Post by Admin on Aug 28, 2018 17:56:41 GMT
The Battle System
While participating within this Roleplay, about the Rise of the Reds, battles will be fought. And despite there are multiple choices (perhaps yet to be made systems or options), like playing the actual game, the Administrator has worked out a Battle Calculating System.
This system is based on some internet game, which is being played worldwide, by millions of people. The formula’s and calculations are changed a little to match our requirements. It is important that everybody understands that the given values are not necessary the amount of tanks or planes. Multiple personal is required to operate. However, every ‘solo unit’ counts as 1 unit, in terms of strength; offense and/or defence.
As for now: Each move with this system will consume 1 week.
There could be some exceptions. Players and forum members must be aware that the bigger the armies are, the more time it requires to fight. Even, when the situation/scenario is just with a low amount of forces, then it may be quicker instead of the 1 week.
Fact is, this system, however it is based on existing formula’s, is new. We all must understand it. And monitoring will take place. The Administrator is able to determine to extend or decrease the rule of 1 week for each ‘battle calculations’.
When enormous amounts of troops intervene, battles can take up more then just 1 week. However, without any experience, it is hard to give some schedule what could indicate the amount of time. Why is it important to keep track of time? Well, it is in terms of the history we are writing and making with each move.
History IRL teaches us, several important battles, are actually fought in a timespan, longer then just 1 day.
So for now, we will use each move with this system, what is equal to 1 week. Within that week, another attack may take place, only with the air units, which are participating near or within the existing battle. This is considered as an extra air strike/attack.
If you wonder why a normal attack consumes 1 week and only 1 airstrike could happen at the same while, well, battles are fought over time, and for the time being, the Administrator thinks that this is best for the time being. However, changes may occur, as well as updates. The last official update/changes is legit to NEW battles. Existing battles, are still under the ‘older’ version, or both players must agree to use the updated version. The Administrator has a consultant function with this decision. Only if it really is necessary, the Administrator can have a final decision.
The understanding of the ‘amount of troops’
This is important to understand: While soldiers are counted as 1, what ever class they might be (basic/heavy/special/militia’s), 1 is just 1. The hardest part perhaps to just understand is the part of vehicles, artillery and aircraft.
Each number is a member of that supposed force.
So there is no need to build tanks. There is no need to calculate ‘damaged tanks which are still operations’ and therefore discussions whether or not a tank, artillery or airunit is destroyed or not, prevented. It is important that players understand this.
If however, a so called battalion of tanks under fire, some might be destroyed, some take just damage with each engagement. This is also how it goes in real life. Sometimes a tank can have ‘multiple hits’ if they are not critical. However, some crewmembers will be injured or die. Therefore, the ‘output’ of a tank decreases. Hence, why we work with ‘units’.
Another important argument to use just such numbers, is to prevent allot of work. Work as in, how many personal is needed for vehicle X, how many for Y, and how many for Z… etc.
Vehicles worldwide could be classes in several categories. This is why this system is built with thse classes: mechanized, armor, and super heavy; normal and heavy artillery and several air-categories.
Discussion on whether or not some units are better than ours, will be prohibited; the balance between factions, offence, defence, costs etc… are part of balancing the battles, even with an eye on the economies of each faction.
Rules and how to use:
To use this system is very simple.
Step 1. On the first page in the excel file, you have to fill in first: the factions. There is a ‘drop down’ menu attached, to select the correct faction. This is important, because of the factions, the Battle System Calculator automaticly grabs the correct values for each participating faction.
Step 2, the numbers of your forces, and of them opponent. The faction who engaged is always the attacker.
Step 3, you fill in the ‘anti’ values. This is the second large benefit which this system provides. It is not necessary to explicitly name every unit who is participating within an army group/force. There are 3 categories of ‘anti’:
- Anti Infantry (AI)
- Anti Tank (AT)
- Anti Aircraft (AA)
Each of these categories needs a number, a percentage. Both Infantry and Vehicles can be easily programmed how much of them, focussing on what main unit class.
Because there are different factions, different prices, different economies, different sizes in numbers and differences within army classes, the outcome might be very interesting. This could bring several outcomes: Even a small group could do serious damage to tanks, for example, and therefore cripple a larger force. A second wave of units could run over the remaining forces.
This provides possibilities to work out strategies. Scouting is key.
All army forces need to have prefilled ‘anti’ categories values, which, combined together, cannot be higher then 100%. To point out, Infantry can deal 100% damage, as well as vehicles.
Artillery and Aircraft will deal several amounts of total damage, to several army classes. Several formula’s within this system will calculate it. Several infantry classes as well as vehicle classes target only the cheaper/lighter artillery pieces, as well as aircraft units. For example:
Basic infantry cannot target super heavy bombers. The reason: Super heavy bombers, like carpetbombs, MOAB’s and FOAB’s, A10, etc, (you get the idea) will remain sky high. A simple handheld rocket simply cannot reach them. ‘Super heavy’ would be a good choice. But only having Super Heavy, makes them easier to be taken out, so mechanized and armor is needed to fight, and protect them.
Rules:
Militia’s: will not be available until further notice. Reason: they could be abused too easily. The price/putout is too high. Most likely a maximum cap, or only available to train in warzone’s could be a solution. For the time being, they just cannot be used/trained.
Special Forces: Maximum amount, faction army wide, is 0,5%. Reason: Balance issues. Next, Special Forces are normally used for special operations. There could be extra options for these units within the next version of the battle system. To prevent balance distortions as well as other unforeseen issues, the cap remains on 0,5% total army wide. Yes, you may attack with all your Special Forces. Again, the cap only goes for ‘Total Army’, not just the attacking force. If you have reached your maximum, but somewhere losing many soldiers, and therefore the amount of Special Forces becomes higher than the 0,5% cap, then that’s just the way it is. However, training extra troops is strictly prohibited, until your amount drops under the 0,5%
‘Anti’ categories:
Must be prepared before going to battle, with 7 days between the change of numbers, and the battle itself. This is to prevent last second changes. Each change of the ‘anti’ values requires 7 days (considering that each ‘attack’ consumes a week). Or simple said, after an attack, changing the anti’s, will take place, AFTER the next battle. Players must think a few steps ahead.
However, if you work out a battle plan, before even attacking, and work out the ‘anti’ values for each battle moment, then this is granted. Then you are allowed to change them. Preparation and scouting is key. Think about strategies.
If you desire to change your battle plan within the battle, obviously, that is allowed. However, the same rule implies that the changes will take place, AFTER the next attack. You need to think ahead. This can bring extra special outcomes and more tensions to the battlefield.
Due allot of variations, every player needs to be aware that even while this battle system is based on existing formula’s and based on an existing system, is still in Beta Mode. If results might indicate that the system needs some heavy maintenance due the fact that things might seem to strange, or too powerfull, the Administrator has always have the final word.
It is highly recommend that players share their opinions, ideas, and concerns. Systems always can become better. The Administrator is fully aware of this, and states that this Beta Version needs ‘a serious test drive to test theory with the results’.
See you on the battle field, commander.