IOT Developmental Thread

Perhaps a US and Canada (and maybe Cuba and Mexico) IOT, where you can only chose one state, province, or territory, the only problem with this is what will make up the core of the game play?
 

Then the Empire of the Rising Big Apple will swoop in and conquer you all after you wear eachother down! :evil:

Perhaps a US and Canada (and maybe Cuba and Mexico) IOT, where you can only chose one state, province, or territory, the only problem with this is what will make up the core of the game play?

You'd simply need some way for players to gain influence over other territories and thus gradually build a Holy Roman Empire-esque entity, where they have nominal control over all of North America.
 
You'd simply need some way for players to gain influence over other territories and thus gradually build a Holy Roman Empire-esque entity, where they have nominal control over all of North America.

Alternatively, I could restrict territory plucking to outside of North America and turn it into a colonization game.
 
IOT ULTRASUBNATIONALISM.png
My proposed map of IOT: Ultra Sub-nationalism, both the name and the map are a workinprogress as I'm not sure if including the UK is a good idea, I went ahead and added Australia & New Zealand because it will be a cold day in hell when they get there own IOT. The rules would be that your starting civ will be any of the pre-colored states and out of those you may only select one, also your nation has to be named after the state you pick, aside from that the game will follow IOT6 rules. Any thought or suggestions?

EDIT:Forgot to mention, I made both Cuba and the Dominican Rep. only state, should they stay this way or should they dissolve into smaller entities?
 
Greenland, Iceland, and Central America don't speak English.
 
Greenland is part of North America (the original idea) and Iceland's fate is tied to Britain's.
 
If you use that argument, you should put every other country on the map.

I'll give you 5 seconds to guess why.
 
Inspired partly by Enlightenment and partly by Revolution, I've started working on another IOT-like game set in the Industrial era. It will not start at least until March, depending on how many IOTs are running then, and whether I can cope with managing the game. If not, I might just post the rules up and let someone else run it.

In the mean time I'll play around with the rules to hopefully get something that's simple yet elegant, and most importantly easy for me as GM to work with. At the moment it looks like it's going to be events-driven, so random events and how you respond to it will be very important in the game.

I still need to come up with a land combat system I'm happy with. The system I used in IOTVI is boring and heavily favors the defender, so I'd like to hear some ideas on this front.
 
Inspired partly by Enlightenment and partly by Revolution, I've started working on another IOT-like game set in the Industrial era. It will not start at least until March, depending on how many IOTs are running then, and whether I can cope with managing the game. If not, I might just post the rules up and let someone else run it.

In the mean time I'll play around with the rules to hopefully get something that's simple yet elegant, and most importantly easy for me as GM to work with. At the moment it looks like it's going to be events-driven, so random events and how you respond to it will be very important in the game.

I still need to come up with a land combat system I'm happy with. The system I used in IOTVI is boring and heavily favors the defender, so I'd like to hear some ideas on this front.

DO NOT USE RNG IN COMBAT SYSTEM, I would prefer story writing or something like that where both write a battle plan and you pick the winner, according to reality, style and overall strength
 
DO NOT USE RNG IN COMBAT SYSTEM, I would prefer story writing or something like that where both write a battle plan and you pick the winner, according to reality, style and overall strength

Well, I like things to be quantified, so I'd be more comfortable working with numbers rather than stories. I still like to use RNG (or something) to account for the "unseen" factors in battles, but it'd be a very small part of the combat system.
 
@Mad Man- I'm OK with Australia being included, even though its out of the way but its still a historical colony. But England? Why? Might as well allow the rest of Europe too!

I'd personally stick with North America, but definitely no UK.
 
Inspired partly by Enlightenment and partly by Revolution, I've started working on another IOT-like game set in the Industrial era. It will not start at least until March, depending on how many IOTs are running then, and whether I can cope with managing the game. If not, I might just post the rules up and let someone else run it.

In the mean time I'll play around with the rules to hopefully get something that's simple yet elegant, and most importantly easy for me as GM to work with. At the moment it looks like it's going to be events-driven, so random events and how you respond to it will be very important in the game.

I still need to come up with a land combat system I'm happy with. The system I used in IOTVI is boring and heavily favors the defender, so I'd like to hear some ideas on this front.

You could use IOT Rev's system combined with what I say in response to Nedim here in a second.

DO NOT USE RNG IN COMBAT SYSTEM, I would prefer story writing or something like that where both write a battle plan and you pick the winner, according to reality, style and overall strength

Why not both? The problem with the story-writing is that I'm sure a lot of guys here....don't like to write I suppose. BUT there should be a bonus to detailed battle plans. So why not add a bonuses that make sense? Such as saying "I'll send 14 armies from this province to this one to disrupt their only supply line and then send 14 armies to attack this territory to get a combat bonus". That way it isn't strictly RNG but not strictly story either.
 
Why not both? The problem with the story-writing is that I'm sure a lot of guys here....don't like to write I suppose. BUT there should be a bonus to detailed battle plans. So why not add a bonuses that make sense? Such as saying "I'll send 14 armies from this province to this one to disrupt their only supply line and then send 14 armies to attack this territory to get a combat bonus". That way it isn't strictly RNG but not strictly story either.

Nice a really good Idea and ummm when writing can we use visual aids like battle plans on maps, scenes from the battle....
 
Nice a really good Idea and ummm when writing can we use visual aids like battle plans on maps, scenes from the battle....

Yep. Scenes from the battle? I suppose if you can find pictures of Israeli soldiers fighting Egyptians in the 1960s-err. Sure. Yeah, scenes for battles are cool too.
 
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