IOT Developmental Thread

Bretonnia is cool, Knights are cool, jousting is cool, smoting to your left side and your right side is cool.

It probably won't be actually set in literal Bretonnia though because the actual Arthurian source material is kind of more interesting than the Warhammer setting.
 
Project Gears Dev Diary #1 – Overview and SOTOs

What is Project Gears?

Hello and welcome to the first dev diary for Project Gears. If you have been on the #development channel at all, you would know that I have been working on a new IOT/game/thing.

So, what is Project Gears? To give a brief overview, Project Gears is set in a world that is identical to OTL January 1st, 2013 except that the supernatural exists. What kind of supernatural? All kinds! Angels, aliens, science-fiction tech, demons, eldritch abominations, vampires, zombies, werewolves, wizards, witches…everything that you can imagine and more! The fact that the supernatural exists is a closely guarded secret by governments and secret societies. The players play as one of these organisations vying for influence in this hidden world of the supernatural. This game is heavily inspired by things like the SCP Foundation and the urban fantasy genre (things like Buffy the Vampire Slayer, Fate/Stay Night, Fringe ect).

Alas I don’t have too much mechanics-wise to show you today, a lot is still being worked on. There is something I’d like people to review however, and that is SOTOs.

Supernatural Oversight Treaty Organisations:

Supernatural Oversight Treaty Organisations (SOTOs) are secret intergovernmental agreements that allow cooperation between their governments in all matters supernatural. Many of these organisations were codified or reorganised in the Secret Geneva Convention that was held shortly after the collapse of the Soviet Union. The Secret Geneva Convention put an end to the reckless experimentation and exploitation of supernatural knowledge that ran rampant during the major conflicts of the 20th century and almost ended the world on multiple occasions. However, with the dawn of the 13th b'ak'tun, experimentation with the supernatural may prove more tempting for the nations of the world. Can peace be maintained even if the Secret Geneva Convention is forgotten?

SOTOs have an important mechanical function. Players have relationships with these organisations, if they perform operations in their territories they will anger them. If they do things that are in the interests of SOTOs then this will please them. Players may get funded by SOTOs or they may try and hinder their operations. SOTOs is the way I am abstracting player-government relations without simulating all ~200 countries, which would quickly drive me completely insane. I would like people who know geography better than me to look at these organisations and comment on them, see if they are realistic. Please note that this is set in 2013, so the political situation should be accurate to then as opposed to now.

Map:
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Relations:
BB1gCuu.png


Pan-Pacific Supernatural Treaty Organisation (Light Blue):

Spoiler :
Founded by the United States after World War Two, this organisation coordinated the United States’ allies in the Pacific and Asia when it came to supernatural. After the neutering of NATO’s supernatural section as part of the Secret Geneva Convention, Canada and Mexico joined the Pan-Pacific Supernatural Treaty Organisation as well.

Members:
Australia
Brunei
Canada
Chile
Cook Islands
Fiji
Indonesia
Japan
Kiribati
Laos
Malaysia
Maldives
Marshall Islands
Micronesia
Nauru
New Zealand
Niue
Palau
Papua New Guinea
Philippines
Samoa
Singapore
Solomon Islands
South Korea
Thailand
Tonga
Tuvalu
Vanuatu
United States


European Supernatural Oversight Community (Dark Blue):

Spoiler :
The European Supernatural Oversight Community was founded in secret at the same time as the European Steel and Coal Community. ESOC became a subsidiary organisation of the European Union shortly after the Union was created, however after the Secret Geneva Convention membership of ESOC and the European Union was divorced to accommodate many newly created Eastern European nations. Serbia heavily protested Kosovo’s membership in 2008, however they did not quit the organisation due to security concerns. To appease Serbia, Kosovo is considered a junior member of ESOC, giving it significantly less privileges. Vatican City is the only other junior member of the organisation.


Members:
Albania
Andorra
Austria
Belgium
Bosnia and Herzegovina
Bulgaria
Croatia
Cyprus
Czech Republic
Denmark
Estonia
Finland
France
Germany
Greece
Hungary
Iceland
Ireland
Italy
Kosovo
Latvia
Liechtenstein
Lithuania
Luxembourg
Macedonia
Malta
Moldova
Monaco
Montenegro
Netherlands
Poland
Portugal
Romania
San Marino
Serbia
Slovakia
Slovenia
Spain
Sweden
United Kingdom
Ukraine



Independent Supernatural Collective (Brown):
Spoiler :
The Independent Supernatural Collective was formed during the Secret Geneva Convention. It consists of Russia and countries that are friendly with Russia, or are not part of other groups for various reasons.

Members:
Armenia
Belarus
Iran
Kazakhstan
Kyrgyzstan
Russia
Turkmenistan
Tajikistan
Uzbekistan



Hong Kong Pact (Red):

Spoiler :
The Hong Kong Pact was formed during the Secret Geneva Convention. It consists of China and various countries that China has good relations or have strong-armed into cooperating with it.

Members:

Burma
China
Cambodia
Mongolia
North Korea
Pakistan
Laos
Vietnam



South Asian Association for Supernatural Cooperation (Purple):

Spoiler :
The South Asian Association for Supernatural Cooperation was formed during the Secret Geneva Convention. It consists of India and various other countries that were reluctant to cooperate with China or another SOTO.

Members:

Bangladesh
Bhutan
India
Nepal
Sri Lanka



South American Supernatural Union (Yellow):

Spoiler :
The South American Supernatural Union was formed during the Secret Geneva Convention. A diverse group of Central American, South American and Caribbean countries formed this organisation, leading it to have mostly neutral relations with the rest of the secret world.

Members:
Antigua and Barbuda
Argentina
Bahamas
Belize
Bolivia
Brazil
Colombia
Costa Rica
Cuba
Dominica
Dominican Republic
Ecuador
El Salvador
Grenada
Guatemala
Guyana
Haiti
Honduras
Jamaica
Nicaragua
Panama
Paraguay
Peru
Saint Kitts and Nevis
Saint Lucia
Saint Vincent and the Grenadines
Trinidad and Tobago
Suriname
Uruguay
Venezuela



African Supernatural Council (Light Brown):

Spoiler :
The African Supernatural Council was formed alongside the African Union. Many smaller SOTOs existed before then, they were integrated into the ASC framework. AU members that are already a part of the Arab Joint Supernatural Cooperation Council declined to join the ASC, but the two organisations have had cordial relations since founding.

Members:
Angola
Benin
Botswana
Burkina Faso
Burundi
Cameroon
Cape Verde
Central African Republic
Chad
Democratic Republic of the Congo
Equatorial Guinea
Ethiopia
Gabon
Gambia
Ghana
Guinea
Guinea-Bissau
Ivory Coast
Kenya
Lesotho
Liberia
Madagascar
Mali
Mauritius
Mozambique
Namibia
Niger
Nigeria
Republic of the Congo
Rwanda
Sahrawi Republic (Western Sahara)
São Tomé and Príncipe
Senegal
Seychelles
Sierra Leone
South Africa
South Sudan
Sudan
Swaziland
Tanzania
Togo
Tunisia
Uganda
Zambia
Zimbabwe



Arab Joint Supernatural Cooperation Council (Dark Green):

Spoiler :
The Arab Joint Supernatural Cooperation Council was formed with the formation of the Arab League. All its members are Arab League members. Due to the conflicts in the region, member states have started joining other groups.

Members:
Algeria
Bahrain
Comoros
Djibouti
Egypt
Jordan
Kuwait
Lebanon
Libya
Mauritania
Morocco
Oman
Palestine
Qatar
Somalia
Sudan
Syria
Tunsia
United Arab Emirates
Yemen


Kabul Treaty Group (Light Green):

Spoiler :
The Kabal Treaty Group was formed at the commencement of the Afghanistan War so America could have their allies in the region such as Afghanistan, Turkey, Israel and Saudi Arabia coordinate better. The Kabul Treaty Group has expanded to include other US-conquered countries such as Iraq and a few countries that have had fallings out with Russia such as Georgia.

Members:
Azerbaijan
Afghanistan
Georgia
Iraq
Israel
Saudi Arabia
Turkey


Please give your thoughts/comments, it would be extremely helpful!
 
My main thing would be: how are angels and demons defined?

Radically alters how things go. ;)
 
My main thing would be: how are angels and demons defined?

Radically alters how things go. ;)

Completely up to the player. Hell, there could even be multiple competing "species" of angels and demons.
 
Either way I am thinking of what schemes would a Bond villain style organisation do in this setting.

Laying claims to [classified]
 
Ewwwwww bordersss
 
San Diego resents once again being clumped into the Los Angeles sewersprawl.

Edit: Actually, on second thought, it looks like we might be in Baja instead.
 
When a patch adds a game breaking bug
 
Project Gears Dev Diary #2 – Squads and Operations

Hello all and welcome to another dev diary for Project Gears! Today I am going to be talking about an important part of this game, squads and operations. Note that all the rules are still in development and I am actively looking for feedback on them. Please enjoy!

Squads:
Spoiler :
Squads are your forces that you send on operations. Your squads contain many different specialities including combat operatives, spies, scientists and anomalous specialists. The exact structure of your squads is completely up to you, I won’t be tracking number of squad members or equipment or anything like that. Squads can only be deployed on one operation per turn and an organisation may only deploy one squad on each operation. Stats are abstracted into five attributes.

Attributes:

Combat Effectiveness: Combat Effectiveness represents how effective your squad is at combat, both lethal and non-lethal. This represents both the power of your equipment and the skill of your operatives.

Investigation: Investigation represents how quickly and how well your squad researches into anomalies. It represents on-the-ground investigation and it also represents the ability of your squad to perform research in labs, arcane libraries and similar facilities.

Mobility: Mobility represents how physically fast you squad is, how fast they can move from point a to point b. It represents the physical speed of your transportation vehicles along with the ability of your squad to get around pesky obstacles, both physical ones and legal ones.

Charisma: Charisma represents how good your squad is convincing locals to assist them or leave them alone in their operations. Charisma is important, failing Charisma checks could lead your squad to encountering major roadblocks, increasing your notability or getting the wrong sort of attention from unwanted parties. Charisma also plays a role in convincing less-violent anomalies to come in peacefully.

Covertness: The ability of your squad to avoid unwanted detection, whether that be from civilians, law enforcement, rival agents or the anomaly you are tracking down.

To make a new squad, it costs $20,000. These new squads will have four in every attribute, which is the absolute minimum needed to go on a mission. If a squad ever has less than four points in an attribute then they will be unable to go on operations. New squads can be deployed on operations the turn they are formed. An attribute of a squad can be increased by one point for $1,000, there is no limit to the amount of attribute increases a squad can have. Stat increases happen before squads are deployed on an operation.

When deploying a squad on an operation, they increase the organisation’s notability by the sum of their attributes. For example, a squad with four points in each attribute would increase an organisation’s notability by 20 when deployed on an operation. This penalty can be mitigated by investing in the Janitorial Department. Maintenance of squads are calculated in a similar way, maintained is $1,000 x the sum of the squad’s attribute. For example, a squad with four points in each attribute would cost $20,000 per turn to maintain.


Operations:
Spoiler :
Operations are the bread and butter of your organisations. Operations are how you acquire supernatural assets, expand your influence and keep your sponsors happy. Each player may only deploy a maximum of one squad on an operation. If two or more different organisations wish to cooperate in an operation, I will treat both their squads as one squad and add their attributes together. Cooperating with other organisations on operations always leaves the possibility for conflict over the rewards or betrayal, so be careful.

Operations are divided up into a series of challenges, each challenge has a different type. There are five different challenges, each corresponding to one of the five attributes of a squad, this system is very similar to the way that rolls work in GURPS. When I conduct a challenge, I roll 3d6 for each squad on an operation and add/subtract any relevant modifiers. If the roll is lower than the stat then it is a victory, if it is higher than that then it is a failure. The amount the roll was higher/lower than the stat of your squad is added/subtracted to a stat called victory points. When all challenges are completed, the squad with the highest positive total victory points achieves victory. In the event of ties, additional tiebreaker challenges may be done. In the case that only one squad is deployed on an operation, they simply need a positive amount of victory points to achieve victory. If no squad has positive victory points then it is assumed that all squads have bungled up the operation to the point where nobody can truly claim that they have achieved their objective. Failing/achieving specific challenges by particular margins may have additional consequences/benefits, either in relation to the specific operation or the game as a whole. Each operation will have a specific blend of challenges, while many operations will have at least one challenge of each type, some operations may have different numbers of types of challenges than other. For instance, a combat heavy operations would likely have more combat challenges than operations where combat is unlikely.

Operations are generally divided into two types, event-initiated and player-initiated operations. Every turn I will generate several supernatural events around the world that the players will be expected to influence, think of them like missions that are generated in a game such as XCOM. Any player may send their squads to influence these events as event-initiated operations unless it is explicitly said otherwise.

Player-initiated operations are generated differently. Once per turn, players may say in their orders that they intend a player-initiated operation at no cost to them and next turn their operation will become available to them to send squads on (or publicly available, depending on the nature of the mission). Player-initiated operations can be whatever you want! To save on everyone’s time, I’ve already made rules for operations that I think will be common amongst certain types of players:

Attack/raids on rival organisations headquarters: Attempts to damage, steal things from or destroy rival organisations. These operations will be posted publicly, but only the attacker or defender may participate freely. Other organisations may participate in these operations with the permission of the attacker or defender, assisting one of the two sides. If the attacker is successful then they will steal and damage assets and funds of the defender. Generally, destroying an organisation will require multiple successful attempts. Failed attacks will result in the defenders successfully relocating their base, making future attacks more difficult or denying the attackers from being able to attack them for a while. If the operation is bungled particularly badly, then the defender may learn valuable secrets about the attackers!

Robbery: If you have a lot of military hardware and you are in a desperate need of cash or resources you may attempt to rob financial institutions or even the government itself. Robberies of generic banks will generally be private missions that other organisations may not interfere with, however if you attempt to rob a major government or the such it is likely that it will be posted as a public mission.

RP can affect the way that operations are conducted, think of it like how other games manage war orders. If you order your squads to sabotage another squad that you think will likely be on the mission, you may cause both your squad and their squad to undergo another combat operation. Or if you tell your squad to attempt to avoid conflict with other squads then perhaps there will be less of a chance of combat rolls. RP and “war orders” do affect these things, while it is not required the results could be beneficial for you.
 
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Welcome back, Commanders.
Tiberium Dawn: Mass Combat will be an asymmetric team-based campaign in which players take on the roles of commanders for either the Global Defensive Initiative, a UN-sponsored initiative consisting of the G7 Nations + Russia, or the Brotherhood of Nod, led by the enigmatic Kane. The campaign is very loosely based on TK's old Command and Conquer IOT, as well as Lighthearter's The War to End All Wars. The game uses GURPS Mass Combat and GURPS City Stats as its two cores.

"Features":
  • Scaled Combat: From twenty-man Nod terrorist attacks in major cities to full-scale division-on-division warfare.
  • Command an array of elements, from GDI Mammoth Tanks to exotic Nod Flame Thanks.
  • Variable Turn Lengths: Change up your war plans on the fly as an ally finds herself pinned down nearby. Learn to treasure the turns that bring you income.
  • Friendly Logistics: If you can't crush your enemy in the field, crush their ability to supply their troops.
  • Events! When will you learn, when will you learn, that your actions have consequences.
  • The map to end all map (programs): 25% chance of causing your phone to run out of data just looking at it.
 
40k_imperial_aquila__transparent__by_fuguestock-d91enql.png

"There is only the Emperor,
and he is our Shield and Protector."

Imperium of Man
IoM is a turn-based game centered within the Warhammer 40k universe inspired by such incredible games as: "Fallen Star" and "Botwawki". With storytelling being a focus of the game the player takes the role of a local planetary ruler in shackled vassalage to the Imperium of Man. As selected governor you're either willingly, or not, wearing the choking leash of the cold and bureaucratic imperium and is forced to pay yearly tithes, taxes and military manpower to the tyrannical galactic superpower you now serve. All are, on paper, answering directly to the loyalist and imperial representative faction of House Antaris, led by high governor Aurun delle Antaris. As the game progresses you may choose to remain a loyalist to the imperium, declare your independence and free your people, or find other and more "unnatural" solutions for your problems.

The game features
  • Politics in the sci-fi feudal space-future: Intense and mind-boggling political intrigues and in-fighting between multiple unique factions for every world.
  • Epic battles: The power to send thousands upon marching thousands of poor souls to their grotesque deaths in battlefields across multiple solar systems.
  • Technological mysteries: Explore dead, forbidden and/or long-forgotten worlds to discover long-lost technologies that may destroy worlds, if not entire systems, if reactivated.
  • Heresy: The great enemy within is everywhere and one must always be on the lookout for the signs, lest their world becomes one giant blood orgy.
  • There is only War: British hooligan orcs in space kill everyone they find, super-secretive space elves kill everyone they find, crazy magical storms make everyone they come across mad and heretical, hyper-xenophobic space humans kill everyone they find. GOOD TIMES, GOOD VIBES.
 
latest

GDI Arsenal and Mass Combat
Mass Combat has a lot of preset elements. Many of these are "assumed", such as the naval elements. This list only covers notable GDI units.
***
GDI in the context of the campaign typically have access to advanced weapon systems for the majority of their troops. Equipment and training for GDI troops tends to be consistent in quality across the board, with advanced weapon systems like the Mammoth Tank being the exception. In the First Tiberium War, the Global Defense Initiative relies on overwhelming firepower to defeat the Brotherhood of Nod in the field and beyond.

ntYy5Dr.png

In terms of infantry elements, the GDI isn't very flashy. GDI Riflemen are well-trained and equipped. For anti-air and armor purposes, GDI's standard FIM-92s and AT4s aren't significantly more powerful or reliable then similar equipment fielded by the Brotherhood of Nod. GDI Combat Engineers are better equipped than their Nod counterparts, but meet their match and betters when it comes to dealing with Nod Flame Troopers and Chemical Warriors. GDI Commandos aren't very different from their Nod counterparts. Again, the equipment and training regimen may be different, but the results are the same.

Where GDI excels tactically versus Nod infantry wise is the Grenadier, a heavy support element equipped with kestrel grenade launchers. Secondly, all GDI infantry come equipped for nighttime fighting by default.

lV9tbep.png

Where GDI begins to shine is in the realm of vehicles. GDI forces are largely mechanized, and aforementioned infantry units are often transported by M113 APCs. Humvees provide motor recon and light fire support to GDI forces in the field. The star of the GDI artillery force is the M270 MLRS, which is capable of delivering a devastating salvo of rockets at a range of nearly thirty miles.

The workhouse of the GDI is the M1A2 Abrams Main Battle Tank. Even with the birth of the monstrous X-66 Mammoth Tank, the M1A2 position on the battlefield remains relatively secure and capable of dealing with most armored Nod threats when massed. The Mammoth Tank, equipped with two 128mm cannons, is large enough to provide artillery support. Powered by an atomic generator, the Mammoth Tank hosts an advanced suite of computers that feed tactical data to command in real time.

The X-66 Program is controversial. Critics argue that GDI's fleet of M270s and M1A2s are more than enough to deal with Nod forces, and that a company of M270s and M1A2s can outgun an X-66 at a discount. Defenders point out that an X-66 can engage a platoon of M1A2s ten miles beyond the effective range of the M1A2's armament, and that the ability to shell Nod bases from afar with a vehicle that can sustain attacks from Nod hit-and-run tactics isn't anything to scoff at.

IXrP82U.png

Moving on to air units, both GDI and Nod make use of Chinook and Hercules medium and heavy lift aircraft. For GDI, the Hercules is able to carry a single M1A2, and a pair of Hercules can carry a Mammoth Tank. GDI also makes use of Blackhawk helicopters that can insert commandos or other infantry forces behind enemy lines stealthily.

In terms of close air support, GDI makes use of the aging A-10 Thunderbolt and smaller, newer Orca Assault Craft. Both perform very well versus anything Nod field, but the Orca program is definitely on the ascent. Black Widows provide tactical air support and can duel with their Nod counterpart very well.

KRyTIId.png

At sea, GDI has access to the Gunboat and Hovercraft. The Gunboat is a small ship equipped with tomahawk missiles and is invaluable for providing heavy artillery support to GDI forces on land. Hovercraft, on the other hand, can move troops and vehicles from carrier ships to beaches and provide minimal fire support. Hovercraft have the added bonus of being able to operate on land, especially in deserts or swamplands.

Finally, there are the GDI defensive structure. The Guard Tower is nothing to write home about, but the Advanced Guard Tower is a significantly powerful defensive structure. If not for GDI's Obelisk of Light, the Advanced Guard Tower would likely have been the star of military fortification enthusiasts.

***
In summary, GDI doctrine is simple: Hit hard. GDI forces are well-disciplined, well-equipped, and often mechanized. Very rarely does will a GDI company be outgunned by Nod company.

The biggest drawback for the GDI is the sheer expense of most of its standard forces and the cost of supplying them. The cost of maintaining a single Mammoth Tank for a month could support 350 GDI riflemen for a month. Lower tier Nod troops are worse equipped, but make up for their lack of training and equipment with a fanatical dedication to the Brotherhood. If not for the combined economic might of most of Europe and the Western Hemisphere, GDI's war machine would grind to a halt due to lack of repairs.
 
Well, since I PM'd you and you haven't edited it.

I'd like a platoon of "exotic Nod Flame Thanks" please and than you. :) What's their stats?
 
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