IOT Developmental Thread

I am interested
 
I am moar interested.
 
Nineteen Ninety-Four is objectively better cause it is the year I was born. :cool:
 
Kindve looks like combat rules I was working on for my WWII IOT that never happened.
 
You know, I thought it was bad when people weren't born in the Eighties any more...
 
Saw this in EQ's signature and thought it was very relevant.

1. There is no greater glory or more noble action by a player than losing a fight, only to come back later and win a rematch.
2. Anything you do will piss someone off.
3. Everyone loses eventually.
 
Air Power, NPC Personalities, and Threeist Remnants




Air power. Air power can decide wars, and, if you use your air force well, your military overall will be much more effective. Aircraft have three different 'settings.' Air-to-land, air-to-air, and air-to-sea. The first thing we're going to talk about is air-to-air, which functions similarly to land combat. Each wing of aircraft has 4 units – listed below, and air-to-air combat is identical to land combat. The air special units are the strategic bomber, which is slightly better stat wise than a bomber but far more expensive; it can, along with a normal bomber's role, target infrastructure, defenses, industry, and population.

Fighter (Soft)
Speed: 15
Health: 20/20
Soft attack: 10
Soft defense: 5
Hard attack: 20
Hard defense: 10
Ground attack: 10
Ground defense: 5

Bomber: (Hard)
Health 35/35
Speed: 5
Soft attack: 10
Soft defense: 2
Hard attack: 10
Hard defense: 5
Ground attack: 25
Ground Defense: 10

Multirole: (Soft)
Health 25/25
Speed: 10
Soft attack: 15
Soft defense: 5
Hard attack: 15
Hard defense: 5
Ground attack: 15
Ground defense: 5

Interceptor: (Soft)
Health 5/5
Speed: 20
Soft attack: 30
Soft defense: 0
Hard attack: 30
Hard defense: 0
Ground attack: 0
Ground defense: 0

Strategic Bomber: (Hard)
Health 50/50
Speed: 1
Soft attack: 5
Soft defense: 10
Hard attack: 5
Hard defense: 10
Ground attack: 30
Ground defense: 10

Anti-Air Gun: (Ground unit, hard)
Health 20/20
Air attack: 15
Air defense: 5

All soft ground units have a soft air defense of 5 and hard air defense of 10, all hard ground units have a hard air defense of 5 and soft air defense of 10 by default (excluding anti air, which has 5 for both). Soft air units deal soft ground damage, and hard air units deal hard ground damage.

Lets do a couple simulations.
Spoiler :
There is two wings of aircraft (a FIT/FIT/STB/BOM & a MTR/FIT/BOM/STB) going up against one wing of aircraft (INT/INT/FIT/FIT), which is defending one ground unit (LAR/HAR/INF/AIR)

Here's the lineup.

STB/BOM/BOM/STB
FIT/FIT/FIT/MTR

INT/INT/FIT/FIT

The defender always gets to attack first, and interceptors always move first. An interceptor fires at the most vulnerable target – there is no most vulnerable in the first line, so it targets the most dangerous opponent – the multirole. It deals and astounding 25 damage, knocking the multirole out of the sky. There is no casualty roll for planes – once it's shot down, it is gone forever. The next interceptor lines up and takes a shot at the now vulnerable strategic bombers – the highest priority target, since it can deal the most damage to the ground troops it's defending – and deals 20 damage to it, bringing it down to 30/50. The two fighters now rev up and let loose on the strategic bomber: they each do 10 damage, leaving the strategic bomber at 10/50 health.

STB(10/50)/BOM/BOM/STB
FIT/FIT/FIT

INT/INT/FIT/FIT


Now, we run into a situation we didn't in the land combat simulation. The first line is now smaller than the back line, and thus one backline unit has to come up front. A bomber goes up front, being less valuable than the strategic bombers.

STB(10/50)/BOM/STB
FIT/FIT/FIT/BOM

INT/INT/FIT/FIT

This is where the weaknesses of the interceptors shows. It's very good for making a first strike, but if it doesn't manage to sufficiently weaken an enemy in the first strike, it's screwed. One enemy fighter opens up and destroys an interceptor. Another fighter opens up and destroys the last interceptor. Then the final fighter does 5 damage to another fighter. Next up is the frontline bomber: it can only do 1 damage to the fighter (10 soft attack v 10 hard defense). The other bomber goes up, does 1 damage as well. The two strategic bombers open up and do a similarly pitiful 1 damage.

STB(10/50)/BOM/STB
FIT/FIT/FIT/BOM

FIT(11/20)/FIT

The two defending fighters open up on one of the attacking fighters, but it's no use; they manage to do 10 damage.

STB(10/50)/BOM/STB
FIT(10/20)/FIT/FIT/BOM

FIT(11/20)/FIT

2 fighters open up on the weakened fighters, reducing it to 1 health. Since 4 damage would be wasted on it, the other fighter engages the full-health fighter on the defending side. One bomber finishes off the weakened fighter, and then the other 3 bombers/strat bombers open up on the fighter, dealing 3 damage total.

STB(10/50)/BOM/STB
FIT(10/20)/FIT/FIT/BOM

FIT(12/20)

5 damage to the weakened fighter.

STB(10/50)/BOM/STB
FIT(5/20)/FIT/FIT/BOM

FIT(12/20)

3 fighters open up, destroying the last remaining fighter. The defending air wing has been wiped out. Now for the ground attack.

STB(10/50)/BOM/STB
FIT(5/20)/FIT/FIT/BOM

LAR/HAR/INF
AIR

The anti air can hit all targets, and attacks first. 5 damage to each strat bomber/bomber. 10 damage to each fighter.

STB(5/50)/BOM(30/35)/STB(45/50)
FIT(10/20)/FIT(10/20)/BOM(30/35)

LAR/HAR/INF
AIR

The air wing opens up. Soft units are vulnerable to soft air attack first, so the infantry is the first to be targeted by fighters. 5 damage to each infantry, totaling for 10. Next up are the bombers, which automatically target the LAR as the most vulnerable unit to them. Each does 20 damage to the LAR, totalling for 40; the LAR is knocked out of the fight, leaving the anti-air unit open. The strategic bombers swoop in, dealing 50 damage total to the anti air – knocking it out. The remaining heavy armor and infantry cannot fight back, and thus withdraw from the fight rather than stay there and get slaughtered.

The attacker is the victor!




NPC Personalities
As a game with this many nations in it, it is inevitable that there will be some countries that will not be chosen by players. Each nation has a pre-set personality that will act as a guideline for that nation's foreign policy, military, and economic spending.

The personalities are as follows:

Imperialist – Military focus. Attempts to establish overseas colonies, subjugate weaker nations, force its influence in foreign nations, etc.

Revanchist – Military focus. Main foreign policy goal is reacquiring its native clay.

Totalitarian – Reserved for the Threeist remnants and their splinter groups. Military focus, spreading Ingsoc/the equivelants in Eastasia & Eurasia.

Commercial – Economic focus. Focuses on expanding trade and peacefully expanding its influence. High infrastructure spending.

Isolationist – Military/economic dual focus. Conducts little diplomacy and focuses on building up its own nation and self defense force.

Militaristic – Seeks to expand its own borders through force of arms, usually neglecting infrastructure.

Seafaring – Military focus. Focuses on naval spending and expanding its navy.

Religious – Military focus. Communicates with nations of the same religion. Seeks to spread its religion at all opportunities.

Pan-nationalist – Seeks to form cultural unions.

Diplomatic – Seeks to spread its influence, maintaining many allies and just generally having a lot of favorable deals on its side. Focuses on economics.

Cunning – Focuses on increased espionage spending and causing havoc in enemy nations, behind the lines.

One NPC nation might have more than one personality (Commercial + Diplomatic, for example, or Religious + Militaristic). Personalities do not give bonuses; they just guide that nation's spending and actions.

Threeist Remnants
There are four Threeist Remnants: Oceania, Eurasia, Eastasia, and Airstrip One. Eurasia is based out of Russia, Eastasia in China, Airstrip One in Great Britain, and Oceania on the eastern seaboard of the former United States. Each Threeist will play somewhat differently from other nations: they are totalitarian, and thus don't have to worry about approval rating. Their approval rating will always remain at 100%, as long as they invest at least half of their total income into domestic espionage spending. If they spend none, their revolt risk will go up to 50%; if they spend only 25% of their total income, they have a 25% revolt risk chance, etc. As long as they maintain a tight grip on their people, they will remain strong and their people will toil and not complain.

Threeist Remnants also receive a flat 25% industry penalty for their inherent inefficiency.


Feedback is appreciated and I would love some criticism for my work, as I am sure it is full of unbalanced bugs and features. :p
 
If by JC you mean an unassuming carpenter in First Century Galilee, then yes, you don't say.
 
Well as far as anyone here can tell you've been here for a long time being a god and all
 
Spoiler :
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Start it after july 15 and this just might be the one that will get be back into IOT ;)


Spoiler :
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I dislike your Netherlands. That's all I have to say about it. I dislike your Netherlands.
 
Start it after july 15 and this just might be the one that will get be back into IOT ;)




I dislike your Netherlands. That's all I have to say about it. I dislike your Netherlands.

It will have to work to get Friesland back :p
 
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