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B1 RP Possible Rules - Xenol1997 - 07-07-2015 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 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) )
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:
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:
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 RE: B1 RP Possible Rules - Rated - 07-07-2015 I created an entire island from scratch for you, what does this get me in terms of money? :p RE: B1 RP Possible Rules - Xenol1997 - 07-07-2015 My penis. RE: B1 RP Possible Rules - Rated - 07-07-2015 ... RE: B1 RP Possible Rules - Rated - 07-07-2015 Right. Well. RE: B1 RP Possible Rules - PNGz_ - 07-07-2015 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. RE: B1 RP Possible Rules - Rated - 07-07-2015 My people graciously accept your offer, Xenol of Britain RE: B1 RP Possible Rules - Starkiller666 - 07-07-2015 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. RE: B1 RP Possible Rules - bmanrules - 07-07-2015 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. RE: B1 RP Possible Rules - Xenol1997 - 07-07-2015 These all sound like good ideas |