War of the Planets(Inspired by
Sensei's weapon design game but with some significantly changed mechanics.)
Earth is invaded by a mysterious race from outer space.Earthlings IC thread :
LinkInvaders IC thread :
LinkThe year is 2023, in a world almost entirely, but not quite, like our own. Humanity remains fragmented in a multitude of nations, united in name only under the Umbrella of the United Nations. Strive between various nations has been high, due to the limited nature of the Earth's natural resources, and the inclination of each nations to imprint it's will on the policies of the world. Large wars no longer exist, but the fighting continues in the shadows. Recently however, the leaders of the world have had a series of high level meetings conducted under utmost secrecy. The subject has been problematic. The existence, and presumed hostility, of extraterrestrial life forms.
Information on the nature, and intentions of these extraterrestrial are scarce. The general population knows nothing of the discovery of alien life forms and the talks having been cleverly disguised as being yet another insignificant trade treaty. Given that nature however, enthousiasm for politicians in preparing a militarized agency to deal with alien life has been rather insignificant. In the end, one nation took the lead, with others offering only token support and as such, the amount of resources for this new organization has been severely limited until it can convince the world of the urgency of it's mission.
Houses and streets are lit by LED's in some parts of the world, and not at all in other parts. You have been gathered here, and presented an offer you can not refuse. To prepare for the eventually of an interplanetary war, and win it if necessary. The deep space network is listening, and satellites peer through the dark veil of space for any information. In time perhaps, humanity might unite against this common danger, but for now you will fight alone.THE FACTIONSUnlike the other games, here we deal with a highly asymmetrical playing field. The alien faction will have far superior technology, but will in general be unable to effectively deploy a large number of units. The humans have the home field advantage, but not everyone wants to fight, or even knows the aliens exist.
For now, both alien and human factions are largely undefined, their starting equipment and ideas dependent on choices the players make in the respective threads. The starting location of the human faction determines their first units and weaponry, and confers one unique advantage.
Similarly, the aliens have several general paths from which they might develop. Then again, nothing to prevent them from developing giant Kaiju first, then break out the UFO's.
RULES OF THE GAMEIn either nation's thread, you may suggest what to do each turn, and vote in favor other suggestions. Please stick to one nation, nobody likes a turncoat! You may look at the other side's thread, but metagaming of any sort is unacceptable. Self lobotomize if nessecairy.
Turns have four distinct parts.
- In the Design Phase, you may suggest a new weapon (i.e. a giant war mech). I will secretly roll some dice, which tells me whether or not to introduce Bugs. Then, depending on specs and how ambitious your new project is, I will assign a production cost to it (using too much material will increase Expense). At any time you can ask for an appraisal of a design's expense. If you want, you can use your Design Phase to instead redesign an old project, instead of making a new one.
- The revision phase is a phase similar, but less powerfull than the design phase. It allows you to make modifications to an existing design, to improve it's performance, or reduce it's expense.
- Know your enemy. With the research phase you can attempt to learn about your enemy, perhaps discovering hidden weaknesses or stealing their technology. Or just use it to develop your own highly theoretical weaponry. Best run the numbers first before developing that massive walking tank after all.
- Combat : See what all that effort was good for. This is a bit more of a hands-off phase, though you can affect the general flow of the battle by directing the flow of units and appointing commanding officers. I'll provide a description of who has the advantage on which fronts, and maybe roll some dice here and there. Feel free to point out mistakes you think I might have made
via PM, though it won't always be convenient for me to alter the results even if I think you make some good points.
Additionally, certain contests or other things might earn you a credit (Expense, Design, Research, Production), which can give you a minor or major short advantage.
Production: You only have a limited amount of production lines available. Each piece of equipment has a batch size, which determines how many units of this will be deployed each turn. Any army can have between 0 to 20 units, where 0 means none are present, and 10 means enough are present for normal combat effectiveness. At 20 you could be using mech suits for logistic purposes if no better alternatives are available.
An exception to this rule are units which are considered so expensive to be national efforts. These units will be single, named units, and require their own production line merely for logistic support. Reserve this for extremely expensive designs, such as orbital weapon sattelites.
You might gain an Production Credit by meeting certain requirements, which you can assign to an existing design, allowing you to temporally double the effectiveness of the production lines.
Generals : Each army operating in 1 theater gets one. The general determines the general strategy followed, and hence can result in more or less effective use of certain weapons. Choice of general is important, but don't expect that you can shuffle them around at will. Unless they goof up, they have enough political clout to support their own position.
TURN INDEX:
N/A