Author Topic: ROCK Question and Answer Thread : Current  (Read 3445 times)

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Mad Dawg

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ROCK Question and Answer Thread : Current
« on: November 19, 2011, 06:56:24 AM »
ROCK Question and Answer Thread


Please post all of your questions concerning the ruleset here sighting the specific rule area you are referring to. Comments and concerns may also be placed here. 

Consider this a General ROCK Discussion area. Maintaining a cohearent point related to ROCK is mandatory.


TIP: The overall campaign is based on the concept of simplicity.  Remember that.
TIP: If it's not mentioned in the rules, it probably doesn't matter.
TIP: See Posting Rules and Guidelines if you are not sure if you should post something here.

Enjoy
« Last Edit: January 19, 2012, 02:21:05 AM by Suriell »

ZeEpicGirl

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Re: Question and Answer Thread
« Reply #1 on: November 20, 2011, 06:44:08 PM »
I think a lot of people are mis-understanding something:

Teams have to register again, I believe.

Mad Dawg

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Re: Question and Answer Thread
« Reply #2 on: November 20, 2011, 06:50:48 PM »
I think a lot of people are mis-understanding something:

Teams have to register again, I believe.
Gotcha.  I will submit a general letter to address this.

http://forums.taleworlds.com/index.php/topic,203322.0.html
« Last Edit: November 20, 2011, 07:47:11 PM by Mad Dawg »

Eternal

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Re: Question and Answer Thread
« Reply #3 on: November 20, 2011, 06:52:14 PM »
Q: Did you misspell "mandatory" in the OP?

Mad Dawg

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Re: Question and Answer Thread
« Reply #4 on: November 20, 2011, 07:03:00 PM »
Q: Did you misspell "mandatory" in the OP?
Maybe?  :wink:

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Re: Question and Answer Thread
« Reply #5 on: November 20, 2011, 07:13:51 PM »
Q: What happens if we gain more members during the course of the campaign? Are we allowed to add them to our 'participants'?

Mad Dawg

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Re: Question and Answer Thread
« Reply #6 on: November 20, 2011, 07:29:04 PM »
Q: What happens if we gain more members during the course of the campaign? Are we allowed to add them to our 'participants'?
Yes, for sure.  The "number of participants" in the registrations is twofold:
1. It gives us a way to ensure the factions are balanced at the start of the campaign.
2. It allows us to properly distribute the territories at the start of the campaign.

The scale in which territories are distributed has not been released to ensure a "pure" assumption of ones forces.  I would prefer registrants to go with a "minimum" mentality more than a "maximum" mentality.  Overall, imo, overinflating your numbers will hurt you more in the end than help you.  Somewhat of a "biting off more than you can chew"situation.

After the start of the campaign the "number of participants" is not really a factor as the "Battle Size Calculation" circumvents it.  Therefore, anyone that joins after the start is highly encouraged to participate in Engagements.

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Re: Question and Answer Thread
« Reply #7 on: November 21, 2011, 05:04:42 PM »
I've got some questions, firstly

'Garrison Armies
A lordship's army, or an ally army of the owner of a settlement, is allowed to garrison themselves in a settlement with no minimum/maximum amount of time.
Providing an army as garrison will circumvent a standard garrison in that settlement if an engagment were to occur there.
Villages are not available to garrison an army.'

What do you mean by the bold part?
What if a garrison already exists in a settlement in which an ally/lord wishes to station themselves?

Secondly,  regarding splitting one's troops.
You start with 2X 500 and are allowed to split them into 2X 250 - 250?
Or can I do things like 150 - 350? Also this means that we are only allowed to have two parts of each army, so in total 4 'sub-armies' if you like?

In terms of movement, you say its only quad-directional, does this mean a move diagonally is essentially the full movement order of 2? If so, maybe that should be addressed?

Another thing regarding raids. I read that an army or ally's army can move in and assist a raided village, if the village is within moving distance away. Does this mean the salvaging army cannot move on the next turn?

Finally, time constraint. How do you intend to deal with map time limits and will armor and equipment be mandated in every battle as per the upgrades purchased by a lordship?

KissMyAxe

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Re: Question and Answer Thread
« Reply #8 on: November 21, 2011, 05:30:01 PM »
'Garrison Armies
A lordship's army, or an ally army of the owner of a settlement, is allowed to garrison themselves in a settlement with no minimum/maximum amount of time.
Providing an army as garrison will circumvent a standard garrison in that settlement if an engagment were to occur there.
Villages are not available to garrison an army.'

What do you mean by the bold part?
What if a garrison already exists in a settlement in which an ally/lord wishes to station themselves?
The bold part should be understood as follows: when an army garrisons a settlement, it substitutes the existing garrison. That way only the army fights when the settlement is attacked. But, the garrison reappears when the army leaves.
Secondly,  regarding splitting one's troops.
You start with 2X 500 and are allowed to split them into 2X 250 - 250?
Or can I do things like 150 - 350? Also this means that we are only allowed to have two parts of each army, so in total 4 'sub-armies' if you like?
You can only split in half, i.e. 250+250. You can split both armies, so there could be as many as 4 sub-armies that way.
In terms of movement, you say its only quad-directional, does this mean a move diagonally is essentially the full movement order of 2?
Yes.
If so, maybe that should be addressed?
It was addressed in the rules.
Another thing regarding raids. I read that an army or ally's army can move in and assist a raided village, if the village is within moving distance away. Does this mean the salvaging army cannot move on the next turn?
The battle would be over by the next turn. You will have noone to help by then.
Finally, time constraint. How do you intend to deal with map time limits and will armor and equipment be mandated in every battle as per the upgrades purchased by a lordship?
I think the time limits are addressed in the custom module, but I'll let Mad Dawg provide a comment on that as well. The equipment in battle is determined by the army's current upgrade level. Essentially, there are troop types and equipment load-outs for every equipment tier. Those should be set-up properly in the server settings at the start of the battle.
« Last Edit: November 21, 2011, 05:32:36 PM by KissMyAxe »

Mad Dawg

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Re: Question and Answer Thread
« Reply #9 on: November 21, 2011, 05:36:13 PM »
Great questions.  Some good meat here to get us going.

Quote
I've got some questions, firstly

'Garrison Armies
A lordship's army, or an ally army of the owner of a settlement, is allowed to garrison themselves in a settlement with no minimum/maximum amount of time.
Providing an army as garrison will circumvent a standard garrison in that settlement if an engagment were to occur there.
Villages are not available to garrison an army.'

What do you mean by the bold part?
What if a garrison already exists in a settlement in which an ally/lord wishes to station themselves?
The bold part of the rule explains that if a settlement is besieged that has an army in it, the army will fight the engagament itself with it's numbers.  Any stationary garrison that may have been in that settlement is circumvented by an armies prescence.  So it will not be (Army Size + Garrison) fighting, but just the army.
Any ally is able to move into an allies settlement.  This will be left to the overall gameplan of the faction itself.  The goal is to make every move strategic in nature of the end goal, not for a single lordship.

Quote
Secondly,  regarding splitting one's troops.
You start with 2X 500 and are allowed to split them into 2X 250 - 250?
Or can I do things like 150 - 350? Also this means that we are only allowed to have two parts of each army, so in total 4 'sub-armies' if you like?
If you choose to split an army, it will be into two halves.  The split does not have to be right away either.  The rule states they may split at anytime.  So if the army is 300 troops after an engagment or two, you will make 2 armies with 150 troops each.
The most armies anyone will ever have is 4, so yes 4 'sub-armies' that represent half the numbers of the orginal army.

Quote
In terms of movement, you say its only quad-directional, does this mean a move diagonally is essentially the full movement order of 2? If so, maybe that should be addressed?
Yes, a diagnal move will be 2 grid squares to accompish.  We opted to keep the movement system standardized and simple to interpret so on four directions were utilized.  This really safeguards the lordships so nothing is missed and their full intent in the movement is recognized.

Quote
Another thing regarding raids. I read that an army or ally's army can move in and assist a raided village, if the village is within moving distance away. Does this mean the salvaging army cannot move on the next turn?
Essentially, that will be their movement for that turn cycle.  Because the turn is real-time, you will be able to see the attempted raid and the defending army respond with it's movement into that villages square.  Now I have considered the possibilty that a lordship may purposefully delay their movement post to make it difficult for a response.  The idea of a movement/counter movement deadline has been thought of an is still being deliberated.

Quote
Finally, time constraint. How do you intend to deal with map time limits and will armor and equipment be mandated in every battle as per the upgrades purchased by a lordship?
Engagments are fought on TDM which gives a total of 120 minutes on one map.  I feel that is a large amount of time, especially if it is a large engagment with multiple armies which would mean 20-30 people per side.  If needed, the time could be coded up but as of now w/ the playtests we've done 120 seems sufficient for most situations.
Equipment will be coded in to the module and 0 money will be available during an engagement.  Only way to control 100% equipment tiers so that is the route we took.

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Re: Question and Answer Thread
« Reply #10 on: November 21, 2011, 05:59:12 PM »
Awesome. Thanks for the clarification.
The only thing that I have concerns about is salvaging a village as it is raided.
I think the army can ONLY help it if it hasn't declared a movement for that turn.

In terms of equipment, lets extrapolate on that, I'm assuming an infantry class will have some options in terms of weaponry? For example some throwing weapons and several one-handers, like a sword or axe for example? I'd like to see a tier system encompass several styles of play. I haven't seen any tiers, they aren't posted or am I just blind?

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Re: Question and Answer Thread
« Reply #11 on: November 21, 2011, 06:08:59 PM »
Awesome. Thanks for the clarification.
The only thing that I have concerns about is salvaging a village as it is raided.
I think the army can ONLY help it if it hasn't declared a movement for that turn.
Correct. So if you think one of your armies might need to help a village, you should, probably, hold off moving it.
In terms of equipment, lets extrapolate on that, I'm assuming an infantry class will have some options in terms of weaponry? For example some throwing weapons and several one-handers, like a sword or axe for example? I'd like to see a tier system encompass several styles of play. I haven't seen any tiers, they aren't posted or am I just blind?
The equipment tiers are being finalized at this time. I don't know about the options for one-handed weaponry. I know that huskarls will have thrown axes, but not until 2-nd or 3-rd tier.
« Last Edit: November 21, 2011, 06:12:54 PM by KissMyAxe »

Mad Dawg

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Re: Question and Answer Thread
« Reply #12 on: December 01, 2011, 07:11:55 PM »
Is it necessary to be registered for ROCK in order to play the Curaw campaign? (Which looks awesome btw)

At this time the participation in the Curaw mini-campiagn is reserved for registrants of ROCK.  The purpose of the mini-campaign is to provide the backdrop for the full campaign as well as give clans an experience of what combat will be like in ROCK, which I will be making a thread about soon explaining the differences and the benefits for everyone.

So specific answer is yes, but I would hope clans would register for ROCK to particpate in ROCK and not the Curaw campaign. 
And if Curaw looks awesome ROCK is going to...ROCK!

KissMyAxe

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Re: Question and Answer Thread : Current
« Reply #13 on: December 08, 2011, 01:01:52 AM »
Query: Is 5 enough to not be a raiding party, and be a srs bsns lordship thang?
There's no requirement on the number of participants for being a Lordship. So, rules don't preclude you from registering as a Lordship with 5 players. As for playing the actual engagements and whether it's reasonable to have 5 players -- it's your call

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Re: Question and Answer Thread : Current
« Reply #14 on: December 12, 2011, 03:23:09 PM »
Quoted from Registration Thread:
What does this mean for Malion, since at least 2 or 3 members are in LES?
Due to the fact that Malion is a raiding party and the chances of them raiding a LES village is unlikely I have no issues with those members participating with both.  This is a specific exception for this situation and is not a rule in all occurances due to the possability for exploitation.  Please notify me of any other situations like this for a specific ruling.