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Author Topic: [MTBS] Mercenary Commander - OOC  (Read 2716 times)

Kashyyk

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[MTBS] Mercenary Commander - OOC
« on: July 29, 2013, 07:51:34 pm »

Mercenary Commander

The United Nations of Earth, in an effort to instil peace for mankind, has decreed every single military disbanded. And amazingly, they all did. Unfortunately however, this put millions of soldiers out of work, and thousands of pieces of military hardware into warehouses. Also unfortunately, the nations of Earth still wanted to gain the upper-hand over their neighbours, and without a national military, this became the job of enterprising mercenaries.

And what with all the ex-soldiers and old military gear now lying around, these mercenary groups were everywhere.




Some of you with good memories may recognise this. I have finally gotten a working set of rules for this, and I now need playtesters. I'm looking for up to 12 players, but ideally an even number around 6. As this is a playtest, once we're done, I will go away, fix the rules, add some new capability and come back. Those who don't get to play this time get priority in the next playtest. (if there is one)

So, to sign up I want a unique 3/4 letter ID (Preferably relating to your username in some way), that's it.

Sign ups:
1. [MSCE] mastahcheese
2. [TAR] Taricus
3. [HEAP] scapheap
4. [GRIZ] GrizzlyAdamz
5. [KING] kingfisher112
6. [GREK] Grek

Reserves
1. [VRX] Virex
2. [TPHT] TopHat
3. [RPG] RolePGeek
3. [MAX] Elfeater

Quote from: The Basics
Spoiler: Briefing (click to show/hide)

Spoiler: The Turn (click to show/hide)

Spoiler: Commands (click to show/hide)

Quote from: The Tank
Spoiler: Modules (click to show/hide)

Spoiler: Crew (click to show/hide)

Spoiler: Meet your Vehicle (click to show/hide)

Quote from: The Inevitable
Spoiler: Damage and Death (click to show/hide)

Spoiler: Avoiding the Above (click to show/hide)

Spoiler: Collisions and Ramming (click to show/hide)

Quote from: The Actions
Spoiler: Driver (click to show/hide)

Spoiler: Loader (click to show/hide)

Spoiler: Gunner (click to show/hide)

Spoiler: Radio Op (click to show/hide)

Spoiler: Paramedic (click to show/hide)

Spoiler: Mechanic (click to show/hide)

Spoiler: Firefighter (click to show/hide)


link to the game thread is here
« Last Edit: August 10, 2013, 07:29:02 pm by Kashyyk »
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mastahcheese

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Re: [MTBS] Mercenary Commander
« Reply #1 on: July 30, 2013, 12:39:55 am »

IN

[MSCE]

This looks totally awesome.
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The Derail Thread

adwarf

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Re: [MTBS] Mercenary Commander
« Reply #2 on: July 30, 2013, 01:53:18 am »

In

[DORF]
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scapheap

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Re: [MTBS] Mercenary Commander
« Reply #3 on: July 30, 2013, 01:56:12 am »

In

[HEAP]
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Grek

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Re: [MTBS] Mercenary Commander
« Reply #4 on: July 30, 2013, 02:55:26 am »

Since this is a playtest, do you want us to try degenerate and unrealistic actions that we think might break the game (so that you can determine where the weak points in the engine are and fix them), or would you rather players try to play as normally as possible (so that you can determine what parts of the engine are fun and which are not)?
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GrizzlyAdamz

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Re: [MTBS] Mercenary Commander
« Reply #5 on: July 30, 2013, 03:43:52 am »

Haven't read the rules yet, so pending: [GRIZ]

I feel I should have spent more time in world of tanks.

Is this going to be illustrated?
So, 10ticks per turn, 10ap per tick? Lets see, medic/mech takes 2/5 of a turn, firefighting 1/10, reloading (single) 1/2, reloading (double) 1/4 (2.5 ticks? how are half-ticks handled?).
You say when we reload, if we stop progress is lost. If this were a vidya, could raise problems: we could either attempt to reload without fear of being interrupted, (mag goes back in instantly), or we could exploit it to empty the mag quickly, (it pops out, we can instantly start reloading again & skip that part). Not so much in a forum game.
« Last Edit: July 30, 2013, 04:28:41 am by GrizzlyAdamz »
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Kashyyk

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Re: [MTBS] Mercenary Commander
« Reply #6 on: July 30, 2013, 05:19:53 am »

Since this is a playtest, do you want us to try degenerate and unrealistic actions that we think might break the game (so that you can determine where the weak points in the engine are and fix them), or would you rather players try to play as normally as possible (so that you can determine what parts of the engine are fun and which are not)?
I will live that entirely down to the individual player. Both sides have their uses.

I feel I should have spent more time in world of tanks.
That and Frozen Synapse :P

Is this going to be illustrated?
Yes. Pixel art style exampled above.
So, 10ticks per turn, 10ap per tick? Lets see, medic/mech takes 2/5 of a turn, fiPefighting 1/10, reloading (single) 1/2, reloading (double) 1/4 (2.5 ticks? how are half-ticks handled?).
Correct. Crew can split their attention between ticks, and put their AP in any number of actions. The second reloader has to spent 2AP for every 1 put into reloading by him. Any AP not used in a tick are lost. So at the beginning of the match Only your Driver, Radio Op and Gunner actually have a chance of doing anything.

You say when we reload, if we stop progress is lost. If this were a vidya, could raise problems: we could either attempt to reload without fear of being interrupted, (mag goes back in instantly), or we could exploit it to empty the mag quickly, (it pops out, we can instantly start reloading again & skip that part). Not so much in a forum game.
That is true, I do intend to turn this into a videogame eventually, so that's something I'll have to address (along with the other non-realistics that I've had to keep in).
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kingfisher1112

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Re: [MTBS] Mercenary Commander
« Reply #7 on: July 30, 2013, 07:02:36 am »

[KING] is in.
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Kashyyk

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Re: [MTBS] Mercenary Commander - Sign Ups! (5/12)
« Reply #8 on: July 30, 2013, 08:57:41 am »

Alright, you're all added to the list. Grek, I assume you want in, but can I have it for definite please.

Also, I will give it 24 hours from the OP timestamp to wait for more sign ups. This will then become the OOC thread.
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Grek

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Re: [MTBS] Mercenary Commander - Sign Ups! (5/12)
« Reply #9 on: July 30, 2013, 04:52:39 pm »

Put me down as [GREK] then.
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Taricus

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Re: [MTBS] Mercenary Commander - OOC
« Reply #10 on: August 02, 2013, 01:18:21 am »

Put me in the waitlist/reserves. I'll Also take the tag [TAR] (Yes, it's three letters. Problem?)
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GrizzlyAdamz

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Re: [MTBS] Mercenary Commander - OOC
« Reply #11 on: August 04, 2013, 06:47:56 pm »

How far can each tank move in a given turn? Does terrain affect this?

Also, I'd like to make a note here: top-down view minimizes the utilization of that most important of tank tactics: hulling down.
Is it ok to just put orders in the tactics thread?
« Last Edit: August 04, 2013, 09:08:08 pm by GrizzlyAdamz »
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Parsely

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Re: [MTBS] Mercenary Commander - OOC
« Reply #12 on: August 05, 2013, 04:09:57 am »

Holy shit this looks insane. PTW.
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Kashyyk

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Re: [MTBS] Mercenary Commander - OOC
« Reply #13 on: August 05, 2013, 11:47:41 am »

I'm away from my comp until tomorrow, so you all get a time bonus.

How far can each tank move in a given turn?
That depends on your speed in km/h. You move 1 square per 5 km/h.

Does terrain affect this?
Only your maximum speed limit.

Also, I'd like to make a note here: top-down view minimizes the utilization of that most important of tank tactics: hulling down.
That's included. Those garden walls will block shots that would otherwise have hit your hull.

Is it ok to just put orders in the tactics thread?

That's fine with me. Most people have PM'd them though.

Holy shit this looks insane. PTW.
Why thank you kind sir.
« Last Edit: August 05, 2013, 11:58:03 am by Kashyyk »
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Virex

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Re: [MTBS] Mercenary Commander - OOC
« Reply #14 on: August 05, 2013, 12:00:48 pm »

Could I be added to the wailing list as [VRX], please? Also, don't tanks usually have flimsy topside armor?
« Last Edit: August 05, 2013, 12:14:29 pm by Virex »
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