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
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 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+
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.
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
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