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Recently, there has been a lot of issues regarding the roleplay system on b1. Most of this has been the lack of any real 'rules' to roleplaying. To remedy this, I suggest we dicuss and ratify a universal set of rules regarding gameplay - including everything from turn-time to currency.

I have created my own set of rules below to kick things off. feel free to suggest edits and additions/ommisions.

Possible RP Rules and Guidelines.
Version 1.0 alpha 
(I have written these rules as if they are definitive; they are not, and are all open to discussion)

Turns
One of the key features of many RP games is the idea of turn-based playing. 
1 Turn is a period of time when you are allowed to collect currency/move units/attack enemy/ect

For economic purposes, 1 turn will be 1 irl day (24 hours if you're a spastic) This is inflexible
For military purposes, the length of 1 turn will be effected by:
    If both teams are online: If both sides of a war/battle are online, the length of turns may be shortened if the turn-taker finishes his/her turn early. For example; if you are finished your movements early, by alerting your enemy, they can start their turn. This will significantly speed up gameplay.
  • If only one member is online, then a turn will last 24 hours. If your enemy comes online later, the above clause will still apply. Communication between parties is vital so when turns take place is understood.[/color]
If a player is not able to get to a computer for a while (internet problems, holidays ect) then they must let the other party know, and turn-taking will temporarily halt.

If a player simply stops playing for an extended ammount of time (1 month) without informing people, their state will be classed free-for-all, and any invasive movements will not be restricted by turns.

For Military purposes, transit of weapons and actual attacking take place as 2 separate turns while a state of war has been declared. If this attack takes place outside of a state of war, transit and attack take place in one turn, to signify a surprise attack. Once this is done, a state of war automatically comes into play.

More information regarding turns shall be said in below articles and highlighted Blue

Currency
Obviously, a proper RP universe should operate from a currency system. Wether this is plugin-based for simply pretend is open for debate.
Each country will have a certain national income which is added every week. This will be (for game purposes) tax from your citizens. The more households the more weekly income. To stop people just spamming houses, a house-quota shall be set up, and homes will have a cost in them selves.

Other ways of getting income is to design and sell items (eg, tanks, planes) or to do jobs (eg, making roads) for another country. The income from this shall be agreed between parties.

This currency system will obviously apply to the military, so each boat/tank/jet must cost their government something. These costs shall be outlined later.

More information regarding currency shall be said below in articles and highlighted Green

Military

The military aspect is a very important part of the rp experience.

Navy
Naval ships shall be split into the following categories (ship lengths are measured in blocks (b) )
  • Small (designated Monitors/Patrol Boats/ect) 24b or less
  • Medium (designated Frigates/Destroyers/ect) 25-54b
  • Large (Designated Cruisers/Assault Ships/Helicopter Carriers/ect) 55-74b
  • Capital (Designated Battleships/Aircraft Carriers) 75b+
The size/class of ships will determine what it takes to destroy them and how much the cost. A possible rule of thumb is that each higher tier takes 2 of the preceding to sink it. eg, it would take 2 destroyers to sink a Cruiser ect. 

Navies should be stopped from having more than 4 capital sized ships and 8 large ships. Smaller classes are unlimited except for currency,

FYI, ship classes are explained below:
  • Monitor: Small attack boats perfect for dock defence or light attack. Generally carries 1-2 medium guns
  • Destroyer: General-purpose attack ships using both guns and large missiles
  • Frigate: Similar to Destroyers, but more geared towards anti-submarine and anti-aircraft. 
  • Cruiser: Like a small battleship carrying large weapons, but with less armour.
  • Helicopter Carrier: Like a small aircraft carrier - but can only carry helicopters/VTOL aircraft
  • Battleship: Large ship with large guns.
  • Aircraft Carrier: Carries no guns of its own, but carries jets instead.
Army
Since actual soldiers are not in the equation, tanks and other vehicles are the main force of the army. Each tank unit will have a cost - stopping people just spamming tanks.

Airforce
Aircraft are split into 2 types:
  • Fighters
  • Bombers
Bombers can only attack tanks, buildings and ships. In destructive power, 1 bomber equals a medium ship. I.e, 2 bombers will be needed for a large ship. Destroyers are able to destroy aircraft.





COSTS

House = $200 Week - $1000 cost

Apartments (less than 5 stories) = $500 week - $2500 cost

Skyscraper (over 5 stories) = $1200 week - $5000 cost



Small Factory (30x30 blocks) = $4000 week - $12,000 cost

Large Factory (>30x30) = $6000 week - $20,000 cost



Small Tank (7 or less blocks long not inc gun) = $100

Medium Tank (7-9b) =$250

Large Tank (10+b) = $500



Jet Fighter = $1500

Bomber = $5000



Small Ship = $10,000

Medium Ship = $20,000

Large Ship = $40,000

Battleship = $80,000
Carrier = $100,000
I created an entire island from scratch for you, what does this get me in terms of money? :p
My penis.
...
Right. Well.
I think the 'both players are online' turns should last half an hour. That is enough time to strategise, build, and attack. As for having military price-tags,that is an excellent idea.
My people graciously accept your offer, Xenol of Britain
This will never work, as I've stated in the past, png and nitroft both have built over 10 town/city sized places inwhich they build but never come back to, and these will then generate currency for them? Ludicrous. On another note we need to designate a certain cap to an army based on capital and holdings size, no more building a butt tonne of tanks just cause you can, for instance if you don't have an airfield your airforce won't be very large, but also a cap placed on how many vehicles can be deployed from said base depending on size. I won't budge on either of these points.
Good that there's some step being taken towards getting rules, the past week or two have been pretty hectic in terms of RP, though it's usually quite peaceful (well, meta-peaceful). I do think some kind of currency should be put in place to limit army sizes etc, as players seem to have unlimited amounts of units. A delay for creating units could possible also work (Order a set of units during a turn and they become usable at the beginning of your next turn - would reduce a number of surprise out of nowhere attacks). I also think some kind of capture rule could be useful, whereby a user would attack a city one turn and have to wait until their next turn to claim it - this would give users the opportunity to fight back, provided their currently ordered units were enough to defend their city. This would add some strategy to battles as you'd have to plan out your production of units to protect yourself in the event of an attack. We could also have a thread with turns labeled - When you finish a turn post that you've finished it, what you did during it and how much it cost etc.
These all sound like good ideas
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