IOT Developmental Thread

Edit: Double post
 
SoIs are cured with a casus belli system, and therefore become purely a formality.

Frankly, let's say I'm the Kingdom of England, and as such, I want to rule England. You step into England. I should be allowed to kill you.

However, I could theoretically make my SOI cover... From England to China. Which would be totally invalid.

That's why I gave myself the right to decide in those cases.

While you are here, when's your new IOT starting? (I don't remember what its called.)
 
Frankly, let's say I'm the Kingdom of England, and as such, I want to rule England. You step into England. I should be allowed to kill you.

You will surely claim around England. If someone claims in England, they trigger a border dispute, which means war, which means you can take any and all English territory they have.

While you are here, when's your new IOT starting? (I don't remember what its called.)

First, it's not an IOT; it's just another brand entirely since IOT has been appropriated by every person on the forum(as proud as I am my partial creation was so popular, albeit its many bugs); it's Sons of Mars. ;)

It will start soon. I am compiling each player's strengths and weaknesses to make it easy to remember for all of the players involved.

After that, I need to create the 3 NPCs.
 
You will surely claim around England. If someone claims in England, they trigger a border dispute, which means war, which means you can take any and all English territory they have.

Yes, but they can be a jerk and claim there just to annoy you.

But seeing how unlikely this is, I see your point and won't let SOI alone be grounds for war.



First, it's not an IOT; it's just another brand entirely since IOT has been appropriated by every person on the forum(as proud as I am my partial creation was so popular, albeit its many bugs); it's Sons of Mars. ;)

Thank you.

And I forgot, there is no "IOT" in the name this time...

It will start soon. I am compiling each player's strengths and weaknesses to make it easy to remember for all of the players involved.

After that, I need to create the 3 NPCs.

If I were you, I'd bump the thread with a comment telling people this. People are getting impatient. Of course, I am absolutely in no way affiliated with these people:p
 
I restarted the construction of my IOT today. This one is going to be rather complex, however most modifiers will be under the GM's control (So basically, all you have to worry about is income and how to sort it and battle movements. As well as role-playing (which will give in game benefits) and maybe 1 or 2 extra things).

I will be starting it probably mid-January but before I do, I would rather no the general interest. Like for example, I only had 5 people in the Beta (which was just a simplified version, to test some of the game mechanics. But the orders required will be the same) and frankly if I only have 5 players, I don't see the point in doing it.

The only worry is time constraints, despite only having 5 people, it was still taking 45-50 minutes to update, so I was wondering if people would have any interest co-GMing. 1 person to simply help update the map each turn would probably be enough, so you would need to have paint/photoshop etc.
 
I made an IOT uses IOTVI's rules as the base. I'll probably start it once IOTVI starts winding down.

In short, its a tad more complex in some areas and simplified in others.
 
I changed it slightly. RNG is still used but LPs are used to create armies and navies, meaning its possible to build up before a war. Given that 1 province=1 LP per turn as well.

Armies fight each other in rounds so its still possible for a war to be fought to a bloody standstill, even between a large power and small power but this time, its over one territory. To compensate scale, each turn is one month, not one year.

Using the UFNSCP-New England War as an example, two probably would still be fighting to a stand still BUT the UFNSCP would have an advantage. There's a reward to fighting on multiple fronts in that every territory that has combat happening it it doesn't generate LPs for the controller.

It should make combat much more interesting but not overtly complex.

However, if the enemy has no armies, then its possible to run him over province by province even if he had 100 LP that turn or something like that.

Edit: Large forces have an advantage against small ones because the combat round doesn't end until all armies fought. So even if one side ran out of armies that have already fought, the other side can send another army to attack an army that has already fought, pretty much doubling the chance of success.
 
Nedim, could you consider simplifying the rules to 'SuperPower: Knights of Honor' and trying it again? I really enjoyed it. :)
 
The problem I had was the borders swap. Like in war one side is suppose to be on the offensive and the other on the defensive, not both at the same time like in IOT VI.
This is the case unless there are multiple front wars.
 
The problem I had was the borders swap. Like in war one side is suppose to be on the offensive and the other on the defensive, not both at the same time like in IOT VI.
This is the case unless there are multiple front wars.

There's no real advantage to remaining on the defensive unless you're trying to bleed the enemy dry. With the rules I have in place, fighting solely on the defensive can work a while but the territories under attack don't generate LP.

I'll probably give the defender a combat advantage in the RNG roll though so there's an advantage in defending to bleed the invader dry.

And I changed the way WMDs worked, making them more expensive but with different effects.
 
Nedim, could you consider simplifying the rules to 'SuperPower: Knights of Honor' and trying it again? I really enjoyed it. :)

I made a map for a IOT game where waters rose 14+ meters and some parts of the earth were sunk and a new huge continent emerged in the Pacific, what should the main resources be, I was thinking Oil, Uranium, Gas & Gold but they would just be in certian provinces not all, you got any new ideas
 
On another note, I reworked the way nukes worked and threw in chemical and biological weapons. They're all expensive and at this point, have three tiers of effectiveness (except bioweapons which have 10).

Basically, chemical weapons are useful for combat rolls and inspiring panic in enemy territory. Nuclear weapons are somewhat ok in combat rolls but are really useful when it comes to destroying the enemy.

Biological weapons are interesting. They're expensive and a "good one" can end up biting you in the ass down the line. Each tier increases the infection rate by 10% but things like the death rate and die off rate of the disease is random. So its a crapshoot to use and expensive but a good one can end up royally screwing over a continent. Chemical weapons are the closest to being conventional weapons. Nukes and bioweapons are deterrents but using them will tick off a lot of people.

Then there's espionage. In IOTVI, espionage is useless to use in peacetime because LP is better spent on trying to get the nuclear program or building nukes in peace time. During wars, still nukes and also attacking. Counterespionage is bad because you can only use it against, at most, five nations at a time per turn and a lot of other stuff.

So, counterespionage is now something you should invest LP in because without it, you can get screwed over big time. Each point of counterespionage is another point against enemy acts of funding rebellion and having somehow acquired 100 CE points pretty much guarantees your safety. Counterespionage doesn't have to be targeted.

On the other hand, ESPIONAGE does have to be targeted against a player. Each point invested reduces the target's CE by 1. Funding a rebellion reduces CE by 10 and costs 5 LP but there's a chance of getting caught and failing. But hey, still an option.
 
I'm thinking of starting a IOT set entirely in Antarctica, would anybody be interested in a game like this or will I be wasting my time?
 
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