Ambrosia Software Web Board: Sign-up - Ambrosia Software Web Board

Jump to content

  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

Sign-up

#26 User is offline   Pallas Athene 

  • Lame space monkey
  • PipPipPipPipPip
  • Group: Members
  • Posts: 2,636
  • Joined: 27-February 00
  • Gender:Not Telling
  • Location:Omisha

Posted 16 August 2004 - 12:30 AM

Point 1: Yes, I noticed that myself. However, the idea behind House Dodona is that, while they aren't the Ruling House of any city, they have a presence everywhere. Also, it would be somewhat unfair to simply grant Kosha outright to Comana.

Point 3: Limiting each House to only its canon allies and enemies is rather pointless - after all, any House after power will change alliances if it seems profitable (I believe House Atussa may have done so in the past, and seriously offended Nicander). Also, if you give 75% control of Catamarca to Strymon, and 75% control of Odemia to Nicander, what is the strategic value of these cities to other Houses? In a Council system, they remain the most influential members, but it's tough to get things done without cooperation from other players.

In any case, the setting that I'm working from is about three years prior to Bellerophon's arrival in Cythera. This is prior to the death of Canachus, so the Comana brothers are not yet in charge. Of course, they're still abroad and trying to further Comana power, but that's only natural. I guess the assumption is that Alaric doesn't particularly mind this, or is out of the picture for other reasons. Another effect of this time frame is that Seldane/Undine conflict doesn't enter the picture (although we can have Kesh if it's deemed important).


By the way, another useful read in the [url="http://"http://idisk.mac.com/sfiera/Public/cythera/dialogue.html"]dialogue[/url] is Halos on politics. It's a good explanation on how things could work, although keep in mind that we're three years before Comana edges Attis out.

------------------
[~%] ssh localhost
The authenticity of host 'localhost (127.0.0.1)' can't be established.
RSA key fingerprint is 93:33:b4:fc:b8:03:b4:45:15:31:99:1a:a3:1f:a5:ac.
Are you sure you want to continue connecting (yes/no)?

#27 User is offline   dusk 

  • Member
  • PipPipPip
  • Group: Members
  • Posts: 414
  • Joined: 05-October 02

Posted 16 August 2004 - 06:29 AM

I really like this idea, kind of like a very much structured team story... Posted Image Though don't know if I have any useful suggestions yet.

May I register myself as leader of the ruffian forces? I'll post character info later, but I would think as a ruffian element enters the game battles and such may be more complicated, with Ruffian attacks/demoralisation of troops etc.
I think as a ruffian force is largely comprised of Kesh addicted locals or hired thugs, the hiring grounds of most cities (especially Cademia) could be open to me to employ ruffians from, but they also have chances of disbanding or simply running off with their pay.
Another issue is that of ruffians acting as spies and a larger mercenary force, or simply being a nuisance and robbing people (a possible source of income)
I'm not sure, perhaps some one has suggestions on how this can work?

I think as leader of the ruffians I would stay neutral for the moment, and would probably take no active role until rules for their involvement had been agreed on.

------------------
They all laughed when I said I wanted to be a comedian; but no one's laughing now!
“Yesterday we obeyed kings and bent our necks before emperors. But today we kneel only to truth..."

#28 User is offline   Selax 

  • Lord Rapierian of the Sith
  • PipPipPipPipPip
  • Group: Moderators
  • Posts: 3,026
  • Joined: 21-July 04
  • Gender:Male

Posted 16 August 2004 - 01:51 PM

If we run short on members who are able to particpate, will each member be allowed to have more than one character? And concerning the councils, what slots will be able to be played by members?

------------------
Selax
Long Live Cythera! Long Live the Cythera Web Board!

I now run a TS Character Killing Service.

Selax

#29 User is offline   Pallas Athene 

  • Lame space monkey
  • PipPipPipPipPip
  • Group: Members
  • Posts: 2,636
  • Joined: 27-February 00
  • Gender:Not Telling
  • Location:Omisha

Posted 16 August 2004 - 05:13 PM

The Elder of each House would be a player (at a minimum, Attis, Nicander, Strymon, and Comana are needed). After that, it would be optional to add more; it seems that many want to be mercenaries, and it doesn't make sense to close off this option by requiring Councilmembers first.

------------------
[~%] ssh localhost
The authenticity of host 'localhost (127.0.0.1)' can't be established.
RSA key fingerprint is 93:33:b4:fc:b8:03:b4:45:15:31:99:1a:a3:1f:a5:ac.
Are you sure you want to continue connecting (yes/no)?

#30 User is offline   ~vIsitor~ 

  • rEsident gUest
  • PipPipPipPip
  • Group: Members
  • Posts: 1,097
  • Joined: 18-December 03
  • Gender:Male
  • Location:The Æther Between Forums

Posted 16 August 2004 - 08:23 PM

Quote

Originally posted by Pallas Athene:
Point 1: Yes, I noticed that myself. However, the idea behind House Dodona is that, while they aren't the Ruling House of any city, they have a presence everywhere. Also, it would be somewhat unfair to simply grant Kosha outright to Comana.


I can understand that...

Quote

Point 3: Limiting each House to only its canon allies and enemies is rather pointless - after all, any House after power will change alliances if it seems profitable (I believe House Atussa may have done so in the past, and seriously offended Nicander). Also, if you give 75% control of Catamarca to Strymon, and 75% control of Odemia to Nicander, what is the strategic value of these cities to other Houses? In a Council system, they remain the most influential members, but it's tough to get things done without cooperation from other players.


Cannon allies and enemies can change over time...And by the %'s I mean how many votes they have in council, although it might be better to give the ruling houses 50% and the minor ones to share the rest...

Quote

In any case, the setting that I'm working from is about three years prior to Bellerophon's arrival in Cythera. This is prior to the death of Canachus, so the Comana brothers are not yet in charge. Of course, they're still abroad and trying to further Comana power, but that's only natural. I guess the assumption is that Alaric doesn't particularly mind this, or is out of the picture for other reasons. Another effect of this time frame is that Seldane/Undine conflict doesn't enter the picture (although we can have Kesh if it's deemed important).


Hmmm...Ok then does Pelagon get replaced by a shapechanger a few moths into the game and Canachus killed a year into it? And if this timeline is so then kesh is out of the question until later...

Quote

By the way, another useful read in the dialogue is Halos on politics. It's a good explanation on how things could work, although keep in mind that we're three years before Comana edges Attis out.


I'm an active Cythera Player, I know what halos says...Through the entire info there the only thing new to me is the response when asking Malis about Cademia. Hell, I know demodocus' performance route (...Odemia->Catamarca->Cademia->Kosha->Pnyx->Odemia...) and his opionions of those cities! (not to mention his odd avoidance of the two-tailed rat inn...)

Onto Point 4:Units

Ruffians: 10 obols per day, 50 hp, 10-50 dmg
(1/2 of ruffian forces run off if not payed-or addiced to a drug controlled by their employers, like comana with Kesh, but not until later mind you...)

Gaurd: 50 obols, 100 hp, 50-100 dmg
(defence only)

Footman: 100 obols, 100hp, 50-100 dmg
(attack or defence)
Archer: 200 obols, 50 hp, 100-150 dmg
(or 50 obols to upgrade from foot soldier)

Knight: 400 obols, 200 hp, 150-200 dmg
(All other friendly units in combat deal double damage while Knight is present and alive, only one Knight per combat area effective)

Mage: 800 obols, 100hp, 50-200 dmg
(All other friendly units in combat deal double damage, and recieve half damage while Mage is present and alive, only one Mage per combat area effective effective...After being hired they must travel from Pnyx to the employing city)

Mercinaries: (Variable)
(Give Combat bonuses, Multiple Mercinaries Effective)


Point 5:Upgrading Units

Upgrade Costs Double each Upgrade

Ruffians
20 obols per unit*
+10 hp
+5 dmg

Gaurd
15 obols per unit*
+20 hp
+10 dmg

Footman
25 obols per unit*
+15 hp
+10 dmg

Archer
30 obols per unit*
+5 hp
+20 dmg

Knight
50 obols per unit*
+20 hp
+20 dmg

Mage
400 obols per unit*
+5 hp
+15 dmg

Mercianaries**
500 obols* ***
+50 hp
+255 dmg

*Cost varies with blacksmiths
**Mercs usually upgrade by themslves but can recieve upgrades from their employers
***Each merc can be upgraded seperately

OOC: ALL of the above post is subject to change if need be...

------------------
I am the everpresent guest-The one who may never leave. Til death do I part with these forums. I am the vIsitor
"The art of war is about legs, not arms." - General Maurice de Saxe

#31 User is offline   Half Truth 

  • Member
  • PipPip
  • Group: Members
  • Posts: 343
  • Joined: 13-March 04
  • Location:Australia

Posted 17 August 2004 - 03:20 AM

I thought that the footmen, archers, knights, mages were just different numbers of footsoldiers and not a unit of their own. I said something about it in one of my earlier posts and Wizard said that they are just different numbers of units. I am going to need to know this before I can go any further in the calculator, so that I don't have to rewrite masses of code.

------------------
The mind controls the body, but the heart controls the mind.
Half Truth
The mind controls the body, but the heart controls the mind.
Half Truth

#32 User is offline   ~vIsitor~ 

  • rEsident gUest
  • PipPipPipPip
  • Group: Members
  • Posts: 1,097
  • Joined: 18-December 03
  • Gender:Male
  • Location:The Æther Between Forums

Posted 17 August 2004 - 11:15 AM

Quote

Originally posted by Half Truth:
I thought that the footmen, archers, knights, mages were just different numbers of footsoldiers and not a unit of their own. I said something about it in one of my earlier posts and Wizard said that they are just different numbers of units. I am going to need to know this before I can go any further in the calculator, so that I don't have to rewrite masses of code.



Think about it this way: each unit adds a certain amount of hp and attack to the group, each unit would not nescessarily be plugged into the calculator seperately, but as a mass group. The player controlling the army can decide what units actually died...In mathmatical terms it would work like this:

Group Hp:
{(# of ruffians x [hp + upgrads]) + (# of gaurds x [hp + upgrads]) + (# of foot soldiers x [hp + upgrads]) + (# of archers x [hp + upgrads]) + (# of Knights x [hp + upgrads]) + (# of Mages x [hp + upgrads]) + (# of Mercs x [hp + upgrads])} x Bonuses

Group Attack damage:
{(# of ruffians x [dmg + upgrads]) + (# of gaurds x [dmg + upgrads]) + (# of foot soldiers x [dmg + upgrads]) + (# of archers x [dmg + upgrads]) + (# of Knights x [dmg + upgrads]) + (# of Mages x [dmg + upgrads]) + (# of Mercs x [dmg + upgrads])} x Bonuses

When Two forces meet the force 1 looses as much hp as force 2's damage value, and force 2 looses as much hp as force 1's damage value...When the Hp reaches 0 the force is defeated.

When assaulting forces away frrom the city, the attacking force does damage first, but when attacking cities the city attacks first.

If niether force is defeated after the first volly they continue combat the next day.


As stated in my previous post, ALL OF THE ABOVE POST IS SUBJECT TO CHANGE

------------------
I am the everpresent guest-The one who may never leave. Til death do I part with these forums. I am the vIsitor
"The art of war is about legs, not arms." - General Maurice de Saxe

#33 User is offline   ferazel_09 

  • lift your skinny fists like antennas in germany
  • PipPipPipPip
  • Group: Members
  • Posts: 1,096
  • Joined: 30-August 00
  • Location:Teraknorn

Posted 17 August 2004 - 11:47 PM

Y'know, it might be easier if it didn't use the forum but was entirely web interface-based. If you need hosting at all, just e-mail me and I can set you up with webspace and shell account(s).

This seems really interesting. I'd like to join, when I can. When I do sign up, I'd like to be Propontis. House Strymon > j00 all!

[edit] Erk, stupid UBB. My e-mail address is ferazel@programmer.net [/edit]

------------------
Key Part in the making of Xichra's Revenge.
---
[url="http://"http://www.alphaconspiracy.com/"]"Another day is a step towards grey", she says / I just wonder if she'll ever be today / run to the winter cold embrace / stealing my life.[/url]

[This message has been edited by ferazel_09 (edited 08-18-2004).]
And we're never gonna tour again.

#34 User is offline   Avatara 

  • Guardian
  • PipPipPipPipPipPipPip
  • Group: Moderators
  • Posts: 12,036
  • Joined: 05-July 00
  • Gender:Male

Posted 18 August 2004 - 12:17 AM

If I might point out (been kinda idle, moving into the dorms + new house w/out internet and all), mages are "supposed to" be impartial and loyal only to Alaric. Thus, if you're going to hire mages, they'll probably be renegade magi or the like (and in short supply). Also, if you're delving into magic, and players are going to have magic, perhaps there could be a simple magic system set up for hired "mages" as well.

And, if Pallas joins house Strymon, I'll throw my lot in with house Comana.

------------------
Its all fun and games...until an ugly lock picture ruins everything! Vote to ban lock pictures!
"Sometimes I get confused whether I'm posting on ATT or in the War Room. But then I remind myself: If it's moderators acting scatter-brained and foolish, then it's the War Room*.

*Unless it's Avatara, of course."
-- From the memoirs of Sundered Angel

#35 User is offline   Pippin 3 

  • Member
  • Pip
  • Group: Members
  • Posts: 129
  • Joined: 09-October 02

Posted 18 August 2004 - 03:28 AM

As i was thinking of controlling liches skeletons and other undead things my force drwas equal with an other in the passing day will my undead regenerate or come back to life with the help of necromances and otheres of the type?


------------------
we are born for darker purpose than that of mere existence,there will come a time when the stygian night never ends,where dead stars will spread before us like islands that slumber on the ocean, and when the beings that hid like shadows will feed on us forever
The sands of time trickle slowly. slowly spirralling down and our lives are but a grain.

#36 User is offline   Half Truth 

  • Member
  • PipPip
  • Group: Members
  • Posts: 343
  • Joined: 13-March 04
  • Location:Australia

Posted 18 August 2004 - 03:57 AM

Quote

Originally posted by ~vIsitor~:
Think about it this way: each unit adds a certain amount of hp and attack to the group, each unit would not nescessarily be plugged into the calculator seperately, but as a mass group. The player controlling the army can decide what units actually died...In mathmatical terms it would work like this:

Group Hp:
{(# of ruffians x [hp + upgrads]) + (# of gaurds x [hp + upgrads]) + (# of foot soldiers x [hp + upgrads]) + (# of archers x [hp + upgrads]) + (# of Knights x [hp + upgrads]) + (# of Mages x [hp + upgrads]) + (# of Mercs x [hp + upgrads])} x Bonuses

Group Attack damage:
{(# of ruffians x [dmg + upgrads]) + (# of gaurds x [dmg + upgrads]) + (# of foot soldiers x [dmg + upgrads]) + (# of archers x [dmg + upgrads]) + (# of Knights x [dmg + upgrads]) + (# of Mages x [dmg + upgrads]) + (# of Mercs x [dmg + upgrads])} x Bonuses

When Two forces meet the force 1 looses as much hp as force 2's damage value, and force 2 looses as much hp as force 1's damage value...When the Hp reaches 0 the force is defeated.



I was already going to e doing something like that. What I ment by what I said earlier was the order of who would die when. If you had literal knights they would be the first to die and then it would be the footmen and then the archers but the archers damage would always have their imput. The other way that I was talking about is that the different people just had different atributes but all moved at the same speed and moved into battle at the same time and attack at the same time, that would also make all of the damage and hp congeal together, The hp is just all of the units put together and all of the damage added up, thats if you do it that way insted of the first idea of having waves.

------------------
The mind controls the body, but the heart controls the mind.
Half Truth

[This message has been edited by Half Truth (edited 08-18-2004).]
The mind controls the body, but the heart controls the mind.
Half Truth

#37 User is offline   Avatara 

  • Guardian
  • PipPipPipPipPipPipPip
  • Group: Moderators
  • Posts: 12,036
  • Joined: 05-July 00
  • Gender:Male

Posted 18 August 2004 - 05:49 PM

While I think your idea is mostly good (and a "dying order" is nice to keep things from being too complicated), it seems a bit too easy to just predict the entire outcome of a battle beforehand. Since a lot of this will be done via the webboards (I'm assuming, since some people expressed an interest in making a story out of it) with perhaps the assistance of an internet site, if you know the size and composition of each side, you can calculate the outcome easily. Perhaps a slight "chance" factor should be implemented. Say, footmen deal (purely made up number here) 10 base damage, +20 more through multiple upgrades, and then add on a random range (or make the base a range) - say, a random number between 1 and 7 or something (again, these numbers are not balanced in any way). It shouldn't be too tough to add a random number mod into your damage program, and that would give "chance" a bit more say on battles.

Same goes for heros/players.

------------------
Its all fun and games...until an ugly lock picture ruins everything! Vote to ban lock pictures!
"Sometimes I get confused whether I'm posting on ATT or in the War Room. But then I remind myself: If it's moderators acting scatter-brained and foolish, then it's the War Room*.

*Unless it's Avatara, of course."
-- From the memoirs of Sundered Angel

#38 User is offline   Mr. Somebody 

  • The Member
  • PipPipPip
  • Group: Members
  • Posts: 560
  • Joined: 13-February 02
  • Gender:Male
  • Location:West

Posted 19 August 2004 - 11:08 PM

Though I would have no doubt been whole heartedly forward in this endeaver at one point, I don't get on enough anymore, sadly. I am going to work on getting back into the boards though, and should I succeed, I would be happy to join in this adventure.

------------------
On April Fool's Day, we are reminded of what we are on the other three hundred and sixty-four. - Mark Twain
"Just the thought of a rap version of Beethoven's Fifth Symphony or 'Achy, Breaky Heart' is bound to make people smile." -Justice Anthony Kennedy, Campbell v. Acuff (2005)

"Haul your ass, Harry, but haul it slowly, or you'll sink the damn boat." -George Washington

Barbarian Films

#39 User is offline   The Wizard 

  • Not a Junior Member
  • PipPipPipPip
  • Group: Members
  • Posts: 899
  • Joined: 21-July 04
  • Gender:Male

Posted 21 August 2004 - 07:56 PM

Quote

Originally posted by ~vIsitor~:
Think about it this way: each unit adds a certain amount of hp and attack to the group, each unit would not nescessarily be plugged into the calculator seperately, but as a mass group. The player controlling the army can decide what units actually died...In mathmatical terms it would work like this:

Group Hp:
{(# of ruffians x [hp + upgrads]) + (# of gaurds x [hp + upgrads]) + (# of foot soldiers x [hp + upgrads]) + (# of archers x [hp + upgrads]) + (# of Knights x [hp + upgrads]) + (# of Mages x [hp + upgrads]) + (# of Mercs x [hp + upgrads])} x Bonuses

Group Attack damage:
{(# of ruffians x [dmg + upgrads]) + (# of gaurds x [dmg + upgrads]) + (# of foot soldiers x [dmg + upgrads]) + (# of archers x [dmg + upgrads]) + (# of Knights x [dmg + upgrads]) + (# of Mages x [dmg + upgrads]) + (# of Mercs x [dmg + upgrads])} x Bonuses

When Two forces meet the force 1 looses as much hp as force 2's damage value, and force 2 looses as much hp as force 1's damage value...When the Hp reaches 0 the force is defeated.

When assaulting forces away frrom the city, the attacking force does damage first, but when attacking cities the city attacks first.


This isn’t going to very long, I am just thinking that this will result in massive casualties on both sides. After fighting a battle, each army would have to rebuild a lot. I agree with Avatara, there should be some chance to the battles.

------------------
The Wizard
Wizard

#40 User is offline   ferazel_09 

  • lift your skinny fists like antennas in germany
  • PipPipPipPip
  • Group: Members
  • Posts: 1,096
  • Joined: 30-August 00
  • Location:Teraknorn

Posted 22 August 2004 - 10:39 AM

I recommend that you don't calculate it as one big mass of damage, but instead individually with each unit. The likeliness of finding a unit to attack would have to be calculated, based on the size of both armies. The more units an army has in comparison to a much smaller army would mean it would be more difficult to find a unit to engauge. I would think it would be (their army size / your army size) as a percentage.

------------------
Key Part in the making of Xichra's Revenge.
---
[url="http://"http://www.nightwish.com/"]Fly to a dream / far across the sea / all the burdens gone / open the chest once more / dark chest of wonders / seen through the eyes / of the one with pure heart / once so long ago.[/url]
And we're never gonna tour again.

#41 User is offline   Pippin 3 

  • Member
  • Pip
  • Group: Members
  • Posts: 129
  • Joined: 09-October 02

Posted 26 August 2004 - 05:51 AM

Hey we have talked about this for a lonf time when are we going to start?

------------------
we are born for darker purpose than that of mere existence,there will come a time when the stygian night never ends,where dead stars will spread before us like islands that slumber on the ocean, and when the beings that hid like shadows will feed on us forever
The sands of time trickle slowly. slowly spirralling down and our lives are but a grain.

#42 User is offline   dusk 

  • Member
  • PipPipPip
  • Group: Members
  • Posts: 414
  • Joined: 05-October 02

Posted 26 August 2004 - 05:00 PM

I would just like to tell everyone that I havn't finished the combat claculater yet because I am not sure how the battles are going to be set out, weither the types of units are just a certain number of a paticular unit or weither they are literal units themselves.

------------------
They all laughed when I said I wanted to be a comedian; but no one's laughing now!
“Yesterday we obeyed kings and bent our necks before emperors. But today we kneel only to truth..."

#43 User is offline   dusk 

  • Member
  • PipPipPip
  • Group: Members
  • Posts: 414
  • Joined: 05-October 02

Posted 26 August 2004 - 06:03 PM

Quote

Originally posted by dusk:
I would just like to tell everyone that I havn't finished the combat claculater yet because I am not sure how the battles are going to be set out, weither the types of units are just a certain number of a paticular unit or weither they are literal units themselves.



I honestly don't remember posting that... Am I suffering memory loss, or has Half Truth got my log-in details?

------------------
They all laughed when I said I wanted to be a comedian; but no one's laughing now!

[This message has been edited by dusk (edited 08-26-2004).]
“Yesterday we obeyed kings and bent our necks before emperors. But today we kneel only to truth..."

#44 User is offline   Half Truth 

  • Member
  • PipPip
  • Group: Members
  • Posts: 343
  • Joined: 13-March 04
  • Location:Australia

Posted 27 August 2004 - 03:46 AM

Sorry about that, I musn't have changed it, ah well. I hope that I didn't confuse anyone too much but I do still need some information.

------------------
The mind controls the body, but the heart controls the mind.
Half Truth
The mind controls the body, but the heart controls the mind.
Half Truth

#45 User is offline   The Wizard 

  • Not a Junior Member
  • PipPipPipPip
  • Group: Members
  • Posts: 899
  • Joined: 21-July 04
  • Gender:Male

Posted 28 August 2004 - 04:52 PM

Quote

Originally posted by Pippin 3:
Hey we have talked about this for a lonf time when are we going to start?


I don’t really know. The Endless War Webstory at [url="http://"http://www.ambrosiasw.com/webboard/Forum6/HTML/003112.html#"]http://www.ambrosias...ML/003112.html#[/url] has died. Before we start this, we have to have it very organized in order for it to last awhile. I would be interested to know how far Avatara and Pallas are getting.

Half Truth, I think that we’ll have to wait a little on the exact information. It really hasn’t been decided yet, apparently. Can Pallas or Avatara post their ideas for battles?

What do we know we’re going to do so far anyway?

Houses
  • The story centers around houses. Though towns will still exist, they will not be the primary story line.
  • One player will be in charge of a house.
  • Houses can go to war, probably with another house or a town.
  • Houses will have a portion of the council’s vote.
  • Houses will get a portion of income for a certain amount of time.
  • Houses can also communicate by use of runners.
Towns
  • Towns will be ruled by Judges. One Judge per town.
  • Towns can also go to war.
  • They communicate by runners.
  • They will get an income, as well. Towns income might be smaller than some houses.
  • They will get town bonuses, which haven’t quite been established.
Councils
  • Councils are made of the ruler of the leading house, the town judge, and a certain number of NPCs.
  • Councils must vote on everything.
  • Councils are the ones that discuss treaties and wars with another’s runner.
  • They initiate drafts and other laws.
  • Councils also decide the Judge’s pay
Judges
  • Judges get a certain amount of the town’s income.
  • Aside from houses, Judges have the main voice in a town.
  • They are also in charge of the town’s justice.
NPCs
  • NPC’s votes can be bought. They bribing system will probably have to be an email system. This will avoid one from knowing about another’s bribe. NPCs sell to the highest bidder.
Armies and Battles
  • Armies will move a distance for times slower than a runner.
  • Army sizes and strengths will be determined by the units hired and the upgrades made.
  • A precise unit system and upgrade system have yet to be made.
  • Battles will be decided by Half Truth’s program.
  • Mercenaries will add Army and Battle bonuses.
  • When the winner of a battle is selected, a short story that centers around the battle will be made in the webstory. This will add strategy, but the winner will win and the loser will lose. This one might not be kept. -?
Distances and Time
  • A distance system will have to be established.
  • An accurate and fair time system will have to be established.
Taverns
  • Taverns are places where towns and houses can hire mercenaries.
  • Taverns will be placed at certain points on the map.
  • A mercenary won’t have to be at a tavern to be hired. He can be placed on a hiring list, and then go where he wants until he is hired. When hired, an email will probably be sent to the mercenary and he will instantly be relocated to the town or house that hired him. All orders from there on will be given on the webboard.
This is by no means a complete list. This is just an attempt to grasp the basis and hopefully move along the planning.

------------------
The Wizard
Wizard

#46 User is offline   The Wizard 

  • Not a Junior Member
  • PipPipPipPip
  • Group: Members
  • Posts: 899
  • Joined: 21-July 04
  • Gender:Male

Posted 28 August 2004 - 09:36 PM

Questions:
Avatara, are you and Pallas still working on this in IRC?
If so, how far have you gotten?
Pallas, have you updated [url="http://"http://idisk.mac.com/sfiera/Public/cythera/"]http://idisk.mac.com...Public/cythera/[/url]? It seems to be different, or have I just forgotten what it looked like before.

Web space ideas:
Does anyone think that this will need to be done on a different webpage?
The story should probably be done on these boards, but there might need to be a different webpage established to tell the basic ideas of the story. I think that Pallas is the only one right now with a webpage for it. That might be enough, though.

Distance:
Pallas, in the url above, posted distances, I believe. I think that I’ll put them here too, along with other distances. I would put in a map, but I can’t get the image thing to work.
  • Odemia - 1 to Catamarca, 1 to Cademia, 3 to Pynx, 3 to Kosha.
  • Catamarca - 1 to Odemia, 1 to Cademia, 3 to Pynx, 3 to Kosha.
  • Cademia - 1 to Odemia, 1 to Catamarca, 2 to Kosha, 2 to Pynx.
  • Kosha - 3 to Odemia, 3 to Catamarca, 2 to Cademia, 3 to Pynx.
  • Pynx - 3 to Odemia, 3 to Catamarca, 2 to Cademia, 3 to Kosha.
That is just a list of city to city distances. Pallas has more distances posted on his site.

Nearly Ready:
In response to Pippin 3 again, I think that we are nearly ready. About the only things left to establish are a time system, a battle system, and exact costs. After that, there is the sign-up.

Time System:
This seems to be a hard thing to decide on. We should probably vote on it. Here are the choices, it seems.
[list=a]
[*]Double time (42 hrs. = 24 hrs.)
[*]Normal time (24 hrs. = 24 hrs.)
[*]Half time (12 hrs. =24 hrs.)
[*]One-fourth time (6 hrs. = 24 hrs.)
[/list=a]
That may not be everything, but that appears to be the main jest of a time system.
______________
I vote for B. = Normal Time.
______________
Once again, visit Pallas’s [url="http://"http://idisk.mac.com/sfiera/Public/cythera/"]http://idisk.mac.com...Public/cythera/[/url] .
This tells a lot of the basics. Thank you, Pallas, for setting that up!

------------------
The Wizard
Wizard

#47 User is offline   Avatara 

  • Guardian
  • PipPipPipPipPipPipPip
  • Group: Moderators
  • Posts: 12,036
  • Joined: 05-July 00
  • Gender:Male

Posted 29 August 2004 - 01:29 AM

Quote

Originally posted by The Wizard:
Questions:
Avatara, are you and Pallas still working on this in IRC?
If so, how far have you gotten?
Pallas, have you updated http://idisk.mac.com...ublic/cythera/?   It seems to be different, or have I just forgotten what it looked like before.

Haven't talked since that one night. Especially since Pallas is on vacation at the moment. (he takes more vacations than a white-collar executive :P)

The website layout is slightly different from what you just posted because it assumes each house would have some influence in a city (according to where they are in the game). The judge served only as a way to help divide out city revenue equally, and they wouldn't really have a vote on the council - but they could be used for other matters (I guess, managing internal city affairs - improvements/whatever, or putting down riots, or investigating/punishing criminals and those who are too obviously using black means to accomplish their ends). Might be easier to just give the judge a minor NPC role - especially since the majority of people want to be mercenaries.

Since Pallas isn't here, I'll propose my idea for a battle system:

Unit Stats
Each unit hired would have its own hp and its own base damage. Upgrades for Armor/hp would add something like 20% of the original base HP and each damage upgrade would be a set amount * the number of upgrades. Upgrading a unit requires upgrading it for all current units (across the board?) so you can't have an archer with level 2 weapons and another archer with level 10 weapons and a knight with level 5 weapons. Well, maybe that's possible, but it gets really complicated - especially for the battle calculator, and even more so late-game with bigger armies.

I'd propose unit stats somewhat like:**
Soldiers have 200 base HP and do 1d8+12 initial damage. (so 13-20 damage) Each HP upgrade would be +20 max HP, and each damage upgrade would be +8 damage, as well as +2 max damage. So a level 2 (for both) Soldier would have 200 + 20*2 (or 240) HP and deal 1 d(8+4=12) + (12+8*2) or 1d12 + 28 damage (29-40 damage).

Archers* have 150 base HP (each upgrade is +15), and deal 1d6+8 (9-14) damage. Damage upgrades would be +2 max die-roll and +5 bonus, so level 1 weapons would deal 1d8 + 13 (14-21).

Knights get a decent 500 base HP (level = +50) and deal 1d14 + 25 (26-39 damage). Each damage upgrade would be +3 max die-roll and + 15 bonus damage. So, level 2 weapons = 1d20 + 55 (56-75 damage).

Mages are "impartial to wars" and I don't think they should be allowed to be hired initially. Besides, it simplifies combat not having to devise a spell system for minions - though mercenaries will have to work something out. Maybe they can be thrown in later, but they'd typically have low hp, be really expensive, and either do mass-damage, or heal friendly unit groups' hp.

*Obviously Archers are weak, but for this reason they get a bonus: see below.
**These numbers might need to be tweaked to be balanced.

Combat Mechanics
(to make this easier Player 1 is called "red" and player 2 is the "blue" team)

When fighting, each set of men for each side is lumped together. So, all of Red's swordmen have their HP added together, and all of red's archers have their hp lumped in a seperate pile, and so on. The first two rounds, the melee units (swordsmen and knights) are busy charging each other, but they start out of range - meaning only archers deal damage the first two rounds of combat. After that, melee units bash one another until either a side retreats, or a side loses all of its melee units. Assuming all of one player's melee units are defeated, the other player's melee units skip one turn of damage as they charge the enemy archers. Units are auto-targeted in order of knights, soldiers, and finally archers. Therefore, the first few rounds any knights will take damage dealt by the enemy forces. If one side has no knights (or if they were all killed), soldiers begin to take damage, even if one shot carries over - so if the knight group has 4 collective hp and takes a 30 damage hit, 26 damage goes to the soldier group.

Damage is calculated in turns, all of the knights (on both sides) deal their damage simultaneously, then soldiers, then archers. Damage dealt is based on the number of units in a group. (damage is calculated for each unit in that group and then added together). So if blue had four knights dealing 35, 36, 34, and 38 damage - the blue knight group would deal the red knight group 143 damage at the same time the red knight group deals the blue knights whatever damage they rolled. Later on, after casualties have been taken (and maybe even at the beginning to make coding the calculator easier), it'll become important to find out how many units remain in a group to determine damage. Assume only one unit gets hurt until it dies, then the damage strikes someone else. So, if a 1000 HP soldier group loses 240 HP, they only fight back with 4 soldiers dealing damage instead of the original 5. Finding out how many should be easy, divide the groups' collective HP by the HP values of the original units (so divide the soldier group's collective HP by 200 + upgrades) and round up (a wounded person is still alive).

Mercenaries and player heros would probably be their own individual group (each merc is treated alone), they would attempt to retreat from battle (see below on retreating) to avoid death. Players probably should move first, though they're still limited to the range-only attacks for the first two turns of battle. I'm not sure how they're targeted, maybe after knights, but it may have to be determined on a case-by-case basis (an archer merc would get hit later than a heavy melee merc). Perhaps, if we use my hero system described earlier (how are we doing heros?) the order could be knights, swordsmen, strength heros, intelligence heros, agility heros, archers - to give mercs a chance to still help out significantly in battle. Or perhaps strength heros should be bumped before swordsman.

I think this kind of automated system would be better than having to draw a map and each player choose an individual strategy because while that latter option offers more control, it requires a lot more time to resolve (each player inputs their moves and then you resolve it and wait for them to get online to do the next round - all this time, the game is still ticking on).

Losing a battle: Retreating and Surrendering
If battles are automated, it would really suck to wake up and find one's army obliterated. Then again, it would also suck to lose a town. Thus, I suggest that defending armies if they're fighting to protect a town or a house's holdings or whatever fight to the death (that object is more important than them) or pretty close to it - they surrender after 90% casualties (meaning 90% of the total army hp: archers + knights+ swordsmen + mercs), but attacking armies attempt to retreat after a while. If two armies clash in a field for whatever reason, but neither are really defending anything, then they're both treated as attackers.

If an attacking army suffers at least 70% casualties (maybe adjust between 60-85%, or have the player decide beforehand) or more, they begin to retreat. It takes three turns to retreat, the first turn the entire opposing army can deal damage, the second turn only the enemy archers and mercenaries can still deal damage (the melee units are outrun), and the final turn only enemy archers deal damage. While retreating, the retreating army deals no damage (with the exception of archers and ranged heros, who shoot "cover fire" on the first turn). Whatever is left has successfully disengaged from the battle and can only be re-attacked if the enemy player decides to start a new battle. So say blue loses 75% of its hp after a turn in battle, blue's army begins to retreat. The first turn, red's entire army deals damage as normal, but only blue's archers and ranged heros fight back. The next turn, red's mercenary heros and archers deal damage, but any remaining swordsmen and/or knights do not. The final turn, red's archers take a last parting shot, and then the battle ends.

All casualties are final. Wounds go away after three days (or so). So if blue's soldier group escapes with 290 hp (and has no upgrades for HP), he has one swordsmen with 200 HP and another with only 90HP, in case he has to fight a battle immediately after the one he retreats from. Red's units, and mercenaries on both sides, likewise need 3 days to heal and recover. Thus, a campaign of attacks (fred fighting blue, regrouping after blue retreats, pursuing and fighting again) may successfully wipe out an enemy. Though, if in the scenario above - blue retreats, and then red fights blue two days later, blue retreats again if his army loses 70% of the HP they started that battle with (this is the unit HP, not max HP - so a wounded swordsman with 90 hp only contributes 90 hp to the starting army total).

Whew, hopefully that made sense. As I said above, I think an automated system that could be programmed and run when needed (maybe built onto a webpage?) would be easier to do than having players map their moves. Less flexibility, but more simplicity, and a need for pre-planning. The numbers might need tweaking a bit for balancing, and mercenaries and other player heros are sort of a wildcard at the moment.
"Sometimes I get confused whether I'm posting on ATT or in the War Room. But then I remind myself: If it's moderators acting scatter-brained and foolish, then it's the War Room*.

*Unless it's Avatara, of course."
-- From the memoirs of Sundered Angel

#48 User is offline   The Wizard 

  • Not a Junior Member
  • PipPipPipPip
  • Group: Members
  • Posts: 899
  • Joined: 21-July 04
  • Gender:Male

Posted 08 September 2004 - 07:01 PM

Well, this topic has been slowing down, but I have a few brief suggestions that will hopefully provide us with enough people to begin whenever we are ready.

Members signed-up:
The Wizard
Half Truth
Selax
Dusk
Ferazel_09
-Possibly:
Avatara
Pallas Athene
~visitor~
Theo Neon Donly
Mr. Somebody

Hmm. That is more than I had thought, actually. Overall, that is ten if we were to count the possiblies. However, I do not know if Avatara or Pallas are joining.

Anyways, I think that towns should stay neutral to start with. (Is that the point you were trying to make, Avatara, or am I just confused [or both? :P ]) Any members that have mercenaries, travelers, or townsfolk might need to double as rulers of houses. We will set distances and rules and battles, but houses will probably be the only playable things to start with. (Pippin 3, if you want to be in charge of the stronghold still, you will probably be able to. We shall have to see how many members there will be that can double.) If enough members come eventually, we will add Judges and then towns. Maybe eventually stories could branch off of it.

All that is left to decide is the time system and the battle system. Then it will just be the basic rules to lay out.

<edit: typos>

This post has been edited by The Wizard: 08 September 2004 - 07:55 PM

Wizard

#49 User is offline   Avatara 

  • Guardian
  • PipPipPipPipPipPipPip
  • Group: Moderators
  • Posts: 12,036
  • Joined: 05-July 00
  • Gender:Male

Posted 08 September 2004 - 09:18 PM

Actually, what I was suggesting is quoted below. It only takes as many people as there are houses, and everyone else can be everyone else. Were we going with this idea or not?

Also, what about the battle system?

If there's no set guidelines or system on how everything works when it starts, then it likely will just fall apart - like the EV Endless War. Planning avoids disputes, confusion, and grudges against people who understand the vagueness better.

It can always undergo revision as time goes on, but it'll still be crucial to get enough of a system that the beginning works - and the better tuned to start off with, the more enjoyable it will be. I do realize you're trying to focus on a story aspect, but if the underlying system isn't smooth, the story will become rough and disjointed and inconsistent, which is why I've been attempting to help come up with a clear set of rules. That way, posts focus more on what's going on, not how it should work out.

Avatara, on Aug 14 2004, 09:10 PM, said:

Feel free to join in working out ideas for Pallas' diplomacy concept on IRC: irc.ambrosia.net, channel #cythera - its not "the" set idea for this war-thing yet, but we're talking over the major issues and balancing out the houses in order to have a feasible proposal that will be suggested here. (and open for comments/criticism)  I've edited this over time as problems and ideas get resolved, edits into the middle of the post are placed in bold.

This idea works best with one player in charge of each house.  Then, the head of that house may decide on how their house is to be run (if they want other players in their house, how the house's revenue should be divided between the character and the house, etc.)  Since most of you want to be mercenaries, that shouldn't be a problem.

Essentially its this: in the game, each house is present in various cities, and in some they have more influence than others.  So, each house would be trying to dominate a "council" in various cities in an attempt to increase their power and standing. The council will be made up of 9 people, some players and others NPCs whose votes can be bought.  In the game, many houses have a town where their influence is "higher" than others, so they get an extra vote in those towns.  A rough idea of the councils is seen below (judges aren't on the council yet, no idea on what role they'd play, but they're included for reference).  Also, Kosha is smaller, so there are only 7 people on the council, with 5 NPCs.

Odemia
Judge: Sacas
2 - Nicander (Philinus, Ascalon)
1 - Atussa (Milcom)
1 - Dodona (Crito)
5 - NPC

Catamarca
Judge: Metopes
2 - Strymon (Propontis, Mantinea)
1 - Comana (Darius)
1 - Atussa (Sardis)
1 - Dodona (Parium)
4 - NPC

Cademia
Judge: Berossus
2 - Attis (Malis, Thuria)
1 - Comana (Naxos)
1 - Nicander (Opheltius)
1 - Strymon (Halos)
1 - Dodona (Dares)
1 - Atussa
2 - NPC

Kosha (Council of 7)
Judge: Itanos (unimportant)
2 - Comana (Myus, Canachus)
1 - Dodona (Ariethous)
4 - NPC

If a house is doing things that the other houses don't like, they can attempt to "vote out" the target house, which would (if successful) kick the target house off of the council.  To do so, 7 of 9 votes (5 of 7 in Kosha) are required, making it difficult - but still possible.

Pnyx will be setup somewhat differently, it looks like it'll end up being a "neutral haven", sort of like Land King Hall - since its so different, and its unlikely mages can be bribed.  Pnyx can assist in being a center of learning, and used by anyone for any plot-related events (if we choose to have them) that could arise in the future.  The mages are supposed to be impartial anyway, and loyal only to Alaric.

Each house will gain revenue from somewhere (presumably businesses/guilds/territory they own) - see below.  Mercenaries can be bribed/hired to assist them in their endeavors, hired by house characters wherever the mercenaries determine they are looking for employment.

Buying an NPC's vote becomes more expensive with each successive NPC, making completely dominating a vote pretty expensive.  The cost of the first NPC bribe is at *least* 1*x, the second 2*x, the third 3*x, and so on - where X is a number to be determined later.  The player also chooses which NPC(s) they are attempting to bribe in their story post. There is a question though, on how public bids should be.  If bidding is done secretly multiple players may attempt to bribe the same NPC without knowing it, but the NPC will only go with the highest bidder.   Secret bids will also probably have be resolved by the "gamemaster", or some such thing.  This makes for a higher degree of strategy and political maneuvering among houses, but its not that great from a storytelling perspective (if you post the details of your bid, it won't exactly be secret).  Posting it storywise could be less stressful for the GM, and its possible players might "hear" of other bids through rumors. 

NPCs that are not bought out for a vote will vote yes or no randomly (with something like a 50% chance for simple "majority rules" decisions) - so in some cases it may or may not be profitable to buy out all of the NPCs.  For more "critical" decisions (like voting out a house or on going to war: the decisions that require 6 or 7 votes to pass), the probability for a "yes" will be something like 25% and a "no" 75% (since NPCs usually won't want to go to war or risk needless retribution by voting them out) to make those decisions reasonably harder to achieve.

Battle would be different than previously described.  Houses could essentially fight with one another for dominance on three levels (listed in order of likely occurance):
1. Maneuvering by buying out votes on the council
2. Destruction of individual house assets
3. Inter-city warfare

The first is simple, buying NPC votes and negotiating with rival houses to pass whatever motion is desired (forcing all houses to be blue, kicking house xxxx out, whatever).

The second requires "assets", "ruffians", and "guards".  Assets are the house's holdings in that city (presumably used to make money, for example).  Houses hire guards to protect those assets.  If a rival house wants to inflict pain and misery, they could hire "ruffians" to burn down and/or pillage their rival's assets in that city, weakening their position and ability to further influence the council (money makes the world go round).

The third option requires inducing war.  A vote of 6 out of 9 (5 of 7 in Kosha) is required to declare war.  Technically, the ruling house could buy out all the NPCs and send their city to war, but they also have the most to lose if it goes badly.  Cities would hire their own garrison of soldiers (which houses could help with, since if a city they're in falls it could be bad for them - explained later).  If a house decides they don't like the council composition in one city, they could "persuade" (through any of the three means) their city (or a city) council to declare war or the target city.  If the war-declaring city wins and the target city is overrun, the council of the victorious city(ies) would then decide the new council composition of the defeated city.  However, the number of NPCs cannot be diminished, so if there were 4 NPCs to start with, then there has to be at least 4 in the new council. (if its too much of an issue with houses gaining ground in Kosha, the council can always be bumped up to 9 people)  If multiple cities gang up and emerge victorious, then the number of player slots to be filled (number of council votes - minimum number of NPCs) are divided equally among the victorious cities to determine, and new NPCs will fill up the remainder.  So, if two cities beat up a third city, and third city had 4 of its 9 council members NPCs, each victorious city will have two slots to vote on who gets, and a NPC will be added to fill up the remainder (bringing the number of NPCs to 5 out of 9).  If three cities were victorious, two NPCs would be added to fill up the remainder, bringing the total to 6 NPCs.  Thus, attacking with allies is easier (more soldiers on your side), but less profitable.

To lower the number of NPCs, a "voting off" similar to kicking a major house out could be performed.  A house (even one not on the city) can permanently (until someone votes them off or conquers the city) acquire an NPC's votes by winning 7 out of the 9 council votes (5 of 7 in Kosha) in favor of their proposal.  So, if house Comana wants another voting slot in Cademia, they would have to bribe enough people to get the 7 votes needed to change an NPC's vote into an extra vote for house Comana.  Of course, this can be disadvantagous if overused - bribing so many people costs a lot of cash, and gaining enough influence to lower a city to something like 2 NPC votes may cause the other houses to attack that city (which then they could reorganize to their favor and only have to deal with 2 NPCs).

Economics:
Revenue can be gained for each house in two ways: one is a share of a city's revenue, the other is from various assets (buildings in a city, iron assets, magical item assets and the like).

Each City generates a certain amount of revenue (after a set time) based on its population (which may vary).  The revenue is divided up among the 9 voters and the judge (each "vote" and judge gets 10%).  Kosha is divided among the 7 voters and the judge (each person gets 12.5%).  The judge's and NPC's % go to the city's treasury where it can be used for city improvements (expanding city territory/value, enhancing stuff - maybe a better blacksmith?, and more importantly, buying soldiers).  The city treasury also gets any obols players spend on hiring guards and purchasing equipment (with the exception of Odemia).  Odemia is special; house Atussa has no dominant influence in any one city, but they do own a family blacksmith in Odemia.  Thus, to compensate they get the cash from any purchases of equipment at the Odemia blacksmith as well as half of the revenue for hiring guards (they have to be equipped somehow).  Hiring soldiers does not send cash into city/player treasures, it vanishes. (sorry, no free soldiers)

Each player can use their cut of the city's revenue to further their house's (or their character, depending on their house's policies) standing by hiring guards to protect money-making buildings, buying out NPCs for a vote, and such feats.
View Post

"Sometimes I get confused whether I'm posting on ATT or in the War Room. But then I remind myself: If it's moderators acting scatter-brained and foolish, then it's the War Room*.

*Unless it's Avatara, of course."
-- From the memoirs of Sundered Angel

#50 User is offline   Avatara 

  • Guardian
  • PipPipPipPipPipPipPip
  • Group: Moderators
  • Posts: 12,036
  • Joined: 05-July 00
  • Gender:Male

Posted 13 September 2004 - 11:02 AM

Nobody has any comments?
"Sometimes I get confused whether I'm posting on ATT or in the War Room. But then I remind myself: If it's moderators acting scatter-brained and foolish, then it's the War Room*.

*Unless it's Avatara, of course."
-- From the memoirs of Sundered Angel

Share this topic:


  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users