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DxV04
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    New War System

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    Post by Acarnatia Mon Oct 22, 2012 4:46 pm

    Yeah, I know. I'm just stating that there ARE grenades.
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    Post by DxV04 Mon Oct 22, 2012 6:04 pm

    Shkar wrote:
    DxV04 wrote:You guys are loosing your minds!!! lol!

    Did we ever have them to begin with?

    Good point!
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    Post by DoughGuy Mon Oct 22, 2012 6:41 pm

    TO those people talking about high low ground too complex. We'll just have some areas like the Archives and ToG which are naturally easier to defend that have higher starter fortifications.

    1 turn per round is good because it forces you to focus on attack or defence. You can either fortify or sabotage, attack or move troops to defend. We might make some exceptions (like sending troops on quests) but I think limiting us is good.
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    Post by ViralEnsign_ Mon Oct 22, 2012 6:55 pm

    makes sense
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    Post by twilightwarwolf Mon Oct 22, 2012 7:02 pm

    i have a question if someone has the forest do they get the entire thing or is that split in two because its prettey big. and where does that classify as ground wise?
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    Post by DoughGuy Mon Oct 22, 2012 7:07 pm

    Ground wise?
    DUe to the way the forest works, the FH area would be considered "Too much effort, no reward" and ignored, though the other area may be used.
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    Post by twilightwarwolf Mon Oct 22, 2012 7:14 pm

    i c hmm..... interesting...
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    Post by Shkar Mon Oct 22, 2012 7:27 pm

    I only combined areas to make it a little less tedious. Now my question is, do we want to let movement only take an action on the starting turn? So sending a champion on an assassination mission only takes one turn, or make them spend a turn for each area they go through?
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    Post by DoughGuy Mon Oct 22, 2012 7:32 pm

    1 turn = 1 area of movement. Exception Firelink. Its takes 0 turns to move through firelink.
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    Post by twilightwarwolf Mon Oct 22, 2012 7:33 pm

    can anyone own that or is it a nuetral area? if there are any. im guessing that might depend on allies and such but still are ther any?
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    Post by DoughGuy Mon Oct 22, 2012 7:36 pm

    Firelink? Its small and a hub. If we do allow ownership I'd say it would be harder to reinforce and you'd likely lose it quick to someone else. SO I reckon we leave it nuetral.
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    Post by Shkar Mon Oct 22, 2012 7:40 pm

    I had been thinking about letting the ability for Firelink be the production of Troops every so often, but. that may have to be moved.

    Do to the length of this type of war, do we want to occasionally add Hostile NPC units that will try to capture areas? Also, do we want to let new members join in?
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    Post by DoughGuy Mon Oct 22, 2012 7:45 pm

    Letting new people in could be hard once we get most areas captured.
    What do you mean by NPCs? If you mean individuals that assassinate and sabotage Im fine with that. But entire armies will just disadvantage a side too much if they get attacked by another player as well.
    And I think firelink shouldnt be capturable.
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    Post by DoughGuy Mon Oct 22, 2012 7:50 pm

    DxV04 wrote:
    Shkar wrote:
    DxV04 wrote:You guys are loosing your minds!!! lol!

    Did we ever have them to begin with?

    Good point!
    My mind and I are taking a break from each other. It says tomato and I say ... well there's the problem. I want to say tomato but it wont let me :x
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    Post by twilightwarwolf Mon Oct 22, 2012 7:53 pm

    ive never been on the same page with mine.
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    Post by Shkar Mon Oct 22, 2012 8:06 pm

    DoughGuy wrote:Letting new people in could be hard once we get most areas captured.
    What do you mean by NPCs? If you mean individuals that assassinate and sabotage Im fine with that. But entire armies will just disadvantage a side too much if they get attacked by another player as well.
    And I think firelink shouldnt be capturable.

    Yeah, I'm just talking about having like a 10% chance for a neutral or aggressive champion to spaen every turn. Or have a boss or a dragon "spawn" and try to wreck stuff. Now that I think about it, it seems silly.
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    Post by ViralEnsign_ Mon Oct 22, 2012 11:37 pm

    Ive been trying to work on balanced Covenant Home Base powers based around the ideas of fortification and sabotage. Though I would like to have some covs have special occasional use rules.

    You can tell me if you think these might work but Ive been trying capture the lore of each cov into the home base rules.

    For example if the Lifehunters are actually hunters then a Preffered Enemy rule they could declare during thier turn might work for them which would improve offensive capacity with a consequence of lesser defensive power for that round of turns.

    Or the Gravesworn receiving reinforcements from the dead that died in a battle that went thier way. In this way they could build up a set number of reinforcements for winning battles on thier home turf...

    I tried to factor in the NK and the Dukes Archives but could think of little excepta rule that would allow the NK to do a double march every set number of rounds due the the Archives having detailed maps of terrain and what not. Or maybe the NK can set up better defenses because of those maps and get defensive bonuses?

    The Darkstalkers and what not are harder to come up with rules for....
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    Post by DoughGuy Mon Oct 22, 2012 11:44 pm

    Well remember its are abonuses not cov bonuses.
    SO ToG would maybe allow you to get 50% of your troops that died last turn back as undead for a turn (obvious). Painted world could give you X bonus attack vs one side (lifehunt since pris is still there). Archives would double your defence for a turn (all the books). Izalith allows you to ignore X defences for a turn (lava and demons). New londo gives you a bonus to spying (abyss darkness) etc
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    Post by ViralEnsign_ Mon Oct 22, 2012 11:51 pm

    But Im trying to keep the bonuses small scale so that we dont have cries of OP or favouratism. I already thought having bonuses to attack and defense over all of your provinces is good enough. Unless you want to introduce specialised rules?

    I was thinking of giving the NK Double March and Hasty Withdrawal. Which would let them every so often secure two areas instead of one and also retreat from those provinces voluntarily.

    Vs

    Say the Gravesworn gaining either momentum from consistant victories because they are ressurecting thier foes. But then again I need to know the full game mechanics to apply these bonuses properly.
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    Post by DoughGuy Mon Oct 22, 2012 11:56 pm

    SO we should leave those till last?
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    Post by ViralEnsign_ Mon Oct 22, 2012 11:59 pm

    But at present it seems like all we need to do it test the system and see if it works

    As it stands its better to plan ahead right?

    I wanna give a really interesting one to Izalith based on the Warhammer Winds of Chaos where they can have an effect that will either not benefit them at all or will benefit them more greatly than any other cov....but only if they are really lucky.
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    Post by DoughGuy Tue Oct 23, 2012 12:02 am

    We havent even got the specifics of the system down yet have we? We need to know what we're doing first.
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    Post by ViralEnsign_ Tue Oct 23, 2012 12:05 am

    I thought we were running Shkars system. By the time we get to testing DKS will be a thing of the past......
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    Post by DoughGuy Tue Oct 23, 2012 12:09 am

    Oh wow I didn;t think he and so much done on the OP. Ok maybe we are up to testing/
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    Post by ViralEnsign_ Tue Oct 23, 2012 12:10 am

    Yeah so its wether or not we want to apply rules or factions effects or even simple fortification and Sabotage benefits.

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