IOT Developmental Thread

Fack, this is turning into IOT! So many crossposts!!!

:lol:

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I like many of these ideas.

I think diplomacy should be mostly kept to PM's and private social groups and the like. I've always found it strange how diplomacy is so clean and out-in-the-open in IO games :p. This would also help remove most of the clutter. One post in a diplomacy thread detailing what you've achieved in each turn should be enough to suffice, with anything more being taken to either PM's, social groups or visitor messages.
 
That's always a good idea, yes. The less spam the better.
 
Combat -

Is handled from the battlegrid like this:

When a battle is initiated a player with no stake in the fight volunteers as the host and edits the map terrain based on the provinces the fight is in. This person handles all dice rolls.

Terrains:
- Open
- River
- Urban
- Forest
- Hill
- Mountain
- Road/Bridge(can be drawn through any terrain type)

Everyone builds their units on the strategic map using Production Points(every territory gives PPs equal to its point cost) and deploys them on the map. Only 7 units per player at a time. Everything else is in Reserves and can be deployed as units are killed as replacements. There are 4 unit types:

- Infantry
- Tank
- Artillery
- Gunships

Each one has three Statistics - Offense, Defense and Movement.

Movement:

Artillery, Tanks & Infantry can move one square.
Gunships can move two.
Roads give a unit +1 speed(except gunships). Rivers are impassable to Tanks and Artillery unless they use a bridge. Gunships are not affected by terrain.
Tanks can move +1 on open ground.

So a Tank on an open road moves 3, fastest in the game.

Offense:

Rating of 1-3, with one being lowest:

Infantry: 1
Artillery: 3
Tank: 2
Gunships: 2

Defense:

Infantry: 1
Artillery: 1
Tank: 3
Gunships: 2

All units attack only when adjacent to a target, except Artillery, which may attack one square beyond that.

Favored Enemies are units that this unit counters well, and that is represented by a +2 offense and defense bonus in combat with that unit type:

Gunship>Tank>Artillery>Gunship

These numbers are modifiers to rolls of two six-sided dice. Combat is handled like this:

Tank attacks Artillery. Roll gets 8. Attack bonus added - 10. Favored Enemy bonus is added - 12. Artillery rolls for defense, gets 6. Adds defense modifier - 7. Tank hits and kills Artillery. If the Artillery had gotten a higher number then the Tank then neither unit would be dead.

Every unit has two specials.

Tank:

Mobility = +1 attack and movement in Open Ground.
Unwieldy = -1 Offense, Defense and Movement in Urban, Forest and Mountain.

Artillery:

Limited Cover = +1 defense in Urban and Forest.
Minimum Range = -1 Offense if attacking a unit adjacent to it.

Infantry:

Cover = +2 Defense, +1 Offense in Forest, Urban and Mountain.
Fording = May cross rivers without Bridge.

Gunships:

Flying = Ignores Terrain.
Rocket Pods = Once for each Gunship per battle gain +3 Offense in one fight.

We'd either need a Battle Host who doesn't have a nation(who's gonna attack the guy who controls the battle dice?!?!?!?) or a neutral volunteer with no stake in any given battle.

This may all make it too complicated, but it's an idea. I can also work up something for aircraft and naval combat if you want - that would make me feel more like this IS a modern game.

- Lighthearter
 
Players should definitely not be allowed to make 2 or more posts in a row; just edit your post.
 
I like your idea, LH, but I think we'd need more units. Other than that it's a really cool idea.
 
I like your idea, LH, but I think we'd need more units. Other than that it's a really cool idea.

Maybe - but I was trying to keep it simple. If you have any thoughts, please elaborate. I have a rudimentary naval system worked out, but we probably won't need it however much I want it.

- Lighthearter
 
Ok, good ideas guys! All added to the OP (except for Lighthearters, which I just linked too).

By the way, just a heads up, this is the last day for ideas. It seems as though this thread is starting to slow down, so I think it's about time we move onto the voting process, in which we'll keep the ideas we like (and possibly refine them) and boot the ones we don't like.

So get your last minute ideas in before it ends! :p
 
Ok, good ideas guys! All added to the OP (except for Lighthearters, which I just linked too).

By the way, just a heads up, this is the last day for ideas. It seems as though this thread is starting to slow down, so I think it's about time we move onto the voting process, in which we'll keep the ideas we like (and possibly refine them) and boot the ones we don't like.

So get your last minute ideas in before it ends! :p

a state should be allowed to change its provinces. internal provinces.
 

no i mean reorganizing your nation from this:
NewBitmapImage3-2.jpg


to this:
NewBitmapImage-13.jpg
 
Added to the OP along with a massive PM from Dommy.
 
What's the difference? (Sorry, I'm lethargic today, so if I missed anything obvious don't be too hard on me.)

the first oen is its original configuration with 9 provinces. i found it quite unfair, specifically about Istanbul.

the second one is a modified version with 14 provinces. there are the Istanbul and Ankara federal districts, and the some provinces were divided to slow down conquest of the state.

so if an enemy atacks three provinces, in the first one you can lose your entire core territory. in the second they can only take the north western part before having to stop.
 
If anything then the modification to be province should be made set at the start of the game. Province borders should not be able to change in game, and players should definitely not be able to change them themselves arbitrarily as Math suggested. It's unbalanced and unfair.
 
Math, everyone but Western European countries, central Africa, and a few in Asia have the same problem as you.

Just look at Australia, they have like 5 provinces on their mainland. However, they don't have a lot of stuff in the outback or even on the coast.
 
What about my banning of re-joining if you quit?

Also, new idea, as well. Along with eventsbased in RL, why not events based on the game itself? For example, in IOT II, an event could be something like "Some rouge boder skirmishes start happening in the Korea's border region. There are fears that the cease-fire between the two states will break, and the Korean War will continue again". These could be put into the update, if we do stuff like that.

Finally, why not explain what exactly is the Catyalsm, and how it destroyed the nations.
 
What about my banning of re-joining if you quit?

Also, new idea, as well. Along with eventsbased in RL, why not events based on the game itself? For example, in IOT II, an event could be something like "Some rouge boder skirmishes start happening in the Korea's border region. There are fears that the cease-fire between the two states will break, and the Korean War will continue again". These could be put into the update, if we do stuff like that.

Finally, why not explain what exactly is the Catyalsm, and how it destroyed the nations.
The Hero's triumph on Cataclysym's Eve wins 3 symbols of virtue. The Master Sword he retrieves, keeping the knight's line true.
 
What the hell does the Legend of Zelda have to do with IOT?!
 
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