Baron von Skippy on 18 Jan 2003 03:43:01 -0000


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[Spoon-business] Armies


I propose:

{{
__Half a league, half a league, half a league onward!__

Create a rule:

{{
__Armies__

A. Definition
There exist uncarryable, impassable Grid Objects called Armies. Each Army has five attributes: Price, Attack Power, Toughness, Combat Strength, and Speed. The entity who purchases an Army may move that Army about the Grid by ordering it to move. No entity may order the movement of an Army they did not purchase. Armies may be purchased at locations on the Grid designated by the rules.

A.1. Price
Armies may be purchased by any player or the Administrator at any time for their Price. The entity who purchases an Army becomes that Army's General. Certain Armies may, after being purchased, be re-purchased by any entity eligible to purchase Armies other than the General of that Army. To do this, the entity attempting to make the purchase must attempt pay the Army a price greater than its Price. In this event, the General of that Army has two ndays to attempt to pay the Army a greater price than that offered by the first entity, who then has two ndays to respond with a greater price. If either bidding entity does not offer a greater price within two ndays of their opponent's last bid, the last entity to bid becomes the General of that Army and loses a sum of Capital Resources equal to their last bid.

A.2. Attack Power
The Power of an Army is used to calculate how much damage an Army can do to other Armies. Each Army Type has a base Power. The Power of any Army is equal to that base Power multiplied by the Strength of that Army.

A.3. Toughness
The Toughness of an Army is used to calculate how much damage an Army takes from other Armies. Each Army type has a base Toughness which does not change based on the Strength of that Army.

A.4. Combat Strength
The Strength of an Army is a decimal between 0 and 1, rounded off to 2 decimal points, and represents the percentage of that army which can still fight.

A.5. Speed
Each Army type has a base Speed. The Speed of an Army is how many spaces that Army may move each nweek.

B. Army Types
There is an Army Type for each Race that a player may be. The Army Types, their base attributes, who they hate, and if they can be bought are as follows:

Type   Price     Power   Toughness   Speed   Hates Can be bought?
Human  250 BNS   50      150         3       None      Yes
Dwarf  300 BNS   60      200         2       Ogre      Yes
Elf    400 BNS   65      150         4       Orc      No
Faerie 200 BNS   25      75          7       None      Yes
Alien  325 BNS   60      175         4       None      No
Ogre   600 BNS   100     300         2       Dwarf      Yes
Orc    400 BNS   70      125         3       Elf      Yes
Insect 150 BNS   75      50          5       None      No
Blob   300 BNS   40      200         1       None      No
Droid  100 BNS   40      80          3       None      No

B.1. Battles
If two Armies owned by different players are in adjacent squares, the General of one of those Armies may choose to Attack the other Army. When e does so, eir Army attacks the other Army and gets the first attack. If the other Army survives the Attack, it then retaliates with an Attack of its own. The Generals then have one nday to decide if they wish to Retreat. If neither Army retreats, then the second round of Attacks proceeds the next day in the same order. This process repeats until either Army retreats or has its Strength drop to 0.

When one Army attacks another, it lowers the other Army?s Strength by ((1+ (1d5-3)/10)*Attacker?s Power)/Defender?s Toughness.

When an Army Retreats, it moves one square away from the other along a ray drawn between the two. This movement does not count towards that Army?s movement for the week.

C. Acceptable Locations and LZs
When an Army is Purchased, it can be placed on the Grid either on a square adjacent to the General where there are no Armies owned by other entities, or on an LZ. LZs are passable uncarryable Grid Objects that may be purchased for 300 BNS and placed on any location within two squares of the purchasing player. LZs may be owned by no one, in which case anyone may use them. When an Army is placed on an LZ owned by no one, that Army must move off of the LZ immediately.
}}

{{
Add to 154.B.6, the list of Entropy explosion effects, "All armies lose .15 Strength."
}}

{{
Create an LZ owned by no one at each Grid square whose coordinates are both integral multiples of 5.
}}
}}

There's a lot more where this came from, but I figure dropping a whole heap of things on everyone is a nice way to make a prop fail... If, btw, you see any glaring problems with interactions with other rules, feel free to point them out, please. I don't think this'll screw with anything else, but I've been wrong before. Anyway, questions, comments, suggestions?

[[BvS]]




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