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Author Topic: Turn/Round Information  (Read 4646 times)
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fldash Offline
Founder
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Posts: 9755


« on: January 26, 2007, 11:17:01 am »

Here's is how each round/turn in the war will be worked.  This, as always, is subject to change.  Each turn is currently scheduled to last one week.

Tuesday marks the beginning of the week and the round lasts until Monday at Midnight.

Step 1a - All troops purchased from previous turns arrive and join their designated company.  Resources are given to Generals with the general war tax applied.  The general must then divy this out amoungst his colonel's.  Resource tax is NOT applied because all of the resources sent to the colonel's will be divied out again (even if it's to that colonel) with the exception of the resources sent directly to the general himself.  The divy tax is applied after he has divied out his resources.  Note, the divy tax compares the amount he got to the amount he sent out BEFORE resource tax is applied.  At this time, the general issues basic commands to his colonel's (shown as places to attack/defend/move to) and he may purchase his troops which arrive next turn.

Step 1b - If the General has already divied the resources to the colonels, the colonels divy their incoming resources to the rest of the commanders with resource tax applied.  The incoming resources are displayed separate to their own resources and they must divy all of the resources (including the resources they wish to send to themselves - i.e. they cannot submit until all of the resources are divied and there is 0 remaining resources). Divy tax is then applied after he submits how many resources are given to each commander - this should be noted before he submits though.  The colonel's then issue basic commands (shown as places to attack/defend/move to) to the captains and he may purchase his troops which arrive next turn.

Step 1c- Captains purchase their troops which arrive next turn.

Step 1d - Everyone makes their theoretical moves taking into consideration their superior's suggestions.  If someone tries to move and their superior officer has not submitted recommendations for that week they are advised.  Sectors that are contested (have a battle already occurring in them) may be moved out of ONLY into a sector that is completely controlled by your territory.

Step 2 - On Thursday at Midnight, the moves are put into play and anyone who didn't attempt to move misses this turn.  All units now proceed to the sector (or when movement speeds are incorporated sectors) that they attempted to move to.  Any axis sector that ends up occupied only by allied forces becomes allied (and vice versa).  Any sector that is occupied by both sides begins a battle.  All forces that were initially in that sector are defenders, any forces that enter, enter the battle at specific times.

Step 3a - Commander choose the units they are going to use from each of their companies into the battles.  Note that commanders must send at least 20 unit pop cap worth of squads into each battle if they can.  Only after the 20 unit pop cap has been breached are players able to leave squads in reserve (remember the max pop cap for each company is 30 in a battle).  Players may retreat from any battles IF they can move back to the last sector that they were in.  Doing so randomly kills half of the units in their entire company.  If the last sector they were in is contested or occupied then a player cannot retreat from a battle, if they INSIST on retreating their company is considered surrounded and surrendered.

Step 3b - Battles are scheduled and fought.

Step 4 - All Battle results are uploaded to the website including units remaining, winners, and battles that are not finished (contested territories).  The battle map and company compositions are adjusted accordingly and updated.  The next turn then begins.

---
Step 1 must occur before step 2 which must occur before step 3 which must occur before step 4.  However, all substeps in step 1 (e.g. step 1a - 1d) can be completed in any order.  It's important to note that steps 1 and 3 are players responsibility.  How the battles will be scheduled is still being discussed.

Note 1: Purchasing Units: You can only purchase units if you 1) have complete control of the sector you are in and 2) have connecting sectors all the way back to your home base.  As well, all troops arrive in your army the NEXT turn (i.e. not this turn) - if you are cut off, the troops wait until a turn arrives in which you can receive them.  If a company dies with purchased troops on the way those troops are considered MIA (we are looking at changing this).

Note 2: Battle Tax Confirmation: All movements into enemy sectors that are occupied with any enemy force have a confirmation dialogue that informs the player of the battle tax required to engage which they must accept and pay at that time.  This is in addition to the 'request active company' notification if there is another company that could move into this sector (see Note 3).  If the enemy company(s) abandon the sector, the battle tax is refunded.

Note 3: Active and Reserve Companies: More companies on a sector than the map for that sector can handle, i.e. 4 allied companies on a 3v3 map.  It is okay if a sector is occupied by more than one company, and is completely possible.  However, if there are 4 allied companies on a sector and the sector is a 2v2, only 2 of those 4 companies are 'active'; the other 2 are reserve companies.  Reserve companies act just like forces of a company that are in reserve during a battle (i.e. they do not participate in the battle and if the battle is lost they are forced to retreat to the last sector they occupied and if that sector is occupied they are considered surrounded and must surrender).  The active companies are always the first to arrive in a sector.  So the first 3 companies to a 3v3 sector are the active ones.   However, anyone above the rank of captain has the option to 'request active company' when they move to a sector in which they will automatically be chosen as an active company above someone else that was their first.  This option should be available to any company who is within the movement range of another company.  If more people 'request active company' upon moving to that sector than the sector can hold, then rank takes precedences first, then who completed there moves first during that turn (week).  In contested sectors (sectors in which a battle has continued on for more than 1 day) a player who is in reserve can just hold in that territory and still has the option request active company.  The priority for requesting active companies in a contested sector includes rank in the prioritization.  In other words, those who request it get first priority, then it goes to rank, then it goes to who was already in the battle, then it goes to who finished their moves that turn first.

What if?

A general forgets to divy?  Then he keeps all the resources and pays the appropriate divy and resource taxes.

A commander forgets to make their move?  Teir forces stay where they are.

A commander fails to select their squads for a battle?  Then the squads are randomly selected for battle from their company pool until they have at least 20 unit cap pop worth of squads.

A player does not schedule a battle?  The default time is used.

A commander fails to show up to a battle?  It is assumed that the battle occurred and the opposition won with 0 casualties and the player who failed to show up with 100% casualties.

What if a commander fails to show but his partner does show up?  Then the partner plays alone and the individual who doesn't show assumes 100% casualties.

A commander keeps not showing and is just stacking resources and not moving?  He is either replaced or his resources and units are then split up amongst the remaining allies and he is removed from the war.

Someone high in command keeps screwing up?  He is demoted and/or replaced.

--
I know this is overwhelming to many of you.  Ultimately, the player is simply responsible for logging in at the beginning of a turn, doing administrative tasks, then scheduling/playing the battle.  Everything else will be automated.  However, it's important you understand the mechanics.
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3rdCondor Offline
Donator
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Posts: 1536


« Reply #1 on: June 09, 2012, 03:19:15 pm »

I like it this way better than warmap tbh.
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No tits, but i will bake a cake then eat it in honour of Sir Condor The 3rd
fuck the pgren rifle, fucking dogshit weapon
My beautiful black pussy won
Rahx Offline
EIR Veteran
Posts: 1147



« Reply #2 on: June 09, 2012, 03:35:35 pm »

Great stuff!
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why is everyone except me retarded?
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #3 on: June 09, 2012, 03:42:24 pm »

You guys seriously would enjoy playing games where nobody gets more than 30 popcap in terms of company size and can only afford to have one battle a week? Lol.
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #4 on: June 09, 2012, 05:45:15 pm »

I like it this way better than warmap tbh.
This was before companies resources automatically refilled after each game.
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Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
Sachaztan Offline
EIR Veteran
Posts: 2667



« Reply #5 on: June 09, 2012, 07:38:44 pm »

The nekro just wont stop lol
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Demon posession is real and it's not funny, it's the creepiest thing you will ever experience.

I would also like to add I watch fox news everyday all day and will continue to watch it while being proud of that fact. I'm sure you enjoy your communist news network just as much.
DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #6 on: June 09, 2012, 08:07:49 pm »

I like it this way better than warmap tbh.
Must be crazy, the only thing I really like about this is the CoC type thing. Which can be a shitty mechanic if we have a derp at the top of CoC.
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two words
atgs and fireflies
Looks who's butthurt
*waiting* 4 DarkSoldierNoobiX pops up to prove how much shit the T17 is penetrating KTs back and Jagd front and how much better the ac/puma is penetrating m10 rear  Cool Cool Cool
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #7 on: June 10, 2012, 03:25:19 am »

Stop with the fucking necro
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