The battle for Calradia. Check forums.

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The Battle for Calradia.
Roleplaying and competitive matches combined in a large-sized campaign.

http://tbfcforum.open-board.com

Scening to do: http://forums.taleworlds.com/index.php/topic,80707.msg2321936.html#msg2321936
1+1/2h weapons (bastard swords, morningstar, spiked staff) should require the class
to have chosen both 1h and 2h as weapontypes.
30 (27.8%)
to have chosen either 1h or 2h as weapontypes.
16 (14.8%)
to have chosen 1h as weapontype.
4 (3.7%)
to have chosen 2h as weapontype.
15 (13.9%)
to have chosen a new 1+1/2h weapontype instead.
18 (16.7%)
to kill olo with fists!
25 (23.1%)
Updates are done on the forums http://tbfcforum.open-board.com

Introduction
This campaign-like game aims to give additional competition to clans and individual players. Clans will need to be good at both managing their kingdom as winning strategic battles in order to claim Calradia as their own. On our site both individuals and clans (to be done) can register. Individual members can join clans and create clans on the site, or simply join the mercenary band that is open for everyone. The types of clans that can be created are Kingdoms and Mercenaries. Kingdoms can also be called Khanates, Duchies, Republics but they have the same roles. Mercenaries can also be bandits, focusing solely on bandit business, or being hired blades going rogue when not hired in order to survive.

Kingdoms
Kingdoms will be the clans that want to claim towns, castles and villages. They will be the largest factions and have the largest armies. Also because of possessing towns and villages they create an income and economy. Trading goods and farming will be essential for paying their soldiers equipment and growing an economy. Using the army to claim territories that provide either economic or military strategic points, they try to gain advantage over there enemies.

Mercenaries/Bandits
Mercenary Bands are groups that survive by hiring themselves to Kingdoms, aiding them in battle or by plundering villages, ordered by a faction or not (rogues). They can be bandits, or when they have a good combat reputation, they will be able to survive just by doing mercenary work. Individual players not wanting to join a clan could join the general Mercenary group that does not have a particular leader.

Classes and equipment.
Both groups can have their own troop tree and equipment. Each group/clan can choose and define 3 classes. Following preset rules each class can be specialized or generalized in stats and equipment. One of the classes gets a free skill point, boosting it's performance as that clans special troop. Each class can choose 4 weapon types, an example being crossbows, bolts, one-handed swords and shields for a crossbow class. Weapon stats can be modified by the model in a spoiler below. Every class can have 4 item types, also listed in the spoiler below. If you chose an item type, you can have 4 weapons of that type in your buy menu.

Map.
The map where it is all played consists of hexes. Each hex will have a terrain-type (plain, steppe, desert, ocean), vegetation-level, elevation-level, an owner (could be neutral), garrison (could also be non-present) and settlement level (being town, castle, village or none). Terrain-type, vegetation-level and elevation-level will define the natural look of the scene in-game and cannot be changed by clans or players. Settlement level will also influence the in-game scene appearance. Ownership, garrison and settlement level may change and can downgrade as well as upgrade. Ownership is defined by garrisons and borders and will be explained in more detail later.
The map will also be published later along with detailed explanations and will be used for examples.
Map chart.
newterrainchart.jpg

The beginning.
To be done later. Will depend on the map and number of subscribed members.

Clan turns and actions.
This campaign will be turn-based. Clan-leaders will submit moves of Kingdoms and Warbands, whereas individual players submit their individual moves when they are in the general Mercenary group. Multiple actions can be undertaken in one turn and there is a limited time a clan has to submit moves. Moves consist of Attacking (subdivided in field battles, plundering and more), Moving Garrisons, Trading (for example by sending caravans), Upgrading settlements and more to be decided.

How will the turn-based system work?
The clan leaders will decide what moves their faction will make. The map of Calradia will be rasterized and divided, much like either Risk or the Total War series. All clans will be set in a particular order, also much like in the Total War series. Let’s start with examples. Here is an example list of clans/factions with tag or abbreviation in the brackets.
1. Knights of Valour (KoV)
2. Wildmen of Wercheg (WoW)
3. Einhorkarhagkjar (Ein)
4. Fuskare (Fus)
5. Spartaaah (300)
There will be a lot more clans in the real game, but having 5 examples is to keep it simple. Because KoV is the first on the list, they will start as the first clan to submit their moves and complete their first turn. They will have a certain move points, where each move consumes some move points. Also each party separately has a maximum of how many move points can be spent on that party. On the other side, having more parties will also increase the number of move points. In the first turn, there probably won’t be any attacks, due to the distance to each other. After that WoW will make their turn, than Ein, than Fuskare and than 300. Than the mercenaries will make their moves and they can approach clans to offer their services. The order of the mercenaries will be made in a similar list with first the mercenary warbands and than all the individual players in the general Mercenaries faction. The mercenaries will be followed up by the bandits. First the bandit clans and then the rest of the individual players in the Bandits faction. After that KoV will be able to make their moves again. When they decide to attack another party, a battle will take place. The battle will be fought in-game when it is their turn again. So first all other factions will have their move, ending with the individual bandits. When it’s KoV’s turn, they can’t move until their battle has been fought out. A date and time for the battle is supposed to be arranged with the enemy clan.


Battles.
Will always take place in-game Mount&Blade Warband in a online battle.

The stats for classes are done by the rules in the spoiler here.
Some taste of what the class generating system would look like. Each clan can have 3 classes, it doesn't have to be infantry, ranged and cavalry, you can have spearman, swordsman and peltast if you want too.

Standard attributes:
strength | 10
agility | 10

Standard skills for a class is:
Proficiencies:
one-handed | 60
two-handed | 60
polearms    | 60
archery      | 60
crossbows  | 60
throwing      | 60

Skills:
Ironflesh        | 0
Power strike    | 0
Power throw  | 0
Power draw    | 0
Riding            | 0
Athletics          | 0
Shield            | 0
Horse archery  | 0

You have 50 points to spend on each class.

For proficiencies the costs are:
+20  | 1
+40  | 3
+60  | 6
+80  | 10
+100 | 15
+120 | 21
+140 | 28

For attributes and skills the costs are:
+1 | 1
+2 | 3
+3 | 6
+4 | 10
+5 | 15
+6 | 21
+7 | 28
+8 | 36

For an extra item-type the costs are:
+10|1
+20|2

And each faction can add a free skill point for one class. So he can boost power draw from 6 to 7 for free or something similar.

The items of classes are done by the rules in the spoiler here.
Rules for items will go like damage and/or reach decrease swing speed and increase weight. There is a minimum for weight and a maximum for swing speed/rate of fire (around 110 for melee, to be decided for ranged), range (around 120 for non-polearms, around 250 for polearms) and damage (around 32 for melee weapons). Of course a maximum for ammunition will be there too for ranged weapons. Each class can select up to 4 weapon/item types (including a shield, so 3 weapon types with shield.) If you chose an item type, you can have 4 weapons of that type in your buy menu. Also daggers are always available for all classes as standard equipment, and are free.
For example, if you choose 1h swords, 2h blunt weapons, shields and horses, you can have 4 different swords, 4 different blunt weapons, 4 different shields and 4 different horses and 1 dagger in the buy menu.
Weapon types are:

-one-handed swords
base damage: 23 slash 17 stab - base reach: 98 - base speed: 95 - base weight: 1.4
-two-handed swords
base damage: 36 slash 20 stab - base reach: 116 - base speed: 86 - base weight: 2.4
-one-handed axes (also include shortened scythes or falxes)
base damage: 32 slash - base reach: 70 - base speed: 90 - base weight: 1.6
-two-handed axes (also include shortened scythes or falxes)
base damage: 42 slash - base reach: 100 - base speed: 80 - base weight: 3.0
-one-handed maces/hammers
base damage: 24 blunt - base reach: 60 - base speed: 88 - base weight: 2.0
-two-handed maces/hammers
base damage: 36 blunt - base reach: 86 - base speed: 76 - base weight: 4.5
-one-handed picks/spiked clubs
base damage: 22 pierce - base reach: 96 - base speed: 96 - base weight: 1.3
-two-handed picks/spiked clubs
base damage: 34 pierce - base reach: 100 - base speed: 84 - base weight: 2.0
-Spears
base damage: 26 stab 20 blunt - base reach: 135 - base speed: 98 - base weight: 2.25  (+1 damage =-1 speed, +0.05 weight --- +2 reach =-1 speed, +0.10 weight)
-Pikes
base damage: 26 stab 12 blunt - base reach: 200 - base speed: 86 - base weight: 2.5  (+1 damage =-2 speed, +0.05 weight --- +5 reach =-1 speed, +0.25 weight)
-Slashing polearms
base damage: 36 slash 20 stab - base reach: 155 - base speed: 80 - base weight: 4.0
-Bow
base damage: 20 pierce - base speed: 90 - base missile speed: 53 - base PD req.: 2 - base weight 1.25
-Arrows
base damage: 1 pierce damage - base length: 95 - max ammo: 30 - base weight: 3.0 (+1 damage =-1 ammo, +0.1 weight)
-Crossbow
base damage: 50 pierce - base speed: 43 - base missile speed: 68 - base weight: 3.0
-Bolts
base damage: 1 pierce damage - base length: 55 - max ammo: 29 - base weight: 2.25 (+1 damage, +5 length speed =-2 ammo, +0.1 weight)
-Throwing axes
base damage: 39 cut - base speed: 98 - base missile speed: 20 - base weight: 5.0 - base length: 53 - max ammo: 5
(melee)
base damage: 29 slash - base reach: 53 - base speed: 98 - base weight: 5.0
-Throwing spears/javelins
base damage: 32 pierce - base speed: 94 - base missile speed: 28 - base weight: 5.0 - base length: 75 - max ammo: 7
(melee)
base damage: 18 stab 14 blunt - base reach: 75 - base speed: 94 - base weight: 5.0
Will be rebalanced later, just to give ya'll an idea.

For melee:
+Damage = -Speed (or -Reach or both) and +weight
+Speed = -Reach (or -Damage or both) and -weight
+Reach = -Speed (or -Damage or both) and +weight
-Weight = +Speed and -Damage (or -Reach or both)

For bows:
+Damage = -Speed,+weight and +Power Draw/Throw req.
+Missile speed = -Speed, +Power Draw/Throw req.

Max upgraded 5 times (for example the spear damage can be +5 and the range +10 max.)


'The Council' (Admins/Judges):
Arch3r-main organisation.
Plazek-organisation and balancing.
Urist-mercenary stuff, balancing.

'Engineers Guild' (Sceners):
Tercero
Mudcrab

CFR-website

Want to help? We need modellers, texturers, sceners but also Mount&Blade (Warband beta or vanilla) veterans that want to put effort and time in balancing.



How much are time periods allowed to mix up.
NOT LATER: We should stick to M&B time-period items, so up to coat-of-plates and mail surcoat.
49 (26.1%)
A BIT LATER: (Partially) plated armours are allowed, as long as they are balanced.
41 (21.8%)
MUCH LATER: Primitive gunpowder and full gothic plates are allowed, as long as they're well balanced.
16 (8.5%)
NOT EARLER: Same as option 1, sticking to M&B time period.
13 (6.9%)
A BIT EARLIER: Early medieval and even before that is allowed.
35 (18.6%)
MUCH EARLIER: Allow Roman style armours and weaponry, as well as cataphact, sarissa and hoplite style troops.
34 (18.1%)
Total: 123 votes.
 
Concept about starting the game, buildings, upgrading, troops, armour, weapons, population and money. If you want to help, look at the <-Job
The campaign will have 5 pre-game turns. Before starting first the starting resources will be decided. For now variables are: troops, money, population and buildings.
Turn 1
Buildings will be placed, every kingdom will have:
- 1 village center
- 2 houses
- 1 barracks
- 2 farms

For Kingdoms.
Starting resources:
- 1 Village Center
- 2 Houses
- 1 Barracks
- 2 Farms
- 10 Tier-1 troops
- 5 Tier-2 troops
- 1 Tier-3 troop
- 20 gold


Building types:
-Camp
Can be constructed anywhere by armies containing 20 soldiers or more. Disappears when not garrisoned. Costs: 30 gold, 1 turn. Profits: Minor defenses for your garrisons, allows Village Center upgrade. and Fort upgrade.
-Palisade
Defensive structure. Can be constructed anywhere by armies containing 30 soldiers or more. Won't disappear. Costs: 50 gold, 1 turn. Profits: Advantage during battles.
-Stone wall
Defensive structure. Can be constructed anywhere by armies containing 50 soldiers or more. Won't disappear. Costs: 150 gold, 2 turn, Engineering upgrade. Profits: Large advantage during battles.
-Roads

Village Center
Standard Economic Center. You can only start building around Centers. May be upgraded from Camp and upgrade to Town Center. Costs: 200 gold, 3 turns. Profits: +2 population, allows standard buildings to be constructed.
-Houses
Standard Economic Building. Provides population. Costs: 20 gold, 1 turn. Profits: 6 population.
-Marketplace
Standard Economic Building. Generates 10 gold for each adjacent house each turn. Allows hiring Tier-1 mercenaries. Costs: 30 gold, 1 population, 1 turn. Profits: 10 gold per adjacent house each turn. Allows hiring Tier-1 mercenaries.
-Farms
Standard Economic Building. Generates 25 gold each turn. Costs: 20, 1 population, 1 turn. Profits: 25 gold each turn.

Fort
-Barracks
Standard Military Building. Allows training of militia and increases the maximum army size by 10. Costs: 50 gold, 2 population, 2 turns. Profits: 3 population, 5 gold each turn, allows militia training and Keep upgrade for Forts. 
-Armory
Standard Military Building. Allows basic upgrades and increases army size. Costs: 50 gold, 1 population. Profits: 5 gold each turn, +10 max. army size, allows Padded armor upgrade.

Town Center
Advanced Economic Center. You can only start building around Centers. May be upgraded from Village Center and upgrade to Keep. Costs: 300 gold, 3 turns. Profits: 2 population, allows advanced buildings to be constructed, allows Palisade Defenses upgrade.
-Religious building
Advanced Economic Building. Generates 10 gold each turn and an additional 20 gold for each adjacent house. Costs: 150, 2 population, 1 turn. Profits: 10 gold each turn and 20 gold per adjacent house each turn, allows Engineering upgrade.
-Docks
Advanced Economic Building. For later versions.
-Tavern
Generates 20 gold for every adjacent Standard Economic Building. Costs: Profits: allows hiring Tier-2 mercenaries.

Keep
-Foundry
Advanced Military Building. Allows for melee class upgrades. Costs: 100, 1 population, 1 turn. Profits: Allows Master-smith upgrade, Blacksmith upgrade, Infantry upgrade.
-Fletcher
Advanced Military Building. Allows for ranged class upgrades. Costs: 120, 1 population, 1 turn. Profits: Allows Craft-specialist upgrade, Tanner upgrade, Archer upgrade.
-Stables
Advanced Military Building. Allows for cavalry class upgrades. Costs: 120, 1 population, 1 turn. Profits: Allows Selective Breeding upgrade, Horse diet upgrade, Cavalry upgrade.

Palace
-Brothel

Citadel

Upgrades:
Village Center upgrade.
Costs: 200 gold, 3 turns. Upgrades one Camp to Village Center.
Town upgrade
Costs: 300 gold, 3 turns. Upgrades one Village Center to Town Center
Palace upgrade
Costs: 600 gold, 5 turns. Upgrades one Town Center to Palace
Fort upgrade.
Costs: 250 gold, 3 turns. Upgrades one Camp to Fort.
Keep upgrade.
Costs: 400 gold, 3 turns. Upgrades one Fort to Keep.
Citadel upgrade.
Costs: 800 gold, 5 turns. Upgrades one Keep to Citadel.
Palisade defenses upgrade.
Costs: 150 gold, 3 turns. When your town is attacked, you gain palisade wall advantages on the battle scene.
Engineering upgrade.
Costs: 100 gold, 1 turn. Allows Stone Walls to be constructed.
Padded armor upgrade.
Costs: 150 gold, 1 turn. Allows tier-2 armor for militia.
Master-smith upgrade
Costs: 150 gold, 1 turn. All melee weapons deal +2 damage for all weapon directions.
Blacksmith upgrade
Costs: 300 gold, 3 turns. Allows tier-3 armor for infantry classes.
Infantry upgrade
Costs: 200 gold, 1 turn. Allows a tier-2 infantry class.
Craft-specialist upgrade
Costs: 150 gold, 1 turn. All ranged weapons deal +2 damage.
Tanner upgrade
Costs: 200 gold, 2 turns. Allows tier-2 armor for archers.
Archer upgrade
Costs: 200 gold, 1 turn. Allows a tier-2 ranged class.
Selective Breeding upgrade
Costs: 150 gold, 1 turn. All horses have +5 hitpoints and +2 armor.
Horse diet upgrade
Costs: 150 gold, 1 turn. All horses have +2 speed and +2 maneuverability.
Cavalry upgrade
Costs: 200 gold, 1 turn. Allows a tier-2 cavalry class.

Troops:
Tier 1: Militia (30 points to spend)
Spawns at Barracks.
Tier 2: Infantry (50 points to spend)
Spawns at Armory. No horse allowed. No non-throwing ranged weapon allowed. Tier-1 and Tier-2 armor. 4 weapon types.
Tier 2: Archer (50 points to spend)
Spawns at Armory. No horse allowed. Tier-1 armor. 4 weapon types of which two are ranged/ammunition.
Tier 2: Cavalry (50 points to spend)
Spawns at Armory. Tier-1 and Tier-2 armor. Horse + 3 weapon types.
Tier 3: Officer/Standard bearer (70 points to spend)
Spawns at Keep (TODO). Tier-3 armor. 4 weapon types and non-weapon officer item (such as a flag).

Armor:
Tier 1: Cloth
Body armor 5-15 formula for weight: (body armor rating *3/10)+(leg armor rating *1/5)=weight
Helmets
Boots
Gloves

Tier 2: Padded Cloth up to Padded Leather
Body armor 16-35  formula for weight: (body armor rating *3/10)+(leg armor rating *1/5)=weight
Helmets
Boots
Gloves

Tier 3: Mail up to Plate.
Body armor 35-50  formula for weight: (body armor rating *3/10)+(leg armor rating *1/5)=weight
Helmets
Boots
Gloves


Weapons:
Will have base values, that has to be decided yet. Base values can be adjusted using scheme in the OP, have yet to decide how many speed will be sacrificed for +1 damage etc...<-Job

Population:
Population can 'work' on adjacent tiles. For example Village centers can have 2 buildings adjacent to it that require 1 population, such as a marketplace. Houses can have buildings on adjacent tiles that cost up to 6 population altogether.

TODO:
Keeps (not sure about those, but would unlock Tier-3 officers which would make up max 10% of an army (one officer for every 10 peeps).)
Armor and weapon statistics
Roads

Updated map list:

Map 1  : Palisades on a plain(Arch3r/implemented)
Map 2  : Walls on a plain (Tercero/implemented but need Terrain Code!)
Map 3  : Palisades on a snow plain (Urist/implemented)
Map 4  : Walls on a snow plain (Urist/in progress)
Map 5  : Palisades on steppe terrain(Tibertus/implemented)
Map 6  : Walls on steppe terrain(Tibertus)
Map 7  : Palisades in a desert(Mudcrab)
Map 8  : Walls in a Desert(Arch3r/implemented)
Map 9  : Palisades in a forest(Arch3r/implemented)
Map 10 : Walls in a forest(Mudcrab/in progress or implemented (from Tercero? need terrain code!))
Map 11 : Palisades in a snow forest
Map 12 : Walls in a snow forest
Map 13 : Palisades in a steppe forest(Arch3r/in progress)
Map 14 : Walls in a steppe forest

Also to all clans, get your classes and stats sorted out. It doesn't take much time (a lot less than picking models/modelling/retexturing).

New poll up, vote for option 1-4 and option 5!
 
I would help out in any way I can, but I'm not a good modder.

And I meant whats wrong with natives calradia? It's great!
 
This is a fantastic idea-  and Spanky should be allowed to be a merc,  hell you should have your own special character on the map that can travel looking for the highest bidder :grin:

out of interest how complex will the out-of-battle decision be? are we talking about having some kind of economy system, recruiting soldiers and stuff-  or will we just have lord parties to represent our clan members on the map?

Another idea (which i thought WAS your idea until i read properly) once all the clans have made their custom troops and chosen their starting territories someone should make it into a singleplayer mod too-  with each clan replacing the factions, their troops representing the clans playstyle and with lords replaced with clan members.
(ie: CoR would have a big focus on unshielded spearmen with a very high polearm skill :grin:  and my lord character will have nothing but hordes of peasants in his army :grin:)
 
Heh, my entire faction will be clones of the old Xerina, the sexy one :sad:
 
Sounds like a great idea =)
And well I would go for like an easy 2D map representation to start with. (looks nicer and is easyer to do on forums too)

Balance has to be perfect though as otherwise you will see all the same armies soon. Maybe work with a points system like you got item 100 points to make 3 classes. With every weapon, armour or mount being a certain amount of points. That way you can have great cavalery but your infantry will suck. I would also add in Char points that you can attribute to your classes. (like power draw or riding and so). And well maybe you can convert item points to char points. (like 20 item points will get you one more char point and one char point gets you 20 item points)

Now we just need to recruit an amazonian clan to rule the world with ^^
 
Balance will be pretty damn tough,  a point system will work to some degree (do it with denars- and just say buying attribute points is giving your troops extra training)
Leaders should be the ones that make the big decisions obviously, but will individual clan members act as 'lords' in the faction, or will they just take the role of soldiers on the battlefield?

I say the leader of each clan should have a sort of agreement that if a majority of the other leaders think one of their units is overpowered then they will change it. (should have to be put to a vote to be fair, so you cant just nerf your enemies down)
 
I just had an orgasmthinkingthing. IF, and it's a big ****ing IF, each clan has a member with a copy of Medieval Total War 2, THEN, in theory, it would be possible to do the campaign map on it... Yes? Mod all the units on it, make everything a castle or LARGE town, mod a campaign map the same look as Calradia. Jesus, that would be epic.
 
I would suggest a rule where say your allowed to allocate 100 "points" to your army. You can only change 20 or so of these points every move/battle. YOu do not want people completely changing their army every battle.
If you can change them at all but it would suck if you could not change.

What other sort of moves would there be other than attacks?
How will movement around the map work? Certain distance a day?
What if you moved your army to intercept the enemy but that clan were currently unavailable? Does the whole game have to wait? It would put the offencive team on a big disadvantage if not, but a default lose would be lame just cause you can't play. Maybe a forced retreat would be best solution?

Man this game gonna be complex. Sounds interesting though.
 
Spanky89 said:
i am a mercenary for clans who need me !

just call me and i am there for u :grin:

but i only play lancer*

heh, I am the Administrator of Calradian Academy of Arms, but ours is a noncompetitive warband (except for practice) with the sole goal of improving our combat abilities.

Hence, I would be honored to fight for a clan. I can also serve as a trainer.

I am skilled in the use of the bastard sword, but can also make a fairly decent pikeman. If needed, I am at least a mediocre lancer. I think my class would be something like "dismounted knight".


BTW, this sounds really cool.
 
This sounds similar to what someone tried to do for the HL2 mod Jailbreak:Source, sadly that never actually got started. I hope this gets of the ground cause it sounds even more awesome  :smile:
 
Ok some taste of what the class generating system would look like. Each clan can have 3 classes, it doesn't have to be infantry, ranged and cavalry, you can have spearman, swordsman and peltast is you want too.

Standard skills for a class is:
Proficiencies:
one-handed | 60
two-handed | 60
polearms    | 60
archery      | 60
crossbows  | 60
throwing      | 60

Skills:
Ironflesh        | 0
Power strike    | 0
Power throw  | 0
Power draw    | 0
Riding            | 0
Athletics          | 0
Shield            | 0
Horse archery  | 0

You have 50 points to spend on each class.

For proficiencies the costs are:
+20  | 1
+40  | 3
+60  | 6
+80  | 10
+100 | 15
+120 | 21
+140 | 28

For skills the costs are:
+1 | 1
+2 | 3
+3 | 6
+4 | 10
+5 | 15
+6 | 21
+7 | 28
+8 | 36

Example archer:
Proficiencies:
one-handed | 100
two-handed | 80
polearms    | 60
archery      | 160
crossbows  | 60
throwing      | 60
Cost: 3+1+15=19

Skills:
Ironflesh        | 2
Power strike    | 2
Power throw  | 0
Power draw    | 5
Riding            | 0
Athletics          | 4
Shield            | 0
Horse archery  | 0
Cost: 3+3+15+10=31

Total cost: 50

Example infantry:
Proficiencies:
one-handed | 100
two-handed | 140
polearms    | 100
archery      | 60
crossbows  | 60
throwing      | 80
Cost: 3+10+3+1=17

Skills:
Ironflesh        | 4
Power strike    | 3
Power throw  | 1
Power draw    | 0
Riding            | 0
Athletics          | 3
Shield            | 4
Horse archery  | 0
Cost: 10+6+1+6+10=33

Total cost: 50

EDIT: Forgot to add that each faction can have one specialized class, where they can freely spend boost one skill +1 for free, regardless of the cost. For example the Example archer can have 6 power draw instead of 5 for the same cost.

Formulas for equipment will follow later, that will be much harder I think.
 
I woud like to give you more info about the map, but I'm not sure how to do this yet. I was first planning something simple like Risk, but I think I'll try to make up other rules that really fit. Of course the maximum number of troops you can attack with as clan leader (they will decide all faction moves) is 32 since 32v32 is the maximum you can fight with. The battles will be played on battle gamemode, if you attack 10 enemies with 20 troops and 12 of your troops die before all the enemies are dead you will end up with 8 troops + *insert random healing formula here* on the position you attacked.

Plazek said:
I would suggest a rule where say your allowed to allocate 100 "points" to your army. You can only change 20 or so of these points every move/battle. YOu do not want people completely changing their army every battle.
If you can change them at all but it would suck if you could not change.

What other sort of moves would there be other than attacks?
How will movement around the map work? Certain distance a day?
What if you moved your army to intercept the enemy but that clan were currently unavailable? Does the whole game have to wait? It would put the offencive team on a big disadvantage if not, but a default lose would be lame just cause you can't play. Maybe a forced retreat would be best solution?

Man this game gonna be complex. Sounds interesting though.
I don't know in how far AI will be improved, otherwise that would be an option. That way battles could be even larger than 32v32. Also you would have a given time to fight the battle, like 2 days. If one faction doesn't have enough players in those 2 days he will have to fight with AI's.

Qwertyman said:
This is a fantastic idea-  and Spanky should be allowed to be a merc,  hell you should have your own special character on the map that can travel looking for the highest bidder :grin:

out of interest how complex will the out-of-battle decision be? are we talking about having some kind of economy system, recruiting soldiers and stuff-  or will we just have lord parties to represent our clan members on the map?

Another idea (which i thought WAS your idea until i read properly) once all the clans have made their custom troops and chosen their starting territories someone should make it into a singleplayer mod too-  with each clan replacing the factions, their troops representing the clans playstyle and with lords replaced with clan members.
(ie: CoR would have a big focus on unshielded spearmen with a very high polearm skill :grin:  and my lord character will have nothing but hordes of peasants in his army :grin:)
That would be a bit too complex I think. I was planning to make this more like Risk rather than the M&B campaign single player, because that's almost impossible. You can however ask people to play for you clan in battles, as long as the person asked is not in another clan that is in the same game.
 
Euh JPEG? Nah joking, but it will be a 2d map that will be on a site. I don't have much experience with that sort of stuff, but I know people who can help me and I know Ibanez is good with such things.
 
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