As for the "US versus Iraq," that requires massive levels of disparity between militaries. I don't think we've seen that level of disparity in any of my games yet. So it is invalid.
Why not just give sneak attacks a modifier depending on how late they're detected, with x1.5-x2.5 being "oh crap where did this tank come from?"
you know... i want an IOT in which a single province nation is not only possible, but viable.
i wanted to play as Cyprus for a long time...
Maybe in a 1000-1500 IOT.
Please reveal unto me a real-world example of enemy agents compromising the whole network at once. Even D-Day didn't pull off the scale you're describing.
This all stinks of a back-handed ploy to justify them / provide ulterior mechanisms.
So, a country that can't just strike radar installations with strike fighters has the resources to infiltrate the military, political, and economic sphere of a country so deeply to make the whole country not notice hundreds of thousands of troops across the border massing up?
The number of conventional military sneak attacks over the last century isn't really that high, because it is extremely difficult to cover up something like that.
I want sneak attacks (and warmongering in general) to suffer heavy penalties. I don't care how one goes about that.
The number of nuclear wars was also... zero during the last century. How many wars have there been between two superpowers in the modern age as well? Also zero. Likely because it would be too costly to be pursued effectively, even without nuclear weapons as part of it.
One commits a grave error in assuming reality and IOT have anything to do with eachother.![]()
Idea for Real-time battle simulation in IOT: I was thinking we could use chatrooms to make a rather intresting battle system. I have the crude rules invisioned but it would go something like this.
1. A certain time is chosen that suits both players...if one player cannot participate he may NPC himself or leave it to another cfcer to command his troops
2. Both players enter a designated chatroom. Spectators are welcome but will not be allowed to spam
3. The GM posts a map with troop ensignia and a grid.
4. Players give orders, command troop movements, GM tracks it and calculates battle results, the system would allow more realistic battle occurances like flanking, artillery fire, jews, perks and etc, so the battles aren't decided with randomness
I will give more info when i get home and I'll post the full system.
I have always thought sneak attacks deserve a massive penalty for their attack. It makes so much more sense from a game play perspective. "Will I risk a suprise attack with a weakened attack, or will I give them a chance to prepare then attack with full force?" sort of thing.
This is a good idea if well played correctly. Well it may pose for a general than a politician controlling a battle front hand could be fun, especially when one combines with initial war plans for some chaotic results. It will also allow role play to be more chaotic in line with the nature of war. Finally it would encourage players to think about their army make ups, especially important in scaling and setting the use of rocket artillery to bombard your enemies with maximum efficiency while ones commando teams deals with the enemy commanders.
I'll launch a beta when I have the time. It'll be a closed one, with 7 players at maximum, probably the Balkan wars (1912-1913). But first i need to get the happening going.
I look forward to seeing this applied in IOTs.
i really hope not. sorry, i like simple battles more. it sounds like an interesting theory, but it looks to be a huge time sink, and you would have to do thus for every. single. battle, no matter how mismatched the forces are.
Unless, of course, it'd deployed at the strategic scale.
its still an unnecessary time sink, and almost no one has the time to spare for that. also, it sounds complicated.
i really hope not. sorry, i like simple battles more. it sounds like an interesting theory, but it looks to be a huge time sink, and you would have to do thus for every. single. battle, no matter how mismatched the forces are.
Unless, of course, it'd deployed at the strategic scale.
...but war plans in IOTs are not simple things and the alterative is to rely on rolls which would not be grand.
A time sink? This think can set for a agreed time and would use the time to result not only in a grander war mechanic that tests players but also set for purpose of organising RP to grander scale.
As for "ever. single. battle," we need to calculate how this would measure.
Finally "mismatched" is a subjective term: a small army can beat a large army with correct tactics and... perhaps additional factors but consider that the mechanic may provide some new interesting ways to play around with battles.
It also helps get people into the world grander.
its still an unnecessary time sink, and almost no one has the time to spare for that. also, it sounds complicated.
People have the time to spare: what statistics are you using?
Also it is deep but not needlessly have to be complicated, especially as it would have to be simple enough for real time usage but deep enough for strategy.
After all is not IOT and all other games a unnecessary time sink?
People have the time to spare: what statistics are you using?
Also it is deep but not needlessly have to be complicated, especially as it would have to be simple enough for real time usage but deep enough for strategy.
After all is not IOT and all other games a unnecessary time sink?
Its useful because it eliminates randomness and just sheer force. I like to know why I lost and why didn't my goddamn generals do anything. Another factor about the time is that you dont necessarily have to be the commander. Two players can play a faction, one being the political/diplomatic leader the other being the military leader.