Post by Cao Pi on Jan 17, 2006 20:35:06 GMT -5
Battles on these such Role Playing sites have always been a thing of much dispute. As such, each site has created it’s own format to tackle them, Below listed are Betrayal of the 3 Kingdoms answer to what a battle system should be.
Specific language
Turn(s) - A single post made by a participating member. These will be elaborated later.
Round(s) - A group of single posts made by all members participating in one specific battle. A new round begins when the final member makes their post, then all members who took place in the previous one may make a new turn, and so on. Every 6 rounds, by default, losses will be done. Though this is very subject to change depending on the situation.
Turns - Part 1
In battle, players post in conducted and fair turns. Considering time differences and variations, these turns are done by kingdoms, and not players. For example, were there 2 members of Wu and 2 members of Shu battling in one field, then a format for posting could be like this:
Wu #1 Posts
Shu # 1 Posts
Wu # 2 Posts
Shu #2 Posts
This can change to both members of their respected kingdoms posting in succession (i.e Wu, Wu, Shu, Shu), and any other variation you may think of. However, the first member to post cannot post again until all participating members at that current time have made their turn. To continue the battle on, there must be at least 1 enemy response post before you can go again. But if there are many people online at one particular time, then you indeed wait for all enemies to post. This will be watched carefully by moderators to ensure fairness is attained in posting amounts. As such, advantages are gained when there are more people present in the area of posting, as they can do more things in one round of turns. If the enemy has posted and it is your turn to post but the person your mainly fighting hasen't done so, use your common sense - only reply to the troops concerned in the enemies post not the ones who are still awaiting a reply.
As the battle begins, a posting order will be established in the first members post via Bracketed information. If this cannot be decided manually, it will be done so by an administrator.
Turns - Part 2
There are a limited amount of things you may do in one turn with your amassed army, again, to ensure fairness, and to keep in check with the reality of time. This also keeps time a consistent thing throughout.
In a turn, you may:
- Move your army around the particular area you are in (Distance itself is left to the person’s own common sense, but ridiculous amounts will be told to edit). In the event of moving over difficult terrain, which is now allowed, penalties to movement shall also be added.
- Send a unit to attack/defend/reinforce.
- For Archers and/or similar, perform 1 volley missiles. This includes the likes of catapults, onagers, etc. (all projectile weapons)
If you have any specific, non-chartered procedures you wish to do with your unit, then discuss it with an admin, and they will state how long it will take. This will most likely include construction, climbing, and various other things. If you wish to use resources or equipment during a battle anything is allowed, (Bridges builders, oil, shovels etc.) so long as you have a post to show where it came from (Show you buying it or going somewhere to have it made for free)
As for the actual conducting of battles, they will constantly be governed by the 4 rulers of the kingdoms, and all rulers participating will decide on losses.
Territories
This section specifically deals with the attacking, capturing, and defending of cities on the map. To Begin with, each city has the following garrisoned, with the exception of the kingdom’s capital.
500 Cavalry
500 Skirmishers
500 Bowmen
500 Spearmen
500 Light swordsmen
While this initially seems low, purpose bought Kingdom Troops by your leader can be then stationed in such Cities at his or her will. The Prefect gets full command of the garrisoned troops, but may not take them or use them to attack a neighbouring city. These are defensive troops only. These rules however do not apply to the capital, which gets the following:
2500 Milita
2500 Cavalry
5000 Skirmishers
5000 Bowmen
5000 Spearmen
5000 Light Swordsmen
All garrisoned troops can be controlled by the following:
- The cities specific Prefect(s)
- Ruler(s)
- Grand Commander
- Head of Internal Affairs
The latter 2 may also control the capitals garrisoned troops if the ruler is absent.
Cities will bring income to the ruler every 2 weeks. For every city the kingdom owns, they will receive 25 gold extra per 2 weeks, to purchase what they wish with.
For the attacking and capturing of territories, a maximum of 2 attacks per 2 weeks may be made on a surrounding territory to your borders, and part of the trade line (Check the Map for Trade Lines if you are unsure).
If you have any questions in regards to this battle system at all, please PM myself, or a fellow admin, and they will aid you in your inquiry.
Specific language
Turn(s) - A single post made by a participating member. These will be elaborated later.
Round(s) - A group of single posts made by all members participating in one specific battle. A new round begins when the final member makes their post, then all members who took place in the previous one may make a new turn, and so on. Every 6 rounds, by default, losses will be done. Though this is very subject to change depending on the situation.
Turns - Part 1
In battle, players post in conducted and fair turns. Considering time differences and variations, these turns are done by kingdoms, and not players. For example, were there 2 members of Wu and 2 members of Shu battling in one field, then a format for posting could be like this:
Wu #1 Posts
Shu # 1 Posts
Wu # 2 Posts
Shu #2 Posts
This can change to both members of their respected kingdoms posting in succession (i.e Wu, Wu, Shu, Shu), and any other variation you may think of. However, the first member to post cannot post again until all participating members at that current time have made their turn. To continue the battle on, there must be at least 1 enemy response post before you can go again. But if there are many people online at one particular time, then you indeed wait for all enemies to post. This will be watched carefully by moderators to ensure fairness is attained in posting amounts. As such, advantages are gained when there are more people present in the area of posting, as they can do more things in one round of turns. If the enemy has posted and it is your turn to post but the person your mainly fighting hasen't done so, use your common sense - only reply to the troops concerned in the enemies post not the ones who are still awaiting a reply.
As the battle begins, a posting order will be established in the first members post via Bracketed information. If this cannot be decided manually, it will be done so by an administrator.
Turns - Part 2
There are a limited amount of things you may do in one turn with your amassed army, again, to ensure fairness, and to keep in check with the reality of time. This also keeps time a consistent thing throughout.
In a turn, you may:
- Move your army around the particular area you are in (Distance itself is left to the person’s own common sense, but ridiculous amounts will be told to edit). In the event of moving over difficult terrain, which is now allowed, penalties to movement shall also be added.
- Send a unit to attack/defend/reinforce.
- For Archers and/or similar, perform 1 volley missiles. This includes the likes of catapults, onagers, etc. (all projectile weapons)
If you have any specific, non-chartered procedures you wish to do with your unit, then discuss it with an admin, and they will state how long it will take. This will most likely include construction, climbing, and various other things. If you wish to use resources or equipment during a battle anything is allowed, (Bridges builders, oil, shovels etc.) so long as you have a post to show where it came from (Show you buying it or going somewhere to have it made for free)
As for the actual conducting of battles, they will constantly be governed by the 4 rulers of the kingdoms, and all rulers participating will decide on losses.
Territories
This section specifically deals with the attacking, capturing, and defending of cities on the map. To Begin with, each city has the following garrisoned, with the exception of the kingdom’s capital.
500 Cavalry
500 Skirmishers
500 Bowmen
500 Spearmen
500 Light swordsmen
While this initially seems low, purpose bought Kingdom Troops by your leader can be then stationed in such Cities at his or her will. The Prefect gets full command of the garrisoned troops, but may not take them or use them to attack a neighbouring city. These are defensive troops only. These rules however do not apply to the capital, which gets the following:
2500 Milita
2500 Cavalry
5000 Skirmishers
5000 Bowmen
5000 Spearmen
5000 Light Swordsmen
All garrisoned troops can be controlled by the following:
- The cities specific Prefect(s)
- Ruler(s)
- Grand Commander
- Head of Internal Affairs
The latter 2 may also control the capitals garrisoned troops if the ruler is absent.
Cities will bring income to the ruler every 2 weeks. For every city the kingdom owns, they will receive 25 gold extra per 2 weeks, to purchase what they wish with.
For the attacking and capturing of territories, a maximum of 2 attacks per 2 weeks may be made on a surrounding territory to your borders, and part of the trade line (Check the Map for Trade Lines if you are unsure).
If you have any questions in regards to this battle system at all, please PM myself, or a fellow admin, and they will aid you in your inquiry.