IOT Developmental Thread

perhaps add an auxiliary ability to accountant?
 
Decamper: Looks really cool! I love the idea of managing individual, special soldiers as part of a specialized mercenary company.
 
Rules are basically done besides some adjusting, just doing all the world stuff for the territories now (updated the post above with one territory done), so could potentially get the thread up in a day or two. Also worth pointing out, I might run this on both cfc and the Frontier, depending on how much interest this gets.
 
Basic Rules for a Hex-Based Forum Combat Game

As some of you may be aware, Ahigin started work on WH40k style codices for BOTWAWKI 2.6. This started me thinking about the possibilities and actual implementation of a battle oriented game in a playable forum manner. This is something that was attempted in the past, but never really was pulled off. My conclusion has always been that it would only work when done as a raw board game, rather than with a story-based format. Upon research and consideration, I doubt if WH40k would work well in a forum-based format, but a turn-based hex map with combat ala Civil War Generals 2 or Shattered Union could be just the key.

As I no longer can just do all of this work on a single jump drive, due to work restrictions, I have instead decided to post here for thoughts and comments as I work towards refining the formula. I have put a lot of thought into this the past week and I think it’s doable as a game, assuming committed players above all else.

Armies
Spoiler :

The core component of the game would be each individual player’s armies. These would be the forces that take place in the battles and would be handcrafted by the players. The stats for each army would look something like this:

Army: Player Name
Faction: Aligned Faction
Supply: #
Spoiler :

1. Unit Type “Nickname” (Bonuses from Battle Experience)
2. Unit Type “Nickname” (Bonuses from Battle Experience)
3. Unit Type “Nickname” (Bonuses from Battle Experience)
And so on…


Army name can be chose by the player, as long as its thematic with the faction they choose.

The factions of course would be listed and each would have its own certain types of units and specialties when compared to each other.

Supply would be the amount of points available to the army for the recruitment of new units between battles.

The numbers listed in front of each unit would be the number displayed on the hex map while in battle, allowing players to know who is where (more on that later). Unit Type would be the specific unit as selected from the list of types available for each faction. Nicknames would be awarded based on battle experience, rather than given by the player at the creation. I feel this would allow for more investment in units, much as XCOM only unlocks nicknames for units after some use. Units that kill 4 or more enemies during a battle would be awarded bonuses to various stats, and they would be listed there.


Units
Spoiler :

All units would have the following basic stat format:

Unit Type
Classification: Melee, Ranged, Artillery, or Naval
Strength (HP): #
Movement Points (MP): #
Melee Attack (MA): #
Ranged Attack (RA): #
Range (R): #
Armor (A): #
Special Rules for Unit, if Applicable

The Classification of a unit comes down to four different categories. Melee class units have no ranged attacks, but they bypass any terrain cover bonuses for defenders attacked in battle. Ranged class units can engage in melee combat (but at a major disadvantage), but usually will fight by ranged direct-sight attack. They can fire over melee units, but would be unable to fire through obstructions such as trees or ruins; also, they will ALWAYS do damage to the targeted unit, unless the enemy’s cover and armor modifiers are too high. Artillery have the most powerful attacks and have indirect fire, allowing them to decimate any units within range outside of cover. Naval units function as Artillery units for combat purposes, and can transport a land unit across otherwise impassable water hexes.

The Strength is just the HP of the unit and how many hits it takes for them to die.

Movement points are the amount of hexes that a unit can move through each turn. Some types of terrain will require more or less than just 1 MP.

Melee Attack is the base modifier for the unit for hand to hand combat.

Ranged Attack is how much damage the unit will do before cover and armor modifiers.

Range is the distance of hexes that a ranged unit can fire at.

Armor is the modifier the unit receives when damage is taken in battle or while under fire.

Special Rules will vary across the factions, but will be most common for exceptionally powerful units. They will typically be self-explanatory in practice.


Terrain
Spoiler :

The battle maps will all consist of hexes for combat purposes, and thankfully there are many great tools for creating simple hex maps. There can only be one unit on each hex. Each Hex will have a different type of terrain, with a Cover modifier. Cover is the amount of reduction to ranged damage the terrain provides to the unit. Therefore, an element of terrain with 4 Cover would reduce damage taken by Ranged and Artillery units by 4 for the unit sitting. An element of terrain with -2 Cover would increase damage taken by Ranged and Artillery units by 2. The terrain I’ve decided upon is as following:

Road: -2 Cover, 0.5 MP cost
Open: -1 Cover, 1 MP cost
Small River: Fordable river or stream that can be crossed without a bridge; no modifier to cover, but all MP are expended when moving into the hex
Swamp: +1 Cover, 3 MP cost
Forest: +2 Cover, 2 MP cost
Settlement:+2 Cover, Automatically Heals Defenders +1 HP if they do not move in a turn (from civilians joining the defense, and picking up weapons); 1 MP Cost
Ruins: +3 Cover; 2 MP Cost
Elevated Terrain +1 Range, -1 Cover (Any of the above can also be elevated, uses those MP costs)


Combat and Turns
Spoiler :

The function of the game would be essentially the same as playing a PBEM game. Players would take their turn (Attacker first), the GM would roll the dice and move the units, and then report on the outcomes on the main thread. Then the next player would take their turn, and so forth until the battle was over. On each turn, the player would issue orders for all of his units on the battle map. Each turn, the player can also bring in reinforcements from his main army (assuming they are not all already present on the field) to any hex marked as a Supply Depot for his side that is not already occupied by a unit. Units can also be withdrawn from the map at a Supply Depot if you feel they could add nothing more to the battle. Here are the actions that can be taken.

Do Nothing: When nothing is done with an unit, they are assumed to be digging into a hex, giving them +1 Cover and Ranged units will automatically fire upon the first unit that enters into their range.

Fire: Ranged and Artillery units can fire upon the target of their choice, expending all remaining movement points.

Charge: Melee or Ranged units can assault an enemy occupied hex directly, sparking a battle to the death for both units involved, using all remaining movement points.

Move: Listed units move, expending the relevant amount of Movement points per hex.


Firing should be a fairly straightforward manner of combat, as it’s just the base RA, followed by Cover and Armor deductions. Melee combat will be a different beast altogether. For melee combat, it would be conducted as following: 6die+DefenderMA against 6die+AttackerMA. Whichever adds up to the most is the winner, and the loser takes the difference as damage, minus the loser armor rating. These rolls continue until one unit out of the two is dead. Multiple melee units can attack the same hex in a turn, and this could be advisable when “zerg rushing” a more powerful unit.


Battle Modifiers and Victory
Spoiler :

The cornerstone of the game would be the battles themselves. They would each take place on a map generated to match the location of the battle taking place on the grand campaign map. Due to the diversity of the wasteland, not every area of a battle will be created equal. Sometimes there would be modifiers that apply to the attacker, defender, or both. For the most part these would be randomly generated. Here’s a couple of examples of how they would appear:

Attacker Modifier: Local partisans have set traps for the invaders. -1 MP to each Attacker unit with more than 1 base MP.

Defender Modifier: The local population has risen up in support of the invaders. -1 HP for units ending their turn in local Settlement hexes.

Map Modifier: The battle is taking place in a heavy blizzard. -1 Range for all units with more than 1 Range base.

To win a battle, you must either destroy all enemy units or the other player must concede victory to you. If a player concedes victory, all of his units surrounded by the enemy will count as being destroyed automatically. Any others will live to fight another battle in the Grand Campaign. Any losses you take in battle will be permanently lost to your army for future battles, so sometimes concession may be needed to save your forces for eventual victory.


Grand Campaign
Spoiler :

The Grand Campaign would take place with multiple players playing as armies for various factions. Multiple battles would take place simultaneously, until one player stands dominant over all of the rest. A player would be knocked out of the game if they lose all of their units in a battle or if all of their faction’s territory has been conquered by other factions. A player’s army can only be involved in one battle at a time, even if his faction is being attacked from two different directions. The player would have to choose which battle to fight.

In the aftermath of a battle each side will gain Supply based on the amount of enemy units destroyed. The loser of the battle will gain 1 Supply per each enemy unit destroyed, while the winner will gain 2 Supply. The Supply can be used to buy new units at any point when the player is not actually engaged in a battle.

One of the primary differences between this and the typical forum game is that there would be no standard “updates.” Instead, there would just be the individual battle updates added to the main thread after each player’s turn. There could be multiple battles taking place simultaneously, depending on the overall amount of players in the game.
 
Cruel Crazy Beautiful World is still under development, so today I'd like to talk about Capital and Raiding.

Africa has more currency systems than europe in this time period. Be it the Salt Blocks of Ethiopia, hard cash in northern and western Africa, or cattle in the South, there are several different ways of counting your money.

Capital is divided into TYPES and into actual CAPITAL.
A TYPE of capital is what kind of currency is used in your country.
CAPITAL, meanwhile, is an abstract concept. Everyone uses capital in trading.

Raiding, however, brings something new to the table.
Raiding can be done between any two countries. In raiding, capital is taken in a violent manner.

The interesting thing here is that if two countries have a different capital type, then a raid may not actually weaken the opposing enemy. If you go out hunting for gold you will not take any cattle, and as a result the capital of the raided party may not even decrease.

Raids are suggested only during war time, since parties may not always be happy with it. However, they tend to be highly lucrative, especially when dealing between capital types: you can make a LOT of money this way.

For each level of eco tech, 5 capital is produced each turn. For each stock exchange, another 2 capital is produced.

Trade networks can be established, with each one producing a set amount of capital for each party involved.

I’ll go into more detail on trade next time.
 
So why would anyone care if you steal cows from Mali?
 
Now I don't plan on doing this any time soon, but I wanted it to be known that I'm working on a homebrew based off of pathfinder. It's due to be set in the League of Legends' universe, but I am hoping to craft the experience in such a way that you don't have to know about the setting in order to play (and have exploring my take on things be one of the draws of the game). It's not really an IOT, but as I expect to draw mainly from this playerbase, I feel posting it here is appropriate. I would like some feedback on what I have so far and whether or not you all might be interested.

link
 
A homebrew? Is it a pathfinder game? If so, I'm in.

EDIT: Aye I see the doc looks like that. I'm in. Either mage or rogue, depending on the types of rogues available. I'm going by a bard/artist archetype, or a rambling prophet. Bard/artist probably translates into rogue, prophet mage, and bard could be magy too.
 
bard/artist is covered by mage mostly, yes. Probably the Arcanist specialization. To answer your question, it's essentially pathfinder, but with several overhauls to fit my own vision. And in the League of Legends universe :p
 
bard/artist is covered by mage mostly, yes. Probably the Arcanist specialization. To answer your question, it's essentially pathfinder, but with several overhauls to fit my own vision. And in the League of Legends universe :p

Save me a seat. Imma mage it up. :)
 
Hi, I know that I'm a newbie, so I'm propably to ask, but i just wanted to ask Thorvald and Robert how far they are with their IOT rulebook,spreedsheat etc.

Just wanted to ask how long it's gonna take ^^. I'm still pretty hyped (*What shall I play, Germany, Taiwan, South Afrika there are so many possibilities arggghhh*)^^
 
Not until Early June. I've got a lot of exams and stuff.
 
Hey everybody. I posted a potential ruleset a month or two ago that was centered on elections in a fictional country. I have since been ruminating on simulating a fictional country and came up with a very complex and entirely unworkable system. Recently however I was playing Cities XL and thought that it may provide a great base to run a game similar to what I had originally proposed. So I guess my question is, would anyone be interested in participating in a game like that?

The crux of the game would be two-fold: campaigns, and parliamentary politics. I would divide the map up into voting precincts holding roughly the same population. Each player would be the founder of a party. You would then run your party's campaign across all the precincts to win seats in the Parliament. Seats would be awarded proportionally. The effect of this would be basically a weighted vote in Parliament for each player (your party consists of multiple NPCs directed by you). Multiple players would not be allowed in the same party, but parties could form coalitions with one another. You would then get so many cycles to direct city policy (economics being mainly simulated by the game, and the rest by me).

The use of the game as a base for economic simulation carries with it great benefits. Namely less work on my part running the game, and the opportunity for screenshots that really illustrate progress in the game.
 
I'll take that as a no then haha. Guess years of government/poli sci classes have made me incredibly boring :lol:
 
Back
Top Bottom