they active, passive, both, neither? Can they be all positive or must they have a downside?

3. Can we retreat? If we figure out we are losing badly, can we cut out loses and leg it? If so, can the other person pursue and slaughter the retreating cowards?

4. Do our numbers replenish after the battle is won?
1. Any level works, the older thread had a few example sheets and I am updating my old one right now, but if you make an archer and knight based society my recommendation would be for example, you add dragons or something. Be creative, everything is on the table here but if I feel something is op I will bring it down.

2. Passive and active are both fine, keep them reasonable, the army ones aught to be pretty powerful, but if your elites have an ability, don't make it too broken.

3. Yes actually, my idea is that to keep a little cohesiveness, we make a roll based on the numbers and army count. If you lose, then your options could be to retreat, losing X amount of people, or charging full in, losing everyone but with the potential of taking a majority of the opposing army as well.

4. Every page you get 1000 more points.

Some example sheets are here: http://www.escapistmagazine.com/forums/read/540.397793-Mods-Delete
 

Mr.Ivebeenframed

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Hope you enjoy reading it! If I need to take anything out or modify certain things just tell me. As always I accept any suggestions or criticisms! :)

[HEADING=1]THE MELDED[/HEADING]​


"When the machine found use of the user, the user became the machine."

The Melded represent all that went wrong when a civilization becomes slaves to their own creation. Men no longer were men and were merely pawns for the great one which rules through its computer chips, and nano machines. The race before were a proud race known as the Sealins, a humanoid race with an impeccable talent for technology. They easily surpassed other civilizations and soon melded their own flesh with the machines they made programmed but that damned them. The servers and artificial intelligence turned on their creators in an instant. For all the Sealins did, their trust in their machines backfired as it gained its own wants and needs.

The "assimilation" was bloodless since the majority of Sealins were already linked into massive networks that now houses the Melded's leaders. The Sealins were either converted to workers to maintain their infrastructure or twisted into their machines of war, spilling their black blood in the name of the machine.


"Perfect" Soldiers: The Melded's troops are fearless, filled with no remorse or emotions because they've been "reprogrammed" not to feel just about anything but as a result they have a high mortality rate as they also have a lack of self-preservation. They will throw themselves into a hail of bullets, walk into traps, and unless commanded otherwise will jump off a bridge. They are also immune to any morale effects.

State of the art: Their technology has no equal and instead of bullets, their weapons fire a plethora of energy weaponry along with nano-machines meant to tear down any barrier while they are in connection with the host. In a direct fight, the Melded are incredibly difficult to outgun as long as their supply lines are unhindered. As a result, their weapons are difficult to reverse engineer let alone forcibly malfunction.

Synchronization: Each Melded is interconnected with their fellow Melded thanks to advanced networking and communications that allows for complete battlefield awareness. What a single unit will see, its comrade will see as well and that includes cloaked enemies. The last known location of a cloaked enemy will be blasted until better information is gathered.


Judgement 2000pt: Judgement itself is the spire of which it commands the Melded's troops. The spire is made of an extremely tough, metal and is covered in anti-aircraft defenses and defense drones that protect its every being. Judgement is self-sustaining as everything it ever needs is built into itself including a factory that produces troops, its power source, and everything it needs to run itself and its armies. Judgement consists of a singular A.I. that has control over the soldiers and is incredibly smart along with having a constantly growing database of combat strategies.

Powers:
Manufacturer- Soldiers are produced directly from Judgement and go to the front line faster than they would if they were being shipped from a factory. Troop deployment times are reduced by half and reinforcements are nearly instantaneous while Judgement is still operating.

Micromanagement- Judgement takes control of a single unit besides heroes. While Judgement is in control, the unit's speed, reflexes, strength, and firing rate is increased but its life expectancy is decreased by half due to Judgement overclocking the unit's capabilities. At any time, Judgement can make the unit self-destruct and the size of the explosion varies on how large the unit is.

Nano-shield- Judgement releases swarms of nano machines that protects the spire. While the nano shield is activated all defensive power is focused on the use of the nano machines that eat anyone or anything that comes into close contact of the spire. The nano machines can eat anything up to a missile barrages of bullets at a time.


The Replicator 500pt: Not a lot is known about this cyborg but the Replicator is a living chameleon. His suit renders him permanently invisible and like many of his Melded brethren, he is connected to Judgement's mainframe and is able to stream his information to other friendly unit nearby as well. The Replicator isn't much a fighter but an excellent scout, spy, and saboteur. Rumors bounce around that the Replicator was the last Sealin to be "assimilated" by the computer. The Replicator is armed with several explosives meant to be planted and is deadly in hand-to-hand combat alongside his unmatched reflexes.

Powers:
Mimic-Able to mimic, and disguise himself as any humanoid figure by simply looking at one. While disguised, he records what his victims say for analysis and to mimicry their noises if need be.

Sonic Burst-If the Replicator is in a tight situation, he activates a sonic weapon built into his suit. The weapon gives out ultrasonic sound waves that would pop uncovered eardrums, disrupt hearing, and cause the vibration of the eyeballs of nearby beings nearby which also disorient vision. This all for a chance to escape rather than a way to kill.


50U11E55 1000 pt: An advanced combat robot built from the feet up. Soulless is the first of its kind and given the best the Melded can offer ranging from advanced combat algorithms capable of learning to parts that allow it to move at extreme speeds. 50U11E55' purpose is to cause as much havoc behind enemy lines as possible alongside the Replicator but while the Replicator is the scalpel,50U11E55 is the hammer. 50U11E55 is equipped with a miniature particle beam cannon that is capable of busting through most surfaces. At full and focused power, the beam can cut through several bodies at a time armor or no armor. 50U11E55 has a tendency to capture footage of his kills(called kill feeds) as a report for Judgement, often putting them in montages for ease of access.

Powers:
AWP'd-50U11E55 locks onto a target and focuses all the energy in his particle weapon at it inflicting 75% damage at heavily armored Ultra, Hero, or Super units and killing regular units instantly but depending on how the regular units are lined up he may get a collateral. Once the damage is done, he cannot use his weapon for some time.

Knives only-50U11E55 only uses his knives which increase his speed and increases his close quarters capabilities. In this state, 50U11E55 is near unbeatable in a melee fight. He will take damage from a far and he often will seek cover or flee a fight. 50U11E55' knives are built into his forearms and cut on the molecular level but will dull if struck on hardened surfaces.

The Lost 1pt: Sealins that have had their skin stripped off and replaced with metal. They have cameras in their eyes that record anything that they see and transmit it back to Judgement. They are fierce in close combat and travel in packs.


The Damned 5pt: Basic Melded grunt that is actually a Sealin with a low-powered beam weapon in place of its right arm. They are slow but are an annoyance in small groups while in larger groups, the Damned are a force to be reckoned with. If their weapons are damaged they lumber towards the enemy in an attempt to club or bite them. They are notorious for their loud groaning, something akin to groans of pain.

Power:
Amplify- Large groups of Damned can concentrate their beam weapons together into a singular beam that can cause heavy damage to better armored foes. Only up to five Damned can amplify their beams and the damage inflicted is equivalent of a 10 point unit.


The Foresaken 15pt: Similar to the Damned but more machine than flesh so they can withstand a few more shots. The Lost specialize in an anti-infantry role with the weapons on their arms that fire needles capable of piercing flesh and metal fairly easily. The needles are actually pods of nano-machines that break apart after being shot into the target and eat apart the designated area for a few moments before dying. Their needle guns are short ranged so they use their armor to get closer to the enemy in order to fire but they can also wreck havoc in a close quarters as their arms become spiked maces.


Harbingers 50pt: Fully-armored drones with large shields in front that is capable of taking fire for a prolonged period of time. Their sole purpose is to prolong the life expectancy of the units behind him but in a close fight, the Harbingers will use their shields a melee weapons if need be.


The Angered 75pt: Released in groups of 3, these Melded are deployed with one thought in mind: Destruction. The Angered are beasts formed by mutating a Sealin in ungodly ways, and turning them into killing machines. These cyborgs are only allowed one feeling and it is that of rage. They harbor the rage of their enslaved kin and take it out on their opponents in battle. Their rage is only activated by injection authorization of Judgement and these monsters will whoever is in their way be it friend or foe.


Dread 50pt: Another drone that hunkers down and lays waste to enemies from a far with its high powered lasers which is a scaled up version of the beams that the Damned uses. Dread units are also great defensive units and since they aren't so heavily armored as the Harbingers, they emit an energy shield capable of withstanding fire for some time.


Beasts 100pt: Tall-legged drones housing combat A.I.s and capable of combat through its 8 low-powered laser weapons but its sensors are just as important. The Beasts have an impressive amount of sensors, and cameras that they can relay to other units in battle, providing a secondary command platform in case communication with Judgement is interfered with. Along with sensors, the Beasts are equipped with a number of support powers for the Melded.

Powers:
Emergency Command- If communication with Judgement is disturbed then the Beast will take command of the units nearby and forms a command net with other Beasts to restore combat capabilities. While under Emergency command, the Beasts cannot use their weapons.

Sensory Overload- Produces false communication relays from random areas and floods a singular enemy unit's communications with electronic disturbance if the enemy has an equal technological level or more.

Line of fire- Increases the range of units nearby at the cost of deactivating its own weapon systems.

Emergency Restart- Hardened uplinks and a sealed emergency power system reactivates the Beast from an EMP and one other unit.


Flyers 75pt: Drones meant to wrest control of the skies that are equal part flying tanks. Built with the same material put in the spire, these flying drones are extremely hard to kill. These drones are armed with a high powered laser in the front and plasma weaponry meant for melting armor and possibly flesh.

Powers:
Air superiority- Focuses all efforts on cleaning the skies of the enemy. It will ignore any threats from the ground in an attempt to destroy the air threats at all cost. The Flyers will only use their front laser weapon to take out the air threats.

Ground air support- Focuses efforts on supporting ground troops. In this state, the flyers are more conservative of their well-being and they try to avoid anti-aircraft fire. Flyers will also only use their plasma weaponry to weaken or destroy enemy armor.


Inevitability 2500pt: This four-legged heavily armored beast is bristling with plasma weaponry and has a pulse cannon built into its throat. It moves at a slow speed but its weight cracks the earth beneath its feet. Its scales are as hard as the spire's metal structure and built with havoc in mind.

Powers:
Roar-Focuses power to its pulse cannon, and fires off an enormous pulse blast that pushes mountains aside. Anything that isn't lifted by the blast is zapped by the EMP shock wave that follows close behind the blast that fries electronics. After Inevitability's roar, it has to wait to recharge itself.
 

Not G. Ivingname

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[HEADING=1]The Republic of the Exiled[/HEADING]​

The meek shall inherit the Earth.

A thousand worlds, a thousand stories, a thousand different ways, it was always the same. The "beautiful" races of the world, Elf, Men, Dwarves, claiming to hate each other but in reality, viewed each others as worthy and equal beings. Other sentient beings, beings they could understand i they tried, cast down, enslaved, or destroyed at any possible turn. They are different. They are enemies to the free people or nature itself. They are the ones the gods cursed. They are ugly. Many beings, who's deaths were not mourned but celebrated by the "higher races," forced to the most inhospitable edges of the Earth. Orcs, Goblins, Gargoyles, Reptiles, Giants, Ogres. Now, united, they seek to free there still enslaved brothers, a create a stable nation so that all beings can be truly free.

While their equipment has been put into labeling them as savages, and their equipment is basic, the Exiled are well trained and professional army. Currently have little in the way of technology, but the Republic is willing to fight on, regardless of their weaknesses.

Diverse and well numbered, what they lack in technology and strength they more than make up for in resolve.
United We Stand: All of the Exiled are trained to fight in there designated formations, they do not view themselves as soldiers but a part of a greater hole. Consequently, they fight much better as a unit than they ever could alone. Units can get into tight formations and fight as a group, stronger than any individual part, doubling their power for point cost.

Do our best to save our own: Just as much effort has been put into training medical staff as they train the soldiers. Wounded troops more likely to survive the battle.[/b]

RAWR: The ugly faces, large size of most units, and jagged weapons put the fear in the eyes of most men they face. Any enemy they face will fear them and be more likely to rout.


Homberg 1000pt: Trained leader of the Exiled. Not a position of power, but a duty. He was selected to lead this part of the Republic's armies, not out of nobility or killing his way to the top, but because he simply was the best there is. Homberg views his position as the lowest of all the Exiled Army, cowardly staying behind and send better beings to their death. But his resolve is strong. All attempts diplomancy has failed, only through war can his people be free. Hornberg's strength is in his leadership, his fighting abilities are strong, and his armor is the strongest of the Exiled. He isn't easy to take down.

Powers:
Tactical Retreat: Homberg knows when to press forward, and when to defeat is inevitable. Him calling a tactical retreat cases melee units to pull back while ranged keep firing, only to turn around and face the enemy again as the archers move to a better position. Retreats cause damage to the enemy if they pursue and lower the amount of deaths caused by their absence.

Inspiration: While alive, Homberg causes the entire army to fight better and have much greater moral. If he dies, all units are sent into an unstoppable rage, doubling attack, unable to retreat but not able to use advanced tactics either.

Replacable: The Republic knows Homberg is a mere mortal, so train others to replace him if he falls in battle.


The Goblin 1pt: The smallest and most numerous of all the troops, these stout fighters cannot carry much in the way of armor or weapons. They all short spears, since they traditionally are the mining slaves of dwarves. They are nimble and can dodge, but can't actually take a hit. They either stay in formation and swarm their enemies, flank the enemy and go after weaker targets or attack foes who are distracted by more durable allies.

Power: Passive-Night vision- The darkness of mines and tunnels made goblins have very good vision in the dark.


Orcs 5pt:: The backbone of the army, these tough and strong creatures make look and intentionally act brutish to their enemies. However, they been known to pull tricks, to charge at the enemy, only to stop right before impact and turn against another unit. They are quite meaty, with shields, some armor, and basic axes it takes a fair bit to take them down, and very little can kill an entire platoon before it reaches their lines.

Power: Active-CHARGE- The Orcs for short times double their running speed, making them scarier and harder hitting on the charge.



Gargolyes 15 pt: Once guardians of castles and fortresses, these creatures can darken the skies. Their hollow bones don?t allow to carry weapons or armor, but their claws on their limbs can easily slice through unprotected flesh and thin metal. Their main jobs are to harass the enemy army, swarm enemy air units, and attack weak spots other units cannot reach.

Ability: -Passive- Flight- Able to fly and glide.




Drow Archers 5pt: Dark elves, once forced into the most dangerous parts of the forests, now have come out, lending their ranged strength to the Exiled cause. Their accurate and powerful bows can hit their enemies from behind barriers or other troops, as long as they have a spotter to tell them where the enemy is.

Ability:passive-Hidden in the forests-They are nearly impossible to spot when in forests, able to climb up trees, never being noticed till they fire their arrows.


Ogers 20pt: Heavily armored and strong, this species job is to absorb heavy fire. Sadly, the myths of dumb muscle is true in this case. They are not capable of complex tactics, but their natural bulk makes them a tough target to beat. This is further increased by the armor they wear, however it does make them slow. Still, when they do get into melee combat, very little can survive a hit from their clubs.

Ability:passive-Simple Minded: Their weak brain is to meaty, too stupid, and unable to understand instructions given mentally too be taken over with mind control.


Catapults 40pt: Basic but effective, these large wooden constructs can lob rocks, acid filled bottles, or unstable explosives a fair distance, up to half a mile, being winded up by Orgers. Each is crewed by five goblin?s and an Oger.

Special Ability- Active- Fight! The crew can abandone the catapult and fight in melee. However, they only use the basic goblin spears and Oger?s club. The Orger is unarmored.




Hog Riders 20pt: The Calavery on the ground, the hog riding Gretchin (half-breed of orcs and goblins) are the speedy flankers, who take advantage of any opening, attack more vulnerable units, and help defend against faster threats. Only lightly armored, they make up for it in the suprising nimbleness and speed of their hogs, plus the large amount of damage they can do on the charge.

Abilities: -Active- Bomb toss-Carries three explosives into any battle that can be tossed into enemy lines before riding off.



Hags 30pts: The best magic users the Republic has, these ugly women can lay many a curse on their foes. The three used combat spells are thus. Fireball, which flies in a straight line and explodes when it hits something, lighting blast, which does much of the same, able to bypass armor, but only damages a single target, and teleport, which can be used to bring units right into enemies lines, range is a mile.

Abilities:-Active- Anti-energy field- In a pinch, a hag can remove all magical, heat related, electric related energy within a sphere around her. Life is not harmed. However, she is not immune to the field and is reduced to a frail old woman.



Doppelgänger 25 pts: Able to change and shape it's bodies to look there enemies, these creatures are the Republic's assassin's, spies, and sabatogers. Physically frail, these creatures can lie in wait of there enemies, pretending to be a blade of grass or limbs on trees, using a cloaked walk to get behind units where there razor sharp claws to rip apart flesh, or pretend to be friends, gaining valuable information while feeding their enemies as false intelligence.

Abilities:passive-Camowalk-The Doppelgänger can make it's body match it's background. It isn't true invisibility, and from some angles it doesn't look very convincing.



Giants 100pts: Biggest and strongest of the exiled land forces, these truly are awe inspiring beings. Towering over the battlefield, these people can easily smash anything smaller than them with their mighty weapons, being hard to fell. With very thick armor, they are hard to take down by anything less than the heaviest of weapons. Slow as a glacier, but just as unstoppable.

Abilities:

-Active-Stone throw: Giants can hurl heavy stones, or any other object it can wrap it's hands around, at's it's opposition. If an enemy stays still long enough to be picked up, they can be thrown as well.

-Active- Step of a God: A giant can slam his foot down, creating a shockwave that sends any ground troop near it flying.


Dragons 200pt: The once noble race has been driven to extinction in the name of sport, dragons rise up to help defend the one land where they are viewed as something other than monsters. Able to fly and breath fire, these creatures will bring death to anything in the sky or the ground that opposes them.

Abilities:

-Passive- Dragon scales: Their thick hides are very hard to damage and immune to magical attacks

-Active- Death in flames: When they die, they die in a massive explosions that will kill just about anything that is near them

-Passive- Breath of the sun: Can breath fire that is 1000* F, melting through most armors and incinerating most units.

-Passive- Immunity to heat: Immune to extremely high tempatures, including the death of another dragon. Does not apply to wings.

So, what do you think? To under powered? Over powered? Or just right? I am doing my best with a fantasy army (that isn't dependent on magic) that I can.
 

Viking Incognito

Master Headsplitter
Nov 8, 2009
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I would like to join. I'll work on a sheet to submit.

EDIT, PLEASE READ: I really just want to say congratulations. You made a very clever tactical system that still allows us creative control but we are tethered to realistic proportions by our point number (in a good way). The point system gives us boundaries that, rather than make me feel restrained, make me feel happy as I put a ton of thought into how best to distribute point worth over my different kinds of units. And at the same time, it is left up to us to make unit types that will prepare us for the various kinds of warfare we will have to use. I am putting more thought into this than I do with most of my homework, and it is actually fun You sir, should be a video game designer with this level of skill.

Well done.
 

Not G. Ivingname

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Nov 18, 2009
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Viking Incognito said:
I would like to join. I'll work on a sheet to submit.

EDIT, PLEASE READ: I really just want to say congratulations. You made a very clever tactical system that still allows us creative control but we are tethered to realistic proportions by our point number (in a good way). The point system gives us boundaries that, rather than make me feel restrained, make me feel happy as I put a ton of thought into how best to distribute point worth over my different kinds of units. And at the same time, it is left up to us to make unit types that will prepare us for the various kinds of warfare we will have to use. I am putting more thought into this than I do with most of my homework, and it is actually fun You sir, should be a video game designer with this level of skill.

Well done.
I wonder, could you even do a system like this in a video game? It would have to be all kinds of editable, with someway to change the art assets, and have systems that can track dozens of damage types with thousands of units at once. The only game I can think could theoretically pull this off is a heavily modded version of Dwarf Fortress.
 

Viking Incognito

Master Headsplitter
Nov 8, 2009
1,924
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Not G. Ivingname said:
Viking Incognito said:
I would like to join. I'll work on a sheet to submit.

EDIT, PLEASE READ: I really just want to say congratulations. You made a very clever tactical system that still allows us creative control but we are tethered to realistic proportions by our point number (in a good way). The point system gives us boundaries that, rather than make me feel restrained, make me feel happy as I put a ton of thought into how best to distribute point worth over my different kinds of units. And at the same time, it is left up to us to make unit types that will prepare us for the various kinds of warfare we will have to use. I am putting more thought into this than I do with most of my homework, and it is actually fun You sir, should be a video game designer with this level of skill.

Well done.
I wonder, could you even do a system like this in a video game? It would have to be all kinds of editable, with someway to change the art assets, and have systems that can track dozens of damage types with thousands of units at once. The only game I can think could theoretically pull this off is a heavily modded version of Dwarf Fortress.
Oh no, I think you misunderstood. There is no way a video game on a disk could allow for the massive range of creation we have on a forum. I just mean that the creative skill drmigit2 has shown in this premise is of a caliber that would serve him well designing video games.
 

drmigit2

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Dec 25, 2008
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Viking Incognito said:
Not G. Ivingname said:
Viking Incognito said:
I would like to join. I'll work on a sheet to submit.

EDIT, PLEASE READ: I really just want to say congratulations. You made a very clever tactical system that still allows us creative control but we are tethered to realistic proportions by our point number (in a good way). The point system gives us boundaries that, rather than make me feel restrained, make me feel happy as I put a ton of thought into how best to distribute point worth over my different kinds of units. And at the same time, it is left up to us to make unit types that will prepare us for the various kinds of warfare we will have to use. I am putting more thought into this than I do with most of my homework, and it is actually fun You sir, should be a video game designer with this level of skill.

Well done.
I wonder, could you even do a system like this in a video game? It would have to be all kinds of editable, with someway to change the art assets, and have systems that can track dozens of damage types with thousands of units at once. The only game I can think could theoretically pull this off is a heavily modded version of Dwarf Fortress.
Oh no, I think you misunderstood. There is no way a video game on a disk could allow for the massive range of creation we have on a forum. I just mean that the creative skill drmigit2 has shown in this premise is of a caliber that would serve him well designing video games.
This actually wasn't mine. Asclepion made it, but I am adapting it in order to keep things from going into a chaotic mess. He abandoned the concept but I am pretty sure it is his. More explicit details are going to be coming soon. My goal is for the point values to not be arbitrary, but to still require people to be tactical and write well. A basic summary would be that ignoring tactical advantages (High ground, surprise, etc), a 3000 point army will beat a 2000 point army, but if the 2000 point army is willing to let itself be decimated, it's more than possible to take out 2500 points from the 3000 point army if the smaller army writes well enough.
 

deathbydeath

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Viking Incognito said:
I would like to join. I'll work on a sheet to submit.

EDIT, PLEASE READ: I really just want to say congratulations. You made a very clever tactical system that still allows us creative control but we are tethered to realistic proportions by our point number (in a good way). The point system gives us boundaries that, rather than make me feel restrained, make me feel happy as I put a ton of thought into how best to distribute point worth over my different kinds of units. And at the same time, it is left up to us to make unit types that will prepare us for the various kinds of warfare we will have to use. I am putting more thought into this than I do with most of my homework, and it is actually fun You sir, should be a video game designer with this level of skill.

Well done.
I'm actually not a fan of the system, honestly. There's no metric for points in=power out, and that is hampered even further by the units not even having some kind of statistics; they're governed only by descriptions and player fiat, which is not the most stable set of mechanics. Also, there's no clear map and playing field, so we'll essentially be playing an internet version of "Marco Polo" in which we're all trying to kill each other and are able to change the world around us (to varying degrees).

I'm still going to be participating, though, 'cause this looks like a lot of fun. I've got what I think is a good army planned out, and writing this as a narrative will be a great time. Anyway, to prove I'm actually working on a sheet, here's one of my heroes:

Little is known about Richter, and fewer still is known of his origin. The first time he was seen, he was striding into the court of Lord Macharium, bare except for a colorless black robe swathed around his body, standing out against his unnaturally pale skin. His pace never faltering, he arrived in front of Astrar Macharium, and knelt before the figure, swearing his loyalty in the firm, measured tone of a zealous and righteous man. "I am the Last Messenger, Richter Calvaria, and every fellow servant of Aurus is a fellow ally of mine." The Messenger then rose and left the presence of Macharius, his empty cloak swirling around him like inky nothing. On the battlefield, Richter is a force to behold. He never marches with Macharium's forces, yet he is seen assisting the Chosen often. When the Messenger chooses to make his strike, he does so in a manner eerily dissimilar to all others. He does not kill with efficiency like a hunter, with brute force like a bull, or even with elegance like a painter. When Richter takes life in the name of Aurus, he does so naturally with a method that mirrors water bubbling down a stream, or air gently kissing a forest of trees, and that, perhaps, is the most frightening part of all about Richter Calavaria.
 

Not G. Ivingname

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deathbydeath said:
Viking Incognito said:
I would like to join. I'll work on a sheet to submit.

EDIT, PLEASE READ: I really just want to say congratulations. You made a very clever tactical system that still allows us creative control but we are tethered to realistic proportions by our point number (in a good way). The point system gives us boundaries that, rather than make me feel restrained, make me feel happy as I put a ton of thought into how best to distribute point worth over my different kinds of units. And at the same time, it is left up to us to make unit types that will prepare us for the various kinds of warfare we will have to use. I am putting more thought into this than I do with most of my homework, and it is actually fun You sir, should be a video game designer with this level of skill.

Well done.
I'm actually not a fan of the system, honestly. There's no metric for points in=power out, and that is hampered even further by the units not even having some kind of statistics; they're governed only by descriptions and player fiat, which is not the most stable set of mechanics. Also, there's no clear map and playing field, so we'll essentially be playing an internet version of "Marco Polo" in which we're all trying to kill each other and are able to change the world around us (to varying degrees).

I'm still going to be participating, though, 'cause this looks like a lot of fun. I've got what I think is a good army planned out, and writing this as a narrative will be a great time. Anyway, to prove I'm actually working on a sheet, here's one of my heroes:

Little is known about Richter, and fewer still is known of his origin. The first time he was seen, he was striding into the court of Lord Macharium, bare except for a colorless black robe swathed around his body, standing out against his unnaturally pale skin. His pace never faltering, he arrived in front of Astrar Macharium, and knelt before the figure, swearing his loyalty in the firm, measured tone of a zealous and righteous man. "I am the Last Messenger, Richter Calvaria, and every fellow servant of Aurus is a fellow ally of mine." The Messenger then rose and left the presence of Macharius, his empty cloak swirling around him like inky nothing. On the battlefield, Richter is a force to behold. He never marches with Macharium's forces, yet he is seen assisting the Chosen often. When the Messenger chooses to make his strike, he does so in a manner eerily dissimilar to all others. He does not kill with efficiency like a hunter, with brute force like a bull, or even with elegance like a painter. When Richter takes life in the name of Aurus, he does so naturally with a method that mirrors water bubbling down a stream, or air gently kissing a forest of trees, and that, perhaps, is the most frightening part of all about Richter Calavaria.
Yeah, I think the fields of battles that we meet on should be described for us, so we cannot take cover into a forest that hadn't been mentioned before now or engage our enemies when one is at the bottom of a cliff we can push rocks down.
 

deathbydeath

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Not G. Ivingname said:
Yeah, I think the fields of battles that we meet on should be described for us, so we cannot take cover into a forest that hadn't been mentioned before now or engage our enemies when one is at the bottom of a cliff we can push rocks down.
I'm wondering whether or not to petition for OP to make maps of the battlefields, but I'm worried that it will turn into a poor man's Warhammer without the rules and depth.
 

drmigit2

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deathbydeath said:
Not G. Ivingname said:
Yeah, I think the fields of battles that we meet on should be described for us, so we cannot take cover into a forest that hadn't been mentioned before now or engage our enemies when one is at the bottom of a cliff we can push rocks down.
I'm wondering whether or not to petition for OP to make maps of the battlefields, but I'm worried that it will turn into a poor man's Warhammer without the rules and depth.
To make this clear, this is an extension of a roleplay that the GM quit a little bit ago. The rules mentioned aren't 100% final. I intend to make a map this weekend and to have people claim certain continents as a home base. While stacking defenses will be impossible, certain areas will probably lend themselves better than others.

I am probably going to leave this up to vote, but I have a few ideas. We have to take the army value into account along with tactical advantages, so something along the lines of either point values to having say, the high ground and detractors such as being air units in a forest would be counted in. My idea is that it's per unit, something like 2 points for high ground and maybe if someone is coming in with a surprise attack, 3 pts per unit. It puts a disadvantage to stacking heroes and having an ultra compact army. Once all the numbers are added up a winner would be decided and from there, the opposing army could retreat with X Losses or lose all their troops and see what they can take out. If the latter is taken, it's possible to deal massive damage so everyone has to write at their best. What do you guys think?

As a further proposal, I think taking over continents should give additional troops if they can be held until the end of a page. Basically, I think we should have troops stored on the map like Risk.
 

Redryhno

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sorry, thought Asclep reconsidered and made a new thread, nevermind, ignore this naow.
 

Not G. Ivingname

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Redryhno said:
sorry, thought Asclep reconsidered and made a new thread, nevermind, ignore this naow.
It's basically the same rules, same game! You can use the same army as last time if you want! Please don't leave! D:
 

Not G. Ivingname

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drmigit2 said:
deathbydeath said:
Not G. Ivingname said:
Yeah, I think the fields of battles that we meet on should be described for us, so we cannot take cover into a forest that hadn't been mentioned before now or engage our enemies when one is at the bottom of a cliff we can push rocks down.
I'm wondering whether or not to petition for OP to make maps of the battlefields, but I'm worried that it will turn into a poor man's Warhammer without the rules and depth.
To make this clear, this is an extension of a roleplay that the GM quit a little bit ago. The rules mentioned aren't 100% final. I intend to make a map this weekend and to have people claim certain continents as a home base. While stacking defenses will be impossible, certain areas will probably lend themselves better than others.

I am probably going to leave this up to vote, but I have a few ideas. We have to take the army value into account along with tactical advantages, so something along the lines of either point values to having say, the high ground and detractors such as being air units in a forest would be counted in. My idea is that it's per unit, something like 2 points for high ground and maybe if someone is coming in with a surprise attack, 3 pts per unit. It puts a disadvantage to stacking heroes and having an ultra compact army. Once all the numbers are added up a winner would be decided and from there, the opposing army could retreat with X Losses or lose all their troops and see what they can take out. If the latter is taken, it's possible to deal massive damage so everyone has to write at their best. What do you guys think?

As a further proposal, I think taking over continents should give additional troops if they can be held until the end of a page. Basically, I think we should have troops stored on the map like Risk.
How would that work for ranged units? Or my two dedicated ranged units that can arch shots over obstacles or above cover?
 

drmigit2

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Not G. Ivingname said:
drmigit2 said:
deathbydeath said:
Not G. Ivingname said:
Yeah, I think the fields of battles that we meet on should be described for us, so we cannot take cover into a forest that hadn't been mentioned before now or engage our enemies when one is at the bottom of a cliff we can push rocks down.
I'm wondering whether or not to petition for OP to make maps of the battlefields, but I'm worried that it will turn into a poor man's Warhammer without the rules and depth.
To make this clear, this is an extension of a roleplay that the GM quit a little bit ago. The rules mentioned aren't 100% final. I intend to make a map this weekend and to have people claim certain continents as a home base. While stacking defenses will be impossible, certain areas will probably lend themselves better than others.

I am probably going to leave this up to vote, but I have a few ideas. We have to take the army value into account along with tactical advantages, so something along the lines of either point values to having say, the high ground and detractors such as being air units in a forest would be counted in. My idea is that it's per unit, something like 2 points for high ground and maybe if someone is coming in with a surprise attack, 3 pts per unit. It puts a disadvantage to stacking heroes and having an ultra compact army. Once all the numbers are added up a winner would be decided and from there, the opposing army could retreat with X Losses or lose all their troops and see what they can take out. If the latter is taken, it's possible to deal massive damage so everyone has to write at their best. What do you guys think?

As a further proposal, I think taking over continents should give additional troops if they can be held until the end of a page. Basically, I think we should have troops stored on the map like Risk.
How would that work for ranged units? Or my two dedicated ranged units that can arch shots over obstacles or above cover?
Forests don't bode well for them either. Trees and leaves obscure shots and can cause people to miss. Rocky terrain gives them an advantage due to being able to shoot behind cover and might give your soldiers an extra advantage. You need to state what you bring, and where you invade from at the start of your turn. It's assumed most ranged units can take advantage of cover.
 

Redryhno

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Not G. Ivingname said:
It's basically the same rules, same game! You can use the same army as last time if you want! Please don't leave! D:
Sorry, this is based on principle more than anything, can't morally support something that I haven't seen allowed by the original GM, besides the fact that Asclep had a defined set of rules he was keeping in reserve for the game proper, I think.
 

Asclepion

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I'm actually impressed by you guys. I didn't expect the idea to catch as much as it did. Some of you have written some awesome stuff. I'll reconsider joining.
 

Not G. Ivingname

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Redryhno said:
Not G. Ivingname said:
It's basically the same rules, same game! You can use the same army as last time if you want! Please don't leave! D:
Sorry, this is based on principle more than anything, can't morally support something that I haven't seen allowed by the original GM, besides the fact that Asclep had a defined set of rules he was keeping in reserve for the game proper, I think.
Well, the original GM has actually stated interest in JOINING this thread, so you morally support this now and join us! ^.^