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B1 RP Possible Rules - Printable Version

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RE: B1 RP Possible Rules - nitroft - 07-07-2015

Neat rules Xenol. Its really nice to finally be getting a firm set of rules we could follow for the rp. With the old system people just kind of made up their own rules, and do to that, we have seen a lot of abuse roleplay wise. I didnt see anything really unfair about this, although it would be nice to have like rules about what a city/town/village is. Because there are some places (not gonna mention names) on the server that are "Cities" but only have like 5 skyscrapers and a few roads. Like for example: "A town consists of 13 houses, 8 shops, a police station, fire station, town hall and bank".


RE: B1 RP Possible Rules - Odin Online - 07-07-2015

I think these do sound a little bit too strict to be followed or enforced very well. They are good ideas, for the most part, however I don't think you should really be charging for civilian infrastructure. I do like the turns idea.

alsoyouforgotpropellerplanesandplaneswithtubopropengines.


RE: B1 RP Possible Rules - PNGz_ - 07-08-2015

WAR RP RULES

TURNS
The entire basis of the war rp is the style of Turn based combat. The way
this will work, is by have consecutive turns of the same nature, ie to have
one person attack, the other to attack, one to move, the other to move, etc.

Uneven Turn ( eg 1,3,5 )= Supply and Transit
Even Turn ( eg 2,4,6 )= Attack

On an Uneven turn, you can only supply and/or move your military forward.
However, you may also do this on an attack turn, and for direct combat units
you can move and attack afterwards, but you may not attack on an uneven turn.
Timing
Wars in this new system are meant to be fought with both players available.
So,
1. If player A + B are on, the turns will last 30mins.
2. If player A, but not B are on, the turn will go for 24 hours.
3. If player A is on, leaves, and player B comes on, Rule 2 applies.
4. If player A is on, and B comes on after 30mins, player stops their turn
and player B starts theirs.

EQUIPMENT
Equipment refers to anything used on the battlefield. The most common things
include Tanks, planes, and artillery. For different things, they will cost
differently. The system below provides a guideline for how they will cost, and
their applied attributes, as well as custom units.
TANK
Light - 500
Heavy - 1500
Large - 3000
AIRCRAFT
Jet/Propeller/TurboProps - 1000
Helicopter - 1500
Transporter - 3300
Bomber - 2000
ARTILLERY
Small - 500
Medium - 1000
Large - 1500
NAVAL
Battleship - 4000
Pocket battleship - 3000
Barge - 2000
Submarine - 3500
Aircraft carrier - 3500
TRUCKS
Supply - 1000
Rocket - 2500
CUSTOM
Type on‌e = Blocks not in Type 2 or 3 - 25 p/ block
Type two = Specialised; Dispenser/Dropper/Furnace, Redstone block, Fences/Wall,
Coal block 50 p/ block
Type three = Minerals; Quartz, Diamond, Emerald, Gold - 80 p/ block

SUPPLY
A supply unit can only supply( which includes fixing) any equipment
within 20 blocks of the supply unit.
DIRECT COMBAT
A tank or jet can only fire at something within 50 block radius of itself. Eg the tank barrel.
For tanks, however, the larger it gets, it adds a +10 block radius to the tank. Ie, medium tanks
will have a 60 block radius, etc.
INDIRECT COMBAT
Bombers - Bombs anything below it, and in a 40 block space behind it.
Artillery - A small artillery has a range of 60 blocks, and +12 as it gets larger.
Missiles - There is only one size, and this extends to 80 blocks.
Submarines - They can only fire at 50 blocks away from it's torpedo port.
Battleships - They can fire at 100 blocks away from itself.
Pocket Battleships/Cruisers - Can fire 60 blocks away from itself.

MOVEMENT
Across all sizes - A unit has a range of 100 blocks form it's starting point. The larger it gets, a -5
block range is applied. Trucks, not having sizes, get 100 block radius.
Aircraft - can move 500 blocks. However, after an attack turn, No damage may be applied to the aircraft if left
in it's position.
Naval - they can move 1km at a time. If engaged however, They can only move 50 blocks. The rule of not being
able to be fired at it's previous position does not apply, as a boat may stay in it's position. Ie; for it to
stay out of damage, it MUST move.
TRANSPORT
The last topic I remember is the transportation of equipment. Transport only applies
really when getting troops to the border of the place that is being invaded, or to the battle zone.


RE: B1 RP Possible Rules - Xenol1997 - 07-08-2015

I prefer my definition of ships by length - and your understanding of planes is dismal xD Piston Fighters < Turbo-prop < Jet


RE: B1 RP Possible Rules - PNGz_ - 07-08-2015

I actually just put 'Jet' there, then I saw Odin's comment and added Propeller and Turbo Props, not realizing the order; so not understanding error, just forgetfulness XD. Regardless you got the idea. And as for the Ship length thing, you're new to thr rp coughcough1day, and the terms listed are how we'd refer to them.


RE: B1 RP Possible Rules - Xenol1997 - 07-08-2015

But what about aircraft carriers :P


RE: B1 RP Possible Rules - Rated - 07-08-2015

I wouldn't feel safe on a skyscraper that cost $5000


RE: B1 RP Possible Rules - Starkiller666 - 07-08-2015

Xenol has always been in the rp, hell he may have only come back but who's airfield and city did you put a B-52 on, his dude, he knows rp stuff, and these are new rules so things are bound to be changed, every system infact in the rp needs an overhaul.


RE: B1 RP Possible Rules - Xenol1997 - 07-08-2015

I think the city was afro's xD But the airport was mine.


RE: B1 RP Possible Rules - Starkiller666 - 07-08-2015

Thought the surroundings were yours?