New War System

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    Shkar
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    Re: New War System

    Post by Shkar on Tue Oct 23, 2012 12:15 am

    I had been thinking more along the lines of passive bonuses. So, here are some of the ideas I had:

    Firelink: 33% chance to spawn a Troop every round.
    Undead Burg: Higher success rate on Spying/Assassination.
    Sens: Your Fortification levels get boosted by 1
    Forest:
    Blighttown: Access to Poisons give you double success rates on Sabotage.
    Valley of Drakes: Messengers are instant (Drake mounts)
    Anor Londo:
    Painted World: Higher success rate on Guarding.
    Archives: Higher success rates on Scouting.
    Izalith: Treat enemy fortifications as one stage lower.
    ToG: 33% chance for dead Troop units to survive (resurrected); or, dead Troops survive for 3 rounds after death.
    New Londo:
    Ash Lake:
    Kiln of the Flame:
    Oolacile:




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    Re: New War System

    Post by ViralEnsign_ on Tue Oct 23, 2012 12:21 am

    Have you elaborated on troops yet. i though you were running something more simplistic like taking areas adjacent to your own then fortifying and sabotaging those adjacent structures.

    I mean I love commanding troops and all that but then that could get really complex for you as the overseer.


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    Re: New War System

    Post by DoughGuy on Tue Oct 23, 2012 12:22 am

    For spying and sabotage I thought we do it something like
    1/(number of spies + number of watchers) chance of success.

    Also still dont like the idea of firelink being capturable.


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    Re: New War System

    Post by ViralEnsign_ on Tue Oct 23, 2012 12:24 am

    So now we have specific units like spies, infantry, and others?


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    Re: New War System

    Post by DoughGuy on Tue Oct 23, 2012 12:27 am

    We dont have specific units. Your champions (players) can act as any unit. They just get job titles when they get sent out.


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    Re: New War System

    Post by ViralEnsign_ on Tue Oct 23, 2012 12:32 am

    Thats seems over complex. How are troops generated and lost?


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    Re: New War System

    Post by Shkar on Tue Oct 23, 2012 12:36 am

    DoughGuy wrote:For spying and sabotage I thought we do it something like
    1/(number of spies + number of watchers) chance of success.

    Also still dont like the idea of firelink being capturable.

    First of all, you may want to check that formula. 1 spy means a 100% success rate, 2 means a 50% success rate. Also, my idea for Firelink was just getting ideas out there.

    In addition, I am thinking about breaking the actions up like this in terms of counteracting each other. So having a scout in an area when a messenger is there causes a chance at confrontation, same with assassins and guards, and etc.

    Fortify / Sabotage
    Guard / Assassinate
    Scout / Message
    Assassinate / ?

    If there is a confrontation, it is a battle between the units (in-game) in order to determine who wins. Although, the odds of a confrontation actually HAPPENING will depend on RNG.


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    Re: New War System

    Post by DoughGuy on Tue Oct 23, 2012 12:37 am

    You start with a certain number of troop tokens. I dont know how they're generated.


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    Re: New War System

    Post by Shkar on Tue Oct 23, 2012 12:38 am

    ViralEnsign_ wrote:Thats seems over complex. How are troops generated and lost?

    It's really not that bad. Champions are just the players. Troops are NPCS, and are lost through combat and possibly gained through territory (maybe?).


    Or should we just ditch the Troops altogether and just let covenant members join as they actually join the covenants? Maybe even allow soldiers to defect if they want to, that way there is a little more control by the players.


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    Re: New War System

    Post by DoughGuy on Tue Oct 23, 2012 12:39 am

    Shkar wrote:
    DoughGuy wrote:For spying and sabotage I thought we do it something like
    1/(number of spies + number of watchers) chance of success.

    Also still dont like the idea of firelink being capturable.

    First of all, you may want to check that formula. 1 spy means a 100% success rate, 2 means a 50% success rate. Also, my idea for Firelink was just getting ideas out there.

    In addition, I am thinking about breaking the actions up like this in terms of counteracting each other. So having a scout in an area when a messenger is there causes a chance at confrontation, same with assassins and guards, and etc.

    Fortify / Sabotage
    Guard / Assassinate
    Scout / Message
    Assassinate / ?

    If there is a confrontation, it is a battle between the units (in-game) in order to determine who wins. Although, the odds of a confrontation actually HAPPENING will depend on RNG.
    Nope that was correct. More spies = more chance of getting caught. Obvious if there are 0 guards it will have a 100% chance of working. But more spies has a higher chance of getting captured, but gives more info and better chance of escaping if caught.

    That second part could cause a LOT of encounters. Maybe too many.


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    Re: New War System

    Post by DoughGuy on Tue Oct 23, 2012 12:39 am

    Shkar wrote:
    ViralEnsign_ wrote:Thats seems over complex. How are troops generated and lost?

    It's really not that bad. Champions are just the players. Troops are NPCS, and are lost through combat and possibly gained through territory (maybe?).


    Or should we just ditch the Troops altogether and just let covenant members join as they actually join the covenants? Maybe even allow soldiers to defect if they want to, that way there is a little more control by the players.
    Yeah we might not even need those troop tokens. Just have players.


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    Re: New War System

    Post by twilightwarwolf on Tue Oct 23, 2012 12:43 am

    wow i like what youve done with this and it seems awesome i hope this gets up and running.btw is there a bonus for having a monoply of sorts? because say you have all of the izalith and blightown ( if you count that as part of izalith) shouldn you get a bonus for getting all the areas?


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    Re: New War System

    Post by DoughGuy on Tue Oct 23, 2012 12:44 am

    Nah. Its too easy at the start to get a monopoly.


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    Re: New War System

    Post by ViralEnsign_ on Tue Oct 23, 2012 12:48 am

    Okay that makes sense. I Think we should just use cov members as troop tokens. We assume that those champions control thier own NPC's and with that could represent fighting forces.

    For example Billy could field say

    Amos, Riem, and Blue against myself who could deploy say War, Wulf, and Blk.

    Then let me if I understand the model correctly...

    I own the TotG and catacombs and can occupy another area..... what are the restrictions on claiming territory? Where can I claim?

    Additionally lets say I own the TotG but Dough commands Hoshi to take the catacombs. Hoshi wins the conflict for Dough...

    Now what can i do. what does assasinate do? What does Guard do? How does Fortify affect the next game?


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    [[11:09:53 p.m.] Robb "the Ensign_": The sexual tension is enough to blow wyrms head off
    [11:10:04 p.m.] Kwith: Woah.
    [11:10:08 p.m.] Kwith: ..Woah.
    [11:10:14 p.m.] Robb "the Ensign_": FATALITY!
    [11:10:16 p.m.] ◥▶_◀◤ TehInfamousAmos: AHAHAHAHAHAHA
    [11:10:19 p.m.] Tolvo: You want to see sexual tension.
    [11:10:20 p.m.] ◥▶_◀◤ TehInfamousAmos: BEASTIALITY
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    Re: New War System

    Post by DoughGuy on Tue Oct 23, 2012 12:51 am

    GUard and fortify are on the OP I believe. You can take any area that no one is in currently by moving troops in there. EVen if someone owns it, if there are no defences you can just take it. SO you can claim anywhere you can reach.

    If hoshi wins an area from you the area then belongs to his side. If you wqant to take it back you'd need to fight him for it.

    Assassinate kills a member of the other team for 3 days after which they pop out of a bonfire.


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    Re: New War System

    Post by ViralEnsign_ on Tue Oct 23, 2012 12:55 am

    I think it should be only adjacent points. Otherwise I could start out in anor londo and then delcare a direct attack on Izalith.......


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    [[11:09:53 p.m.] Robb "the Ensign_": The sexual tension is enough to blow wyrms head off
    [11:10:04 p.m.] Kwith: Woah.
    [11:10:08 p.m.] Kwith: ..Woah.
    [11:10:14 p.m.] Robb "the Ensign_": FATALITY!
    [11:10:16 p.m.] ◥▶_◀◤ TehInfamousAmos: AHAHAHAHAHAHA
    [11:10:19 p.m.] Tolvo: You want to see sexual tension.
    [11:10:20 p.m.] ◥▶_◀◤ TehInfamousAmos: BEASTIALITY
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    Re: New War System

    Post by DoughGuy on Tue Oct 23, 2012 12:57 am

    "You can take any area that no one is in currently by moving troops in there."
    You have to be able to move troops in.


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    Re: New War System

    Post by ViralEnsign_ on Tue Oct 23, 2012 12:58 am

    .....but then there is no way to blockade people...


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    [[11:09:53 p.m.] Robb "the Ensign_": The sexual tension is enough to blow wyrms head off
    [11:10:04 p.m.] Kwith: Woah.
    [11:10:08 p.m.] Kwith: ..Woah.
    [11:10:14 p.m.] Robb "the Ensign_": FATALITY!
    [11:10:16 p.m.] ◥▶_◀◤ TehInfamousAmos: AHAHAHAHAHAHA
    [11:10:19 p.m.] Tolvo: You want to see sexual tension.
    [11:10:20 p.m.] ◥▶_◀◤ TehInfamousAmos: BEASTIALITY
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    Re: New War System

    Post by DoughGuy on Tue Oct 23, 2012 12:59 am

    ?
    What do you mean blockade? You blockade by putting your own troops there to stop people.


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    Re: New War System

    Post by ViralEnsign_ on Tue Oct 23, 2012 1:02 am

    No I mean if im in the TotG at the start of the game I shouldnt be able to say I want to take Sens Fortress straight away....though strategy wise that makes no sense....


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    [[11:09:53 p.m.] Robb "the Ensign_": The sexual tension is enough to blow wyrms head off
    [11:10:04 p.m.] Kwith: Woah.
    [11:10:08 p.m.] Kwith: ..Woah.
    [11:10:14 p.m.] Robb "the Ensign_": FATALITY!
    [11:10:16 p.m.] ◥▶_◀◤ TehInfamousAmos: AHAHAHAHAHAHA
    [11:10:19 p.m.] Tolvo: You want to see sexual tension.
    [11:10:20 p.m.] ◥▶_◀◤ TehInfamousAmos: BEASTIALITY
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    Re: New War System

    Post by DoughGuy on Tue Oct 23, 2012 1:03 am

    You can't. You'd have to move your troops there, through the cats, through firelink, through the burg, through the parish and into sens.


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    Re: New War System

    Post by ViralEnsign_ on Tue Oct 23, 2012 1:06 am

    Ah see now you answered my question You can only move to adjacent areas to the ones you men are in.

    Can you move your troops freely throughout your own areas? Not one area at a time.


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    [[11:09:53 p.m.] Robb "the Ensign_": The sexual tension is enough to blow wyrms head off
    [11:10:04 p.m.] Kwith: Woah.
    [11:10:08 p.m.] Kwith: ..Woah.
    [11:10:14 p.m.] Robb "the Ensign_": FATALITY!
    [11:10:16 p.m.] ◥▶_◀◤ TehInfamousAmos: AHAHAHAHAHAHA
    [11:10:19 p.m.] Tolvo: You want to see sexual tension.
    [11:10:20 p.m.] ◥▶_◀◤ TehInfamousAmos: BEASTIALITY
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    Re: New War System

    Post by DoughGuy on Tue Oct 23, 2012 1:11 am

    We havent decided that but I'd say they'd be allowed to move at double speed. Gives you an advantage without allowing you to insta respond to any threat.


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    Re: New War System

    Post by ViralEnsign_ on Tue Oct 23, 2012 1:14 am

    So the NK wont have a Double March Skill?


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    [[11:09:53 p.m.] Robb "the Ensign_": The sexual tension is enough to blow wyrms head off
    [11:10:04 p.m.] Kwith: Woah.
    [11:10:08 p.m.] Kwith: ..Woah.
    [11:10:14 p.m.] Robb "the Ensign_": FATALITY!
    [11:10:16 p.m.] ◥▶_◀◤ TehInfamousAmos: AHAHAHAHAHAHA
    [11:10:19 p.m.] Tolvo: You want to see sexual tension.
    [11:10:20 p.m.] ◥▶_◀◤ TehInfamousAmos: BEASTIALITY
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    Re: New War System

    Post by DoughGuy on Tue Oct 23, 2012 1:18 am

    Well they are knights, I don't think double march fits them. I'd rather a defence bonus.


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