Hidden 11 yrs ago Post by Nocturnia
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Nocturnia

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First of all this is merely an idea. I *highly* doubt I will get any point near the required amount of interest or people.

Well let's begin.

This idea is based around a world map, like all turn based strategies. But I should explain the teams first.

Teams
A team in this game is composed of no less then three people who have to have at least two characters each. The number can be higher up to twelve characters total. But that has some special requirements I'll mention later.
The team is composed of "players" and the "commander" the commander has the same amount of characters as any player. However their characters have two limitations. They must be Indirect fighters in some way. (Mage, support, etc)
Of course they can *also* be swords-masters or something in that idea. But they must be supportive primarily.
They also cannot command a group. The commander is only the commander.

The commander also directs the team's movements for that command turn, with that we go to the map.

Map


The map contains 7 countries which all have around ten territories, the countries are as follows:
Centralia , Paradiso , Garland, Borealis, Austrina , Estaria and Oriens.
If this RP would be set in motion, only the west continent would participate in the beginning. Therefore, Centralia, Paradiso and Garland.

During the command phase, the commander picks regions he will attack (2 max). And deploys remaining "heroes" to territories they will defend this turn.
Once a defending and attacking plan of two nations take place on the same territory. Battle takes place. This brings us to the combat phase.

Combat
In this world, large scale warfare is antiquated.
Who wants to spend hundreds of men on battle, if they could just send the most talented and powerful people in their country to fight for wealth and fame.
As such, all warfare on this world takes place in battles 1v1 or 2v2.
As only two "heroes" can be deployed to the same region at one, the combatants first choose should they fight both at once, or one by one. In the second case, the defender has to fight two battles in a row to defend the region without reinforcements or time to heal and rest.
If the defender deployed two "heroes" they are given the same choice.

The defender always chooses where in the region to meet the attacker. Most regions have a specific area for it, however all regions share two common locations, the command fort and the regional capital.
Of course the architecture of this capitals changes depending on the country and region. Oriens has Far Eastern style cities, while Garland and Centralia both have typical middle European medieval cities.

If a battle is success and the defenders lose, the region becomes the part of the winner nation.
Also, all troops that participate in the battle are unable to participate in any sort of offense in the next command turn.
The battles are usually only until a "hero" is incapacitated, but if a "hero" dies, they are lost permanently.

Hero groups
Heroes, in this world, are also feudal lords.
Each hero has land to govern over, but they also have subordinate heroes.
Heroes can be magicians, swordsmen, knights, mercenaries even priests. They all have their reasons and power to hold territory.
Each exceptionally powerful hero also controls a group of subordinate heroes, they are his primary fighting force besides himself. A hero cannot be a coward and he should always avoid sending his subordinates to battles.

Conquest
Conquering a region has more then one effect.
Each region you control gives you one hero to control, with two being the minimum and the maximum dictated by the current number of national heroes.
Besides the regions your nation controls, those same regions are divided between the heroes, they give you your hero count. Only the capital cannot be given to a hero. A hero must be recognized by all the other heroes to be granted the capital. The capital allows additional two heroes, rather then one, in most cases the capital is either governed by the commander or the strongest hero group.
The commander cannot command a group, however if they have been granted the capital, that is an exception to the rule The capital always provides two additional heroes, so long as they fall within the 12 heroes per nation limit.

Capturing the capital disables the option to use two "heroes" in one battle, but a nation is not defeated until each one of its territories is captured by other nations.
Capturing a nation gives access to all of its heroes, doubling your nation's count to 24, or increasing it to 36, 48, etc.
Diplomacy
Nation diplomacy is handled completely amongst commanders, there is no rules about what can be accomplished though diplomacy, so long as you ask the GM for permission. Some examples are of course alliances and "hero" borrowing.

Hero groups can also conduct diplomacy between themselves, and even wage local "tournaments" between each other. Arena duels for territories or simply bragging rights. Since these are conducted in special arenas, even the worst injuries get treated immediately after the duel, and there is no incapacitation period or death risk.

Note, even through alliance, the max number of people in one region is four, two per side.

INCLUSION LIST
(the order upon which nations get included)
GARLAND(0/3)-PARADISO(0/3)-CENTRALIA(1/3) (Basic nations)
BOREALIS
AUSTRINA
ESTARIA
ORIENS
FROSTLANDS REPUBLIC (Special nation)
Hidden 11 yrs ago Post by Green
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Do I like this? Nope.

I love it. It does require a good amount of people, but if it takes off, it could be truly great!
Hidden 11 yrs ago Post by Nocturnia
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Well the minimum is 6
Though 9 would be great.

Problem is, its basically impossible to get interest for these kinds of ideas.
Hidden 11 yrs ago Post by Green
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Hrm. True. I believe some interest could be gained by appealing to the natural competitive nature of Arena fighters. Alternatively, the concept could merge with the Multiverse (if possible) for extra consistency and size? Just shooting in the dark here. This kind of things really do require numbers to work.

For starters though, for competitive appeal; Guys. Girls. People. Citizens. Whatever you are. *Ehem* I´m going to conquer the shit out of this. All your base are belong to me. You have not experienced true terror until you´ve faced the strategic horror that is Green. Give up now and grant me victory by default, you´re doing yourselves a favor! Hahahahaha!

...Too much? :O
Hidden 11 yrs ago Post by Nocturnia
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Well I highly doubt the Mulitverse GM would like to merge with this.
He has a nicely running RP there, so merging with something experimental as this is kinda risky.

But yeah, this *is* basically a normal Arena thread, plus the strategic element.

And of course getting to rub your victories in the loser's faces.
Hidden 11 yrs ago Post by Green
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Good point. Eh. We´ll see if someone bites.
Hidden 11 yrs ago Post by ImportantNobody
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I might join.
Hidden 11 yrs ago Post by Nocturnia
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There, we technically speaking have three people... I say technically because I've never participated in an actual Arena IC
Hidden 11 yrs ago Post by Schradinger
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I'm guessing this would be a medieval fantasy setting? What are the limitations on hero abilities and species going to be? (ie, what is the magic system like and are there only humans in this world?)

I'm considering joining as a hero (if time permits), but I'd like to know more about the setting before making any sort of commitment.
Hidden 11 yrs ago Post by Nocturnia
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I don't see any problems with the traditional set of abilities and species for High Fantasy. However this setting can be stretched to be kind of flexible in any direction.
Hidden 11 yrs ago Post by Schradinger
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So an eastern warrior-monk with access to elemental powers wouldn't be out of the question?
Hidden 11 yrs ago Post by shammancer
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Count me as interested I like a little strategy.
Hidden 11 yrs ago Post by Nocturnia
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Schradinger said
So an eastern warrior-monk with access to elemental powers wouldn't be out of the question?


Not at all, as you can see there is a nation called Oriens. They are here for anything far eastern.
Hidden 11 yrs ago Post by Schradinger
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I guess my next question then would be if Oriens could be made playable in the beginning. As it stands, your description states they won't be playable.
Hidden 11 yrs ago Post by GreivousKhan
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Boom, headshot, I'll help reach required amount of ppl, this sounds awesome. :P
Hidden 11 yrs ago Post by Nocturnia
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Schradinger said
I guess my next question then would be if Oriens could be made playable in the beginning. As it stands, your description states they won't be playable.


The nation itself Won't but that doesn't prevent an Oriens hero to go fight in a distant war for glory, money or fame, no?

Also I might be tweaking the strategy system a bit, but in such a way that number of territories actually does something, but that it still remains simple
It would be nice if anyone here is a Arena veteran that could help me with the CS skeleton, since I have no idea how Arena CS's are supposed to look like
Hidden 11 yrs ago Post by Nocturnia
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I'm also writing up info for each nation.
I'll make it so it encompasses a lot of possible char types.
Hidden 11 yrs ago Post by Schradinger
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In my experience, it's not really that different from a normal CS except that you add (or expand more on) the powers/abilities/equipment sections.
Hidden 11 yrs ago Post by Nocturnia
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Schradinger said
In my experience, it's not really that different from a normal CS except that you add (or expand more on) the powers/abilities/equipment sections.


Hm, maybe I should add money from provinces so that you have to buy equipment.
But of course there is not much of a need for new equipment in Arena RP's I guess. Unless if you like breaking your weapons a lot.

But thanks I guess, maybe I'll take a look at the cached version of the old guild to see how the CS's looked like.
Hidden 11 yrs ago Post by Nocturnia
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Added nation information, generalized for now.
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