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Battle Rules; The basics of combat: F/M and RISK.
Topic Started: Jan 3 2009, 01:30 AM (134 Views)
Guardian
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Let's face it. Eventually, someone's gonna get angry, things will get out of hand, and before you know it you've got governments handing official declarations of war to each other. Well, if we're gonna fight, let's at least know how to do it right. Follow these rules carefully: violations of Battle Rules or Battle godmodding will be dealt with more severely than other violations due to the competitive nature of battles and potential losses involved.

The Battle Rules:
Let's Play Soldier: General Rules
F/M: How That Unit Stacks Up
RISK: The Winds Of Chance
The Brawl: How It All Goes Down
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Let's Play Soldier

Come clean with it, now. Despite that ideal everyone would have about wars being beautiful, action-packed displays of strength, battles can be big, competitive, flame-war starting things. Ingame ships, troops, and planets are at stake: all things that both sides have worked long and hard to obtain. But wars happen, and you can't just deny that a battle is happening. If another player attacks you, regardless of whether you've planned the battle in advance, you've gotta man up and fight the fight. Destroying a faction without consent is off-limits in battles, so you won't lose your planet. Battles should be fought in a timely fashion and according to the rules. If an administrator or a moderator sees a player intentionally putting off a battle, they will be penalized by ingame punishment.
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F/M

F/M stands for Fight/Maneuverability, and it is the core of the battle system. Both are values given to each ship, soldier, tank, other military unit in Project Bishop. Fight is the generalized value of a given unit's offensive and defensive capabilities: its weapons, its sensors, armor, shields, ECM, ECCM, and whatever other tricks it uses to absorb/deflect/dish out fire. Maneuverability is the numeric value of how well a unit maneuvers in its environment, taking into account both speed and maneuverability. The latter can be very important, because the side with a superior combined Maneuverability gains an additional die in the RISK battle system. Keep in mind that bases, space stations, and other immobile units automatically have a Maneuverability of zero. Fight determines on the whole how well a unit does its job: a higher Fight rating usually means either a well-armored unit or one with bigger guns.
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RISK

Derived from (you guessed it!) the tabletop game Risk, the RISK system uses the roll of multiple six-sided dice to determine combat casualties in a battle roleplay. These are not actual dice, of course, but rolls generated from a random number generator. The Random.org generator (at http://www.random.org/dice for those who didn't catch the link before) will be the dice roller we use for all combat on this board, so don't get those D20s out just yet. When rolling dice on the generator, select the number of dice you need to roll from the dropdown list on the page. You will only be rolling two, three, or four dice, and you will only be rolling them once per engagement, so do not post more dice rolls than is necessary.
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The Brawl

(Definitions: 'battle' is a campaign where two sides take multiple strikes at each other, 'engagement' is a strike and counterstrike by two sides in the course of a battle)

When a battle commences, the two combatants will total up their F/M values for the military units involved and post them in the battle thread. When a combatant roleplays a direct engagement on his opponent's forces in the battle (IE; "I fire my missiles at the alien fleet, praying they hit") he will look to see how many dice to roll in the die generator and then roll that number of die, just one time. The number of dice given players to roll, and thus additional chances to get superior numbers, depends on the maneuverability and overall strength of their forces. Both players are given two dice to roll at first. The player with a superior Maneuverability rating receives an additional die to roll in the simulator. The player with a superior Fight rating is given an additional die to roll in the simulator. If one side has more Fight but the other side has better Maneuverability, they both receive three dice to roll. If one has both better Fight and Maneuverability, then that gifted side gets four dice and the other side gets two. The benefit to having additional dice is a better chance of getting a higher number than your opponent, which avoids casualties for you.

The combatants post their dice rolls in the thread. The attacker posts it during their attacking post, and the defender during their counterattack post. The highest number out of the combined rolls wins the engagement. If there is a tie for highest number between the two, the next highest number is used to determine the winner. If that number is also a tie, keep going down the dice until one number is superior. The loser of an engagement has 360F (or even more, if it is agreed upon by both sides to speed up the battle) worth of their force destroyed. Leftovers are damaged: ie if a given 400F ships loses an engagement, it takes 360F of damage and has 40F left. It would be wise to note this somewhere, as that is an extremely damaged ship and it uses the damaged F/M number for additional engagements. Combatants may re-engage as many times as they'd like in a battle until one side is decimated or one side decides to retreat.
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