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Hide the progress bar forever?
Yes
No
developous
11648 posts
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Explanation:
I am never good with plotlines. However, I at least try to be great with strategy and original games.
Battlescape empires is sorta bsed on civilization and plenty of other games. To play, I am hoping the config is easily understood, as I am a poor explainer.
But on that, let us begin developing such.
In the end, it comes down to ‘resources’ in order to develop and utilize anything. I will decide that factor based on your composition.
Empire Config:
Name: Be respectful on such.
Flag: Be creative!
Bio: This must be rather extensive. At the least, explain the military, social, political, scientific, economic, industrial, religious, and foreign status in great detail.
Access: How accessible are you initually from 1-10? Choose well. Higher puts you in the crossfire, but also makes you better off.
Land Setup: You begin with 3 areas. Explain ONLY the topography without including the resources.
Empire Specials(3): Choose them well. Keep in mind that if your capitol is taken, you loose, and the enemy gains all these specials.
Special Assetts(8): These are unique buildings, units, vehicles, products, and abilities for your empire. These can also be secured when the capitol is taken.
Empire Vicories(2): Say 2 ways for your empire to win. Cannot choose the details, just the KINDS of victories.
Turf Upgrades(5): Explain up to 5 special upgrade options for your territories, explaining them. Each will have 15 ‘levels’ to them. This can also be secured by enemies.
Leaders:
See below for leader limits.
Name:
Focus: [Land/Water/Air/Generic] [Assault/Defense/Tacitical/Support/Command]
Species:
Appearance:
Physicals(8): Each can only have 3 tops. Strength, Endurance, Dexterity, Reflexes, Wisdom, Intelligence, Health, Stamina, Discipline, Charisma, Vitality, Manna, and Training.
Specials: Three for defense and support, one for each 5 controlled lands on the others plus one. Tactical also gains 1 for each leader his assigned empire has.
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developous
11648 posts
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other explanations
Leader Limitations:
Focus: [Land/Water/Air/Generic] [Assault/Defense/Tacitical/Support/Command]
The bolded arre the divisions. The other are the classes.
Assault gets 3 per divison total.
Defense gets 1 per land per divison.
Tactical gets one per division per rival.
Support gets ANY FIVE. Thats it. Just 5, no other conditions.
Command… ONLY ONE per division.
BUT… I would not make too many due to the tactician bonus. 1 extra special for each leader the rival has.
Resources:
The game will deal with such. Its VERY easy. I just say how much you yield each round, how much you can hold, and the costs for varying advantages. The main crux of the game is simply managing those resources in each place.
Battles:
Forces can travel only so far each round. I will say when you overshoot based on whats utilized.
But once forces battle, that ends their turn.
Just say the forces you bring, and indicate when leaders use their special abilities in a given situation.
Capitols:
When a capitol is secured, you cannot declare new attacks and utilize turf upgrades while you unlock the new assetts, specials, and turf upgrades. In order to develop such, you will need both scientists and engineers to do so, and I will say how much progress you have towards them. However, you can only work on 1 thing at a time, and turf upgrades are last. However, once you finish the special assets and specials, turf upgrades become available again. In addition to this, when one is finished, you can and should upgrade your bio to accomodate the new addition.
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developous
11648 posts
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developous
11648 posts
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developous
11648 posts
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Ready!
will anyone enter…
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Hyped
1624 posts
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Looks promising. Will sign tomorrow. Though, this won’t be a game if I’m the only one signing.
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developous
11648 posts
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Originally posted by Hyped:
Looks promising. Will sign tomorrow. Though, this won’t be a game if I’m the only one signing.
Fact….. Good luck.
Remember – there is a resource system. If you must know, you will need to budget amounts of those resources, but you will find them to be quite explanitory.
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Hyped
1624 posts
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Though, the leaders thing seem a little… much.
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developous
11648 posts
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Originally posted by Hyped:
Though, the leaders thing seem a little… much.
They are optional, but very useful.
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Hyped
1624 posts
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Originally posted by developous:
Originally posted by Hyped:
Though, the leaders thing seem a little… much.
They are optional, but very useful.
If we do the math…
One defender per land = 1L (L being the amount of land)
3 attackers per land = 3L
5 support per land = 5L
1L+3L+5L=9L
9 configs for just one piece of land.
1 tactical leader of each rival empire = 1R (R being the amount of rivals)
For each player, excluding yourself, is 1 more config.
1 command for each focus = 1F (F being the amount of focuses)
For each focus there is, there is 1 more config.
So if we do more math…
9L+1R+1F= at least 11 configs.
When really, there’s going to be at least 4 players, that is, if there is people signing.
So it’ll be
9L+3R+1F= at least 13 configs.
I wouldn’t do that even if it added bonuses. I probably made mistakes in this math though.
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developous
11648 posts
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3 attackers FOR EACH FOCUS. Not depeandant on land.
Supporters can have FIVE TOTAL. As in, your entire empire can have 5 alltogether, but otherwise not limited in any way. (for example, you could have 5 generic supporters)
Defenders gain 1 per land, PER FOCUS.
So…
4L + 3R + 5F = 12 configs.
BUT…. if players dare to have that many in the first place… tacticians would reap a nightmarish number of specials against you.
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Hyped
1624 posts
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3 attackers FOR EACH FOCUS. Not depeandant on land.
There are… 4 (land, water, air, and generic) times 5 (assault, defense, tactical, support, command) = 20 possible combinations for a different focus.
20 × 3 = 60 configs.
Supporters can have FIVE TOTAL. As in, your entire empire can have 5 alltogether, but otherwise not limited in any way. (for example, you could have 5 generic supporters)
Your first sentence makes no sense in anyway possible to me.
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developous
11648 posts
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Put simply…
Focus: [Land/Water/Air/Generic] [Assault/Defense/Tacitical/Support/Command]
The bolded arre the divisions. The other are the classes.
Assault gets 3 per divison total.
Defense gets 1 per land per divison.
Tactical gets one per division per rival. (tactical is limited to the rival they are assigned to)
Support gets ANY FIVE. Thats it. Just 5, no other conditions.
Command… ONLY ONE per division.
Thats all to the limits pretty much.
BUT… I would not make too many due to the tactician bonus. 1 extra special for each leader the rival has.
Those are the numbers.
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Hyped
1624 posts
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._. So there was no point in arguing because you didn’t put the limits in easy enough for me to understand. That’s probably why you’re losing players.
Nonetheless, the configs are just too much. Even if the leaders are optional.
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developous
11648 posts
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Originally posted by Hyped:
._. So there was no point in arguing because you didn’t put the limits in easy enough for me to understand. That’s probably why you’re losing players.
Nonetheless, the configs are just too much. Even if the leaders are optional.
So shorten the leader config?
They are rather much, but having leaders is a RISK due to tacticians. Nobody in their right mind would make too many due to them existing, let alone make that many anyhow.
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Hyped
1624 posts
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Originally posted by developous:
Originally posted by Hyped:
._. So there was no point in arguing because you didn’t put the limits in easy enough for me to understand. That’s probably why you’re losing players.
Nonetheless, the configs are just too much. Even if the leaders are optional.
So shorten the leader config?
It’s not just the leader config. But everything. Your games are just way too complex, and I know you heard that before. I think empire games should be simple and easy to play.
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developous
11648 posts
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My games are meant to be complex… but understandable.
But about those leaders. As said in edits having many risks tacticians being strong. I dont expect too many leaders due to that alone. Maybe 5 or so in the areas that matter, but thats it. Very open in numbers, but risking tactician strikes.
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Hyped
1624 posts
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Originally posted by developous:
My games are meant to be complex… but understandable.
But about those leaders. As said in edits having many risks tacticians being strong. I dont expect too many leaders due to that alone. Maybe 5 or so in the areas that matter, but thats it. Very open in numbers, but risking tactician strikes.
Yes, but sometimes your games are so complex, some people (an assumption) can’t even comprehend half how what you said.
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developous
11648 posts
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I am more than willing to at least try to explain the details better. I admit I have a problem with such. And thanks for pointing out the confusing aspect, its fixed now.
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BCLEGENDS
27143 posts
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…actually, this looks like it could be a really good game. So presumably, we can just have as many leaders as we like, threat of tactical leaders aside. You haven’t really explained Physicals, though – the bracketed number suggests we can have up to eight choices from the list, but the description says we can have three at most. Which one is it?
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yiu113
2992 posts
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Originally posted by BCLEGENDS:
…actually, this looks like it could be a really good game. So presumably, we can just have as many leaders as we like, threat of tactical leaders aside. You haven’t really explained Physicals, though – the bracketed number suggests we can have up to eight choices from the list, but the description says we can have three at most. Which one is it?
I think it means you have 8 to choose from, but can only put up to 3 points into each.
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BCLEGENDS
27143 posts
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Eight to choose from? Despite there clearly being thirteen options?
…or do you mean we have eight points to put into our physicals? Because that, combined with being able to have three points maximum in one stat, would make sense.
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developous
11648 posts
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Originally posted by BCLEGENDS:
Eight to choose from? Despite there clearly being thirteen options?
…or do you mean we have eight points to put into our physicals? Because that, combined with being able to have three points maximum in one stat, would make sense.
Thats precisely what it is.
Originally posted by BCLEGENDS:
…actually, this looks like it could be a really good game. So presumably, we can just have as many leaders as we like, threat of tactical leaders aside. You haven’t really explained Physicals, though – the bracketed number suggests we can have up to eight choices from the list, but the description says we can have three at most. Which one is it?
No, there are limits. See the post below the one you looked at.
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developous
11648 posts
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Name: Delta Inceminators
Flag:

Bio:
{military} Due to advanced quarantine procedures, every active unit is equipped with a delta powersuit. In addition to that, safety regulations are extremely efficient, strict, and well established, causing them to have a notable defensive and reliability bonus.
{social} Due to the strict regulations involving the inceminators, charisma is virtually non-existant in most forces. However, the recreation and freedoms in the leauge to be gained in the delta forces also make their morale virtually ubeatable and full as well, along with making it very difficult to convert them.
{political} Due to strict safety standards, the political structure is extremely harsh but reliable. This results in a massive security infrastructure which even the best tacticians dare not challenge without a considerable number of abilities.
{scientific} Due to the chemical basis for technology, many more advanced ballistic and mobility technologies exist in the delta inceminators. This makes developing vehicles, new chemcial assetts, and siege assetts much easier to muster.
{economic} All this toxin based variance is rather harsh on the economy. Hazmatica forces cannot trade products with other empires, but they gain resources quicker as well. In addition to that, while crime is high, the security measures for this empire negates that, but results in a serious lack of people in the empire, made up with a better quality of living as well.
{industrial} Industry is simply great in the delta forces due to the hazmat operations. Even the greatest of building and vehicles are developed quickly and very efficiently. However, this industrial based focus comes with severe environmental implications.
{religious} Due to the scientific fanaticism, there is only one religious faction and it holds all the power. Only the top officials can join it to boot, and it results in a major performance bonus to all the delta’s leaders, along with greatly reducing the political ramifications from major war based infractions. However, major religious empires are sworn enemies of this empire due to that.
{foreign} Foreign forces rather dislike the delta empire due to their volatile practices. Due to this, relations suffer a major plunge. Further, they are very loathe to interact with other empires as well, making it diffcult to establish relations with them. But on success, you gain a very loyal and powerful defensive ally.
Access: 3
Land Setup:
Rhytraxis – The capitol area of the delta forces. Its a toxic jungle presently, but is otherwise well balanced and known for its advanced scientific and technological potentials.
Hellion IV – An advanced network of caves weilding many common and rare resources. It weilds a major industrial and resource network with well developed biospheres, but environmental conditions make it mandatory that the best safety practices are used.
Ipsium III – An advanced mobility center where most of the military training is executed and implemented. Its also known for its high content of advanced forms of fuel and other biological assetts as well. Its connected by an advaced monorail network to Hellion IV and Rhytraxis.
Empire Specials(3):
Toxicology – The delta bases provide a much better industrial base, but every delta territory requires a breathing device or adaptation to survive in. This also grants a biological and industrial bonus to allies, growing for each one this group has.
Medical Affinity – Due to advanced quarantine and safety measures, delta forces are highly resistant to plagues and diseases, along with being able to treat such easily along with being great with healing practices as well.
Delta Training – All delta forces are experts when it comes to mobilization and deployment, along with using vehicles. In addition to this, allied forces gain a serious defensive and mobilization bonus as well, increasing with each ally this empire has.
Special Assetts(8):
Advanced Biospheres – A special living quarters area that greatly improves quality of living along with occupancy, along with protecting forces from just about all environmental hazards and situations.
Hazmat EMT Terminuses – Just about every living section is equipped with this device, being provided advanced decontamination and medical benefits, along with weilding sophisticated security system. It also trains and equips the forces with advanced armaments as well, when they are on varying missions and activities.
Delta Sentinals – These forces operate much better in environments where breathing devices are necesarry/important. They also greatly improve the proficiency of defensive and support leaders as well, along with making it easier to maintain most features as well.
Delta Powersuits – An extremely advanced powered suit that provides shielding, awesome defenses, and extremely advanced lifesupport systems, along with advanced management, medical, and security bassed technologies.
Advanced ICBMS – Delta forces weild the very best missles of any group. But use of such icbms comes with horrific political penalties. There is also advanced defensive versions as well, but they dont use those much.
Hazat Rations – Due to the outfitting situation with the delta inceminators, their rations need to be processed into a form that can be utilized efficiently when wearing breathing devices. The result of this product is that its much easier to store and utilize food resources when they are most needed, along with improving combat performance.
Advanced Medipacks – Due to the safety regulations involved with the delta forces, medical devices are considerably better than most empire’s sets, though not the best. However, the chemical based technologies also grant the very best stimulants in existance.
Immolators – A dangerous supermutant thats immune to toxins, posions, and just about all other physical status penalties. To make matters worse, they are highly toxic, great at labor, and are very difficult to eliminate save with fire and plasma based weapons.
Empire Vicories(2): Scientific, Industrial.
Turf Upgrades(5):
Chemical Processing Unit – Each level provides a cumulative 25% bonus to your industrial and fuel based potentials, along with providing 1500 units of storage for such rescs, and doubles as a research nexus for developing new assetts and turf upgrades as well.
Delta Command Nexus – Each level of this building allows another defensive leader to arrive, ignoring the bonus from tacticians, along with imrpoving base defenses and the potentcy of other turf upgrades as well.
Advanced Security Unit – Forces that came from this territory gain an espionage bonus in all situations, increasing per level, along with improving management and security potentials greatly with each level involved.
Biohazard Modulators – Contaminates adjacent territories dependant on the level over time, eventually converting those places to the empire due to the lethality. They also improve the living quality and occupancy levels of biospheres with each level as well.
Advanced Mobility Center – Counts as an airport, seaport, and vehicle factory. It also develops transportation lines to controlled areas, along with reducing the resource costs to utilize and develop things due to more efficient management.
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developous
11648 posts
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Incem Leaders:
Name: Gerron Varcer
Focus: Generic Command
Species: Terran
Appearance: 5ft 7in, Muscular, Caucasian.
Physicals(8): 3x Health, 2x Discipline, 1x Vitality, 1x Stamina, 1x Training.
Specials(1):
hazmat mobilization
All delta leaders everywhere gain 2 points in health, discipline, and training.
Name: Dave Oreliius
Focus: Generic Support
Species: Terran
Appearance: 6ft 5in, Muscular, Caucasian.
Physicals(8): 2x Health, 3x Stamina, 1x Charisma, 1x Wisdom, 1x Intelligence.
Specials(3):
Advanced Quarantine Operations
Tactical and defensive forces perform much better than usual.
Structural Coordination Efforts
Industries and developing special turf assetts is performed quicker and more efficiently.
Infantry Coordination Training
Non-leader forces benefit from the physicals of this unit where present.
Name: Marty Dresden
Focus: Generic Defense
Species: Terran
Appearance: 5ft 8in, Geeky, Tan.
Assigned to: Rhytraxis.
Physicals(8): 2x Intelligence, 3x Health, 1x Discipline, 1x Wisdom, 1x Stamina.
Specials(3):
scientific operations
Where present, research is finished sooner and with better results as well.
advanced fortifications
Defensive bonuses from turf assetts is greatly improved where present, along with repair.
Advanced Tactical Ignimity
This unit ignores the bonuses from all tacticians.
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