The spitemaster
Level: Smiter
Rank Points: 354
Registered: 06-09-2005
IP: Logged
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Pre-August Contest (+2)
Because the next game is swiftly approaching coppro had asked me to construct a fourm based RPG game. I hope that this will serve as a close representation of what the game will actually turn out to be.[*yeah, except for the RTS-RT part -- mrimer] But as it is we want to make sure that everyone knows haw to play and that there is no bugs in the rules. So everyone can go over these rules. Ask questions, pose situations or give suggestions. (Although I don't know if I'll change it if there is nothing wrong with it)
The DROD RTS
Without the RT bit, 'cuz that isn't, y'know, DROD
Welcome to the DROD RTS, a Massively Multiplayer Forum Strategy Game (an unpronouncable acronym for short). Each of you is a potential general, destined to rule the Eighth (or the fictional infinite-size battleground that we claim is in the Eighth, anyway). Signing up is simple, playing is not. Read on..
The Basic Rules
Each of you is a single general, commanding massive armies of monsters and men. You have captured a small village that has a small number of serfs living in it. This will constitute your income and production (or acquiring of units). You will start with a basic income of 500 greckles per week (a day begins and ends at 12:00 GMT , for some game effects that rely on weeks, the week goes Monday-Sunday). These carry over, so do not worry about posting every day! Each day, you also gain a number of special resources, which you can use for specific tasks (more on this below). You can use your greckles to do many tasks, the most important of which is the purchase of units.
Units (mostly monsters) all have different stats, and these may interact in very interesting ways. Some units may also be given upgrades which has special rules. Units also require upkeep – a fee you must pay from your earnings each day/week (depending on the unit). Upkeep is optional, but if you don't (or can't) pay it, you lose all the units you cannot pay for. Some upkeeps are fractional in cost – that's okay. Always remember it's 1000 grubbles to the greckle. every other day upkeeps come directly out of your income – you cannot used saved money to pay for every other day upkeeps, unfortunately. A unit may not be used until its first upkeep is paid.
You will also be given two Glorthorred researchers to start. Each day, the researchers can work on developing one new technology. Technologies will take a certain number of researcher-days to complete, as well as having a maximum amount of researchers that can participate on the task at a time. It will also cost money to research a technology – this is usually a one-time fee. This one time fee is applied at the end of the research. You may reassign researchers to a new task at any time, however, if the task is already started, they will make no progress the first day as they get used to it. In addition, all tasks will require upkeep fees in order to retain the knowledge about them if they are not yet complete.
Negotiators are required for the hiring of thinking units, and work in the same way as researchers.
Uncollected resources, such as researcher-days and income, may only be kept for one week (note: if income is lost, it will be assumed to pay for upkeep, unless this is not possible, in which case units will automatically be lost starting from the highest-upkeep units). Once a resource has been collected (by making a post for the day), the depletion rate depends on the resource. Greckles may be kept in treasury indefinitely, but researcher-days must be spent on the day of their acquisition. It is important to note that the week backlog exists only as an artificial construct – you must still take and use the resources as if you had posted every day of the week.
You will all begin with a small fighting brigade of 10 roaches.
Fighting
Your units have to be organized into battle squadron. A battle squadron has to have at least one thinking unit to instruct your non-thinkers. Each battle squadron can have up to 25 units. (You, the commander, will count as a thinking unit- and therefore you can have one squadron that does not have a thinking unit.) Thinkers will be negotiated for. Each group will have two action points assigned to them. They can only attack as many people as they have action points. These points are regained at the beginning of each day for each battle squadron. Creation of a battle squadron: you will negotiate a thinker and assign it to a town. You then can add new monsters to this group. (No reshuffling or anything)
Everyone begins with a town that they are occupying. (Please name each of your towns so that people know what town they have to attack) You only control thirty towns. You can only ever control these thirty towns. Even though you own all of the towns they don't give you any money because they are not "active" yet. Each of your squadrons is assigned to each of your towns. If you lose a town that contains a squadron they are homeless and cannot be reassigned. As you come to own more and more "active" towns it will become important that you maintain one or more squadrons inside the towns because they are significantly more vulnerable without you inside. A town that is unowned has the same statistics as one that is owned and has no one inside. (If you ever have any doubts about what sort of strategy, read all of the stats for the units) Remember that your health is a very valuable commodity.
Action points are simple. When a group moves in to fight it will pit its attack against the defenders defense. If the defender is not destroyed it will retaliate with its attack against the attackers defense. The damage taken is done like this: Attacker has 20 attack points and the defender has 5 defense: the defender will take 15 damage. If these are squadrons attacking they will attack each other like risk. (Highest level against highest level, except there may be an uneven amount of attackers/defenders wherein the leftovers would all attack the highest level creature This is one action point. The towns are attacked first and the units inside after the town is destroyed. Each round of these attacks require an action point from the attacker. (With un even numbers: the extra low levels that group together attack's and defense's score will be added together when they do their attack and defense)
The method of finding who goes first will just be based off the positon of the creatures in the battle squadron on the list of monsters. All numbers are added together and the lowest number moves first. (If there is conflict, where two numbers are the same, the person who signed up to play first will move first.) In every case of movement the squadron will move out and move back before the next one moves. (Unless that group captures a town where they would remain in the captured town)
Units
Unoccupied town
HP:1000
Attack: 0
Defense: Cannot be attacked if not activated otherwise it's 0
Cost: N/A
Produces: 0 greckles every other day if not active otherwise it's 500
Occupied town
HP: 20 000
Attack: 0
Defense: 20
Cost: N/A
Upkeep: Free
Produces: 500 greckles every other day
Non-thinkers
FORMAT UPKEEP: (every other day)
Roach Level 1
HP: 45
Attack: 20
Defense: 2
Cost: 25 greckles
Upkeep: 2 greckles
Roach Queen Level 2
HP: 60
Attack: 10
Defense: 15
Cost: 30 greckles
Upkeep: 6 greckles
Evil Eye Level 2
HP: 60
Attack: 25
Defense: 0
Cost: 30 greckles
Upkeep: 6 greckles
Wraithwing Level 2
HP: 50
Attack: 10
Defense: 20
Cost: 30 greckles
Upkeep: 6 greckles
Spider Level 3
HP: 20
Attack: 45
Defense: 30
Cost: 45 greckles
Upkeep: 12 greckles
Rock Golem Level 3
HP: 70
Attack: 30
Defense: 25
Cost: 45 greckles
Upkeep: 12 greckles
Wubba Level 3
HP: 30
Attack: 0
Defense: 40
Cost: 45 greckles
Upkeep: 12 greckles
Wubblade Level 4
HP: 30
Attack: 20
Defense: 40
Cost: 60 greckles
Upkeep: 18 greckles
Tar baby Level 2
HP: 15
Attack: 30
Defense: 20
Cost: 30 greckles
Upkeep: 6 greckles
Mud Baby Level 3
HP: 30
Attack: 30
Defense: 25
Cost: 45 greckles
Upkeep: 12 greckles
Fegundo Level 4
HP: 70
Attack: 40
Defense: 10
Cost: 60 greckles
Upkeep: 18 greckles
Gel Baby Level 4
HP: 45
Attack: 35
Defense: 35
Cost: 60 greckles
Upkeep: 18 greckles
Serpent Level 5
HP: 60
Attack: 40
Defense: 40
Cost: 100 greckles
Upkeep: 25 greckles
Skipper Level 3
HP: 15
Attack: 35
Defense: 25
Cost: 45 greckles
Upkeep: 18 greckles
Rock giant Level 6
HP: 150
Attack: 60
Defense: 40
Cost: 125 greckles
Upkeep: 30 greckles
Seep Level 5
HP: 15
Attack: 50
Defense: 40
Cost: 100 greckles
Upkeep: 25 greckles
Thinkers
All thinkers are similar
Level 5
HP: 50
Attack: 50
Defense: 50
Cost: no cost
No upkeep
Slayer
Bonuses: Plus 5 Attack to all monsters in group
Negotiator Days: 2
Max Negotiators: 1
Guard
Bonuses: Plus 5 defense to all monsters in group
Negotiator Days: 2
Max Negotiators: 1
Aumtlich
Bonuses: One extra movement point to group
Negotiator Days: 6
Max Negotiators: 2
Mimic
Bonuses: Lower every other day upkeep -5 greckles
Negotiator Days: 4
Max Negotiators: 1
Clone
Bonuses: Lower daily upkeep -2 greckles
Negotiator Days: 6
Max Negotiators: 1
Stalwart
Bonuses: Increases town defense (Defense 30) and attack (Attack 25)
Negotiator Days:10
Max Negotiators: 2
Tar technician
Bonuses: Gives a bonus of 10 to attack and defense of all tarstuff babies
Negotiator Days: 10
Max Negotiators: 2
Tarluke mudwrit
Bonuses: Gives the ability to change the levels of all the monsters in your squadron. (For each battle)
Negotiator Days: 15
Max Negotiators: 2
Goblin king
Bonuses: Each of your towns produce double
Negotiator Days: 40
Max Negotiators: 3
Goblin
Bonuses: Gives two extra movement points to squadron
Negotiator Days: 20
Max Negotiators: 2
Brain
Bonuses: Able to repair 200HP in a town a week and 20HP on each of the monsters in its squadron
Negotiator Days: 50
Max Negotiators: 5
Negotiator
HP: 200
Attack: 0
Defense: 5
Cost: 250 greckles
Upkeep: 100 greckles/week
30 bouns greckles daily when in negoatiations
May negotiate new units.
Glorthorred Researcher
HP: 250
Attack: 0
Defense: 15
Cost: 300 greckles
Negotiation required: 7 negotiator-days
Maximum negotiators: 1
Stalled research upkeep: 10 greckles/day
Upkeep: 50 greckles/week
Bonus 10 greckles daily when researching
May research new technologies.
Technologies
Fix-a-building
Cost: 500 greckles Initial 50 greckles per use
Researcher Days: 8
Max Researchers: 2
Use: You can buy one once a week and use it to fix 200 HP on a town
Makes-a-more-moola
Cost: 1000 greckles
Researcher Days: 15
Max Researchers: 3
Use: Doubles output from towns (STACKS WITH GOBLIN KING)
Pitch And Boiling Oil
Cost:1000 greckles
Researcher Days: 15
Max Researchers: 5
Use: Add 15 defense and 15 attack to all towns
Catapults
Cost: 2000 greckles
Researcher Days: 20
Max Researchers: 4
Use: One use a day on a town. Does 500 damage. No retaliation. (Therefore no attack required)
Ladders
Cost: 2000 greckles 1000 per use afterwards
Researcher Days: 30
Max Researchers: 3
Use: Bypass walls of a town
Men of the front lines
Cost: 1000 greckles
Researcher Days: 15
Max Researchers: 3
Use: Place your armies on the walls so that they are attacked instead of the town
Bulwarks
Cost: 5000 greckles
Researcher Days: 50
Max Researchers: -
Use: Prevent the use of ladders on your towns
Arrow Slits
Cost: 1000 greckles
Researcher Days: 5
Max Researchers: 1
Use: Add 15 Attack to all your towns
Combat Enhancer Level 1
Cost: 1000 greckles
Researcher Days: 10
Max Researchers: -
Use: Gives a bonus 5 to all stats for all monsters, thinkers, or town.
Combat Enhancer Level 2
Cost: 2000 greckles
Researcher Days: 10
Max Researchers: 3
Use: Gives a bonus 5 to all stats for all monsters and thinkers
Combat Enhancer Level 3
Cost: 3000 greckles
Researcher Days: 10
Max Researchers: 2
Use: Gives a bonus 5 to all stats for all monsters and thinkers
Combat Enhancer Level 4
Cost: 4000 greckles
Researcher Days: 10
Max Researchers: 1
Use: Gives a bonus 5 to all stats for all monsters and thinkers
Health Packs
Cost: 500 greckles 50 greckles per use
Researcher Days: 5
Max Researchers: -
Use: You have 50 HP that is assignable to any monsters, thinkers, or town. (Can spread over multiple units)
How do you play?
You will have lost the game when you are not receiving income.
Well there's no map.
You will be able to attack anyone and anywhere on your turn. Each player will have at least labeled all of his towns and Squadrons. You then will say on that day I will attack with [groupA] against [townC] and repeat for your second action point. (Squadrons that have their town destroyed still move and can be attacked) You don't have to attack if you don't want to.
Actions that you can do on a turn :
Buy units (Remember that you need to pay every other day upkeep before you can use them.)
Attack with your groups. (The moderator will determine the movement order and take care of damage, just post and it will all come out in the wash)
Research and negotiate thinkers
EXAMPLES:
I am taking two of my negatioators and getting them to recruit a tar technitian. This will take them 5 turns and three hundred greckles and then I will have to assign it to a spicific town.
I am taking a Glorthorred Researcher to research fix-a-building this will take me eight days and cost me 80 extra greckles
I am sending my battle squadron under Slayer5 (For readers sake 10 Roaches, 5 Fegundoes, 2 Snakes and a Rock giant) against TownLJ3
Results: Roaches do 5 damage each Fegundoes do 25 damage each Snakes do 25 each the slayer does 30 and the rock giant does 45 for a total of 300 points of damage.
I conduct sneaky talks with Mrimer to team up on Someone Else. It's totaly legal and totaly non-binding agreements.
EVERY THING THAT I SAID IS FLAWLESSLY CONSISTENT
AUTHORS:
THE SPITEMASTER
COPPRO
GOOD LUCK
____________________________
Last night upon a stair
I met a man that wasn't there
He wasn't there again today
I wish that man would stay away
[Last edited by The spitemaster at 07-27-2008 03:18 AM : Catapults and weekly]
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