Mount&Blade: Warband > [ROCK] Reconciliation Of a Conflicted Kingdom

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Duke_Kenneth:

--- Quote from: John7 on July 06, 2011, 07:45:44 AM ---How many players will each battle or siege be played with?

7 v 7 ?

10 v 10 ?

EDIT: Khergits will be allowed ? Will random plains be a map choice ?  :?

You can only pick one faction the whole campaign ?

So 4 questions  :) sorry  :oops:

--- End quote ---


Battle scale is something we struggled with a little bit. We want to strike the right balance between allowing smaller clans to be competitive but at the same time not penalizing larger clans. So, in what I think was a stroke of brilliance :P we decided to ditch the idea of round victories for battle. When you enter a battle you will have a certain number of "reinforcements" (defined by your actions on the campaign map) and that number corresponds to the number of causalities you can take before you 'lose'. The battle spans however many rounds it takes to reach that number and it doesn't matter who wins the rounds, just how many on each side are killed overall. We felt this struck a good balance between allowing larger clans to field their strength but at the same time allowing smaller clans to compete.
So, for example, if two clans were to enter into battle with the same number of reinforcements, it would be entirely dependent on the ratio of kills. Clans can decide on their own if they're better off flooding the battlefield with troops or if they want to just send in an elite squad.

As for the rest, until July 15th, it's all still subject to change but I am fairly certain about these answers:
Khergits: Yes. (see the Nation Types F.A.Q. answer)
Random Plains: Yes. (but only on specific tiles - each map territory is linked to a few scene choices)
Only one faction: No. The faction you pick is just the feel of your clan's starting territories. Army faction is entirely dependent on where you have recruited it from. So, as the campaign progresses, you will get different types of armies as territory changes hands.

Hope that helps!
Feel free to post any more questions - it's fairly difficult to put this all cogently in a single post so answering questions might be the best way to get all the info out.

-Ken

Duke_Kenneth:
The basic concept is that on the Campaign map (the strategic, turn-based world that is run through the website) you have armies.

Each army has a size.
(An army's size is determined by the events on the campaign map.)
(Size has nothing to do with how many players show up. Although, you can never field at one time more than the total size.)

This size is the number of times that army can have a player killed before being destroyed. (e.g. if an army has 50 troops, that army can suffer 50 deaths before losing; those 50 can be spread across any number of rounds - 5 ppl get killed 10 times each, etc.)

So, lets take an example scenario after the jump:

--- Quote from: Mandorallin on July 06, 2011, 07:56:41 PM ---alright, now I'm getting confused with the battle setup as well.  Are player numbers ignored? As in regardless of how many players you have available at a given time, you still only have X units available to fight a given battle?  Though obviously you can only field as many as you have players...

Let's go with a few scenarios,  Balion vs GK just to give some names:

1.
- Both teams have 10 players.
- Both teams field 10.
- Both have 15 reinforcements.

2a.
- GK has 8 players, Balion have 10 players
- Both field 8
- Both have 15 reinforcements (would the +2 players count towards reinforcements for Balion)

2b.
- As above, but Balion field their full 10.

3.
- GK has 12, Balion has 12
- Both field 12
- GK has 10 reinforcements, Balion has 5

How would each team win?  So essentially you have X lives available to you at a given fight, regardless of how many people you can field, and when your number of lives reaches 0 (or you retreat [ is that possible?]) your team is defeated... so you just decide beforehand how many lives are being utilized, both teams know how many lives each team has before the fight, then they go until the deaths for one team reaches their limit?

And should I even ask about sieges? lol.

--- End quote ---

Scenario 1:
   A GK army of 15 troops meets a Balion army of 15 troops on the campaign map.
   They are hostile to each other so they schedule a battle.
   The map is selected by where the armies met on the campaign map.
   Spawn is selected by the clan which submitted its movement order first. (more on that later)
   On the day of the battle, both clans have 10 players show up. Because 10 is less than their respective army sizes, they each can field up to 10 troops.
   They decide independently how many they want to field; both pick 10.
   Round 1 is fought using the standard Battle gamemode. Results: GK wins the round (killing 10 Balions) but Balion killed 8 GKians in the process.
   After round 1, the army sizes are now GK:7 (The initial 15 minus the 8 casualties) and Balion:5 (15 minus 10).
   For round 2, because GK's army size is now 7, they can only field up to 7 troops. Likewise Balion can now only field up to 5.
   Balion decides to field the entire last 5 of their troops. GK decides it doesn't want to suffer any extra casualties and so only fields its best 5 players.
   Round 2 is fought. Results: GK's strategy backfired and Balion won the round (killing 5 GKians) and GK only killed 2 Balions.
   Thus the army sizes now stand as GK:2 (7 minus 5) and Balion:3 (5 minus 2)
   So, for round 3, GK can field up to 2 and Balion can field up to 3.
   Both clans decide to field their whole strength (GK fields 2, Balion fields 3).
   Round 3 is fought. Results: Balion wins (killing 2 GKians) but GK still kills 1 Balion
   GK's army is completely destroyed (2 minus 2) and Balion's army only has 2 reinforcements left (3 minus 1).
   So, there is a Balion army of 2 troops on the campaign map and no GK army.


Ok, that should give you an idea of how it works. HOWEVER, some of that process is moot for the campaign because the campaign will we using much larger numbers for reinforcement counts and an army will be automatically destroyed when it's reinforcements drop below 10. So, if you were to multiply every number in that scenario by 5, you could get something that actually might happen in the campaign.*


Siege is slightly more complicated. You can win a siege by simply killing the entire enemy army through the same rules as battle, but there is a slight twist. If the attackers win three rounds, the gamemode switches to TDM and the armies play TDM inside the castle until one is completely destroyed.

*(Also, if a normal Battle lasts for more than 2hrs, it also imediatly switches to TDM for the remainder of the reinforcements.)

I know that's still kinda confusing, so if you want some more examples, just say so and I'll work a few out when I get back from work.

Cheers,
Ken

P.S. All of the rules will be posted in a cogent manner on July 15th. I'm more than willing to answer any questions until then, but if you don't understand, don't panic; it will be clearer later.  :)

Duke_Kenneth:

--- Quote from: skyssoldier on July 07, 2011, 12:00:22 AM ---Oh and some sort of reward for the winner?

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You can transfer money freely between clans so I can definitely imagine tournament prizes / buy-ins etc.

I know for a fact wK will be hosting some of that nature.  8-)

Duke_Kenneth:
That's probably pretty close to what we'll see. It's entirely dependent on your internet connection though; from my university in Texas (and fiber) I can play on EU servers with <50 ping, but currently, from home in California and sucky internet, I get 50+ ping on just West Coast servers. When I moved from TX back to CAL for the summer, my ping actually went up on CAL servers.  :?

However, when we were talking about the rules, we decided that we felt the benefits of being able to cater to a global player-base outweighed the hassle of higher ping and time-zone scheduling awkwardness.

If the community has any thoughts on how to compensate for the issues, we'd love to hear them. So far, the way we're dealing with it is to have each clan select a time-zone when formally registering and take this time-zone into account when placing the clans in their starting locations. Also, when defending one of your castles you always get the advantage of a server in your time-zone (and for neutral battles and skirmishes, an equidistant server is chosen).

The net result of all of that is that the closer you are to your starting territory, the lower your ping in going to be. If it helps, you can think of ping in terms of supply lines: The further away from your land they get, the less well fed and more tired your troops are, hence the sluggish reaction time. :P

Duke_Kenneth:

--- Quote from: BigBoss on July 08, 2011, 07:12:02 PM ---
--- Quote from: Mad Dawg on July 08, 2011, 07:03:34 PM ---
--- Quote from: KissMyAxe on July 08, 2011, 06:51:55 PM ---Also, if Balion doesn't participate, I'll sign up as a freelancer.

--- End quote ---
We'll be in, just waiting on rules.  Great work Kenneth.  Excellent from what I've seen so far.  I especially like the Siege switch to TDM.  Good idea.  Plus the Battle balancing is very creative and I forsee it working out well. 
Probably need a pause between maps to figure out the how many troops you can get and decide on a strategy, which could cause a problem on Random Plains without a "working" reset map feature as the map will continually change.  ...just thinking outloud.

--- End quote ---
Or, since it'll have limited "squares" or "places" to go someone can make scenes of open fields but according to the terrain in the main map. Because, you know, if you're on a hill "square" a hill must be in the middle of the scene or in one side, not millions of them.

--- End quote ---

You're right (of course  :P ) - I hadn't considered the 'randomness' of Random Plains. I like Big Boss's solution though, we'll just make plains maps instead of using the random generator. Thanks for pointing that out.

Cheers,
Ken

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