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  1. #1
    Senior Member Senior Member econ21's Avatar
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    Default Re: PvP mechanics brainstorming thread

    From the poll, it looks like the Risk style system will be implemented for the first civil war. I wonder if the following rules would do for what we want. They are a little long, but we can regard them as separate from the core rules - sort of like the tournament rules or rules for an event.

    Rules for Risk style PvP campaign movement

    A. Land movement:
    1. PvP land movement is by province. Any turn players who are in a state of war with another player (combatants), they may use PvP movement. Alternatively, they may move normally subject to the constraint that they do not enter an enemy province. Non-combatants (neutrals) move normally.
    2. Combatants on opposing sides may not occupy the same province at the end of a turn unless one is under siege by the other. If units happen to find themselves in enemy provinces other than by PvP movement – e.g. at the start of the war – then the GM will “teleport” them to the nearest friendly province.
    3. Each turn, a combatant may move each unit to an adjacent province. This is done by submitting written orders in secret to the GM. The GM will then simultaneously execute all orders.
    4. On the campaign map, the GM will place units moving by PvP movement in or adjacent to the settlement of the province they enter or reside (it is possible to use PvP movement to stay within a province, but group up at or adjacent to the settlement). Combatants wishing their units to be placed at alternative locations in a province (e.g. to hold a bridge against the AI) should use normal movement.
    5. Should orders result in enemy units occupying the same province, a PvP battle may be fought. The GM will inform all sides of the units occupying the province and then both sides should secretly give the GM their pre-battle option: (a) fight; (b) retreat; (c) retreat behind settlement walls (if the player controls the settlement)
    6. All battles that take place in a given turn are resolved before any retreats are executed – even pre-battle ones. If there are multiple battles in a turn, they are resolved sequentially in a random sequence.
    7. Retreats are executed by units retreating to the province they came from or, if they were stationary, to an adjacent province not occupied by an enemy unit (their choice). If there are no such provinces, the army cannot retreat.
    8. Only 20 units can retreat behind settlement walls (whether damaged or not) – any excess are disbanded. Units can be merged prior to retreat. If there are any disagreements between allies on which units retreat, the owner of the settlement decides.

    B. Implications of PvP movement for land battles
    1. If units from one player enter a province occupied by units of his enemy, then the entrant is regarded as the attacker. In a PvP battle, the GM will give the defender some suitable advantage in terms of choice of terrain (e.g. first pick of map side in Multiplayer). After a battle, the attacker must retreat unless he defeats the defender (draws and standoffs are treated as victories for the defender).
    2. If neither side began the turn with a unit in a province, then the battle is regarded as a meeting engagement. Neither side will have an advantage of terrain
    3. Bridge battles: if on the strategic map, all attacking units side could only have entered a province via a bridge, the battle will be modelled as a bridge battle.
    4. The losing side of a battle can retreat any surviving units according to A7 (but the GM implements this only after all battles are resolved)

    C. Implications for siege battles
    1. If one side has retreated behind settlement walls, then the attacker may assault the settlement that turn or besiege the settlement.
    2. Besieged armies can only exit the settlement if all enemy units leave the province, if they win a sally battle or if a relieving army attacks the province and wins. The GM will specify how besieged armies can hold out before automatically surrendering and may model attrition, guided by how the game engine models sieges involving the player vs the AI.
    3. If a relieving army enters a province, there is a field battle with the besieger’s positioned between the relief army and the besieged garrison. For simplicity, the settlement (and the garrisons need to exit through the settlement gates) need not be represented in the battle.
    4. If a garrison loses a sally or relief battle, survivors may retreat behind the settlement walls at the GMs discretion. They cannot retreat anywhere else. If garrison is in good order after the battle (it sallied only to impose some losses on the attacker), a retreat is appropriate. If it is utterly crushed, the GM may just declare the siege won.

    D. Naval movement
    1. While PvP land army movement is by province, PvP sea movement is by port. Unlike land movement, combatant ships may NOT move normally. All combatant owned ships must start each turn either (a) in a friendly port; (b) blockading an enemy port; or (c) a transit area (represented on the campaign map by being placed somewhere in the relevant zone at sea).
    2. Each turn, players can give the GM secret orders to move their ships to any other port in the same sea zone or to the transit area for an adjacent sea zone. There three sea zones: the Black Sea; the Mediterranean; and the Atlantic – Gibraltar and Constantinople demarcate those zones.
    3. Each sea zone has an associated transit area. No sea battles between combatants can take place in transit areas. Enemy ships may share the same transit area. Ships may stay indefinitely in a transit area. (These are all abstractions made for simplicity).
    4. If orders lead to enemy fleets being at the same port, then a naval battle may result. The parties communicate their orders: (a) fight; (b) retreat; (c) retreat inside port – if the port is friendly.
    5. If opposing combatants both fight, then the GM will resolve the sea battle. All sea battles are resolved before retreat options are executed.
    6. Retreat orders are executed by returning ships to the port they originated to, provided it remains friendly and not subject to blockade. If the ships did not move, or their port of origin is no longer eligible to receive them (e.g. it is captured or blockaded), they may move to any non-blockaded friendly or neutral port (note: in the latter case, they would become owned by the neutral!). Ships may not retreat to transit areas. If no ports are eligible to receive a ship, that ship may not retreat before battle and is disbanded after battle if required to retreat.
    7. If one side retreats inside the port, it is blockaded. Blockaded ships cannot leave a port except to fight a sea battle against the ships blockading them. Such a battle expends their movement for that turn.

    E. Naval movement of land units
    1. Land units that begin a turn in province that has a unblockaded port with friendly ships may be transported by those ships (2 units per ship). The GM will disband land units travelling with ships if losses from sea battles mean there are no longer enough ships to carry them (which units are lost is randomised).
    2. Land units transported by ship end the turn in the destination province provided only if any of the following conditions apply: (a) it has a friendly or neutral port that is not blockaded by enemy ships; (b) it has an enemy port unoccupied by enemy ships; (c) it has an enemy port under blockade by friendly ships. (This implies, as in Shogun, that an enemy province can only be subject to naval landings if it has port infrastructure – this is rationalised by supply issues. It also implies that the blockading side effectively controls the surrounding waters, facilitating or obstructing landings.)
    3. Land units transported by sea to a province held by enemy land units are treated just as if they entered by land. They may retreat before battle (effectively a feint or threatened landing), but not after battle (think Bay of Pigs).

  2. #2
    Senior Member Senior Member econ21's Avatar
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    Default Re: PvP mechanics brainstorming thread

    Here is a revision of the earlier rules for unit recruitment during PvP combat:

    (a)PvP flagging: a noble at war with another may declare they are PvP flagged. The settlements of PvP flagged nobles:
    (1) must set taxes to VH where possible
    (2) cannot construct or repair buildings (including walls!)
    (3) cannot recruit any units except via drafting
    noble automatically stops being PvP flagged when at peace with all - once switched on, the flag cannot be switched off while the noble is still at war.

    (d)Drafting: PvP flagged characters may request the recruitment of one available unit (including ships) - players pick - from each settlement they own for the first five turns they are at war. The PvP flagged player must keep a record of the accumulated purchase cost of their own recruitment. Recruitment will be done by the GM at the start of each turn before the Chancellor takes the save. If the Kingdom lacks the funds to draft, the console will be used to generate the extra funds. The GM will keep a record of extra funds provided by the console.

    (e) Demobilisation: starting on the 6th turn at which the noble is at war, the PvP flagged character must disband one unit per turn. This is done by giving orders to disband a full strength drafted unit or, if this not possible, non-mercenary units of equal or greater purchase price. Units may be merged to help with this process, but the console cannot be used to artificially split units. If the unit has insufficient units to disband, buildings may be destroyed to generate the required funds. The noble’s avatars are not considered units for the purposes of desertion. Disbandment orders are to be communicated to the GM and implemented at the same time as drafting (ie before any other actions that turn). Failure to communicate will lead to the GM picking the unit(s) to disband. When a player ceases to be PvP flagged, any drafted units in their army that have not been disbanded, are disbanded if at full strength (or, if not possible, non-mercenary units of at least equal purchase cost).

    (f) Long wars: if a PvP character stays at war longer than 10 turns, the process of drafting and disbanding resets. On turns 11 to 15, one new unit per settlement may be drafted per turn; on turns 16-20, one new unit disbanded etc. Resets continue every 10 turns.

    (g) National debt: when the Kingdom returns to peace, the GM will use the console to subtract from the console any extra funds that were added to help pay for the drafts.

    Commentary:
    - The main purpose of these rules – specifically drafting - is to allow combatants who do not have or who have not had the support of the Seneschal to still recruit some forces in a civil war by becoming “PvP flagged”. Other combatants may prefer to get their prioritsed units and maybe more by the normal rules.
    - The concept of demobilisation is introduced to try to balance drafting. Over a 10 year period, the PvP flagged player will average an extra 3 units by these rules. This is only one more than the 2 prioritised units they would get as Barons under normal recruitment rules. The additional one unit is balanced by the prohibition on building and the fact that all drafted units are disbanded when war ends.
    - The main changes in these rules from the previous ones I proposed are (a) allowing for “long wars”; (b) quicker (and complete peacetime) disbandment to make it unattractive to go PvP flagged in a phoney war to accumulate extra troops; (c) national debt to allow recruitment even when the Seneschal has (perhaps deliberately) driven the country into the red.


    Any thoughts?
    Last edited by econ21; 07-08-2009 at 14:49.

  3. #3
    Liar and Trickster Senior Member Andres's Avatar
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    Default Re: PvP mechanics brainstorming thread

    This is all starting to get very complicated. I know there's a lot to say for making the civil war as "real" as possible, but the complexity is starting to get scary to a degree that I, for one, will probably avoid civil war at all costs just because of this.

    We should remember that this is a game and the main purpose is fun. I remember that in LoTR there were some phases where we were only discussing rules and rule changes and nothing else. I, for one, am participating for the role playing aspect. Discussing rules and nitpicking about rules is like... work

    The more rules, the more discussions about rules, the more risk for conflicts between players.

    Risk style sounded very nice and shiny, but in retropsect, I'm more and more starting to lean to the instant battle solution, maybe with some rolling of dice to decide terrain advantage and weather conditions (e.g.: for every command star, you get one die; there are rolled risk style, the one who "wins" gets terrain advantage; the more dice left, the greater the terrain advantage) and the size of your army to fight the unique battle being related to the number of vassals and provinces you have. The civil war army only being created for the civil war and being non existant on the campaign map.

    Advantages: simple and quick and no risks of an accidental breach of rules.

    Just my
    Last edited by Andres; 07-08-2009 at 14:59.
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    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: PvP mechanics brainstorming thread

    I think can come up with some simpler rules for a Risk-style system. I'll draft up something later this afternoon/evening for discussion. I think one of the keys is to concentrate for the moment on only setting out rules for movement on the campaign map. Battle Umpires already have complete control over how the actual battles are fought and what the results are. If we continue that tradition, we can skip almost all rules about how the actual battles themselves are to be handled.


  5. #5
    Prince Louis of France (KotF) Member Ramses II CP's Avatar
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    Default Re: PvP mechanics brainstorming thread

    Okay, do we need specific mechanics for forts? Consider Adana; if the passes are held by forts then it would make little sense for a field battle to occur just because two armies were present in the province on different sides of a fort. What if the fort is held by a neutral party?

    Also is the intent that forces can only move a *single* province per 1.5 years? This could still end up making for a very slow war once we expand. Or is a 'turn' a set of moves within the game's 1.5 years, such that, for example, each force gets 5 turns to move (Across five provinces) per that 1.5 years, resulting in some ability to maneuver?

    I like it, but I want civil wars to really move and not drag on.


  6. #6
    Liar and Trickster Senior Member Andres's Avatar
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    Default Re: PvP mechanics brainstorming thread

    I think we should start thinking out of the box.

    The Total War game engine is not made for a civil war from players vs. players. What we are now trying to do is making insanely complex rules to make it work within the TW engine.

    If a civil war is declared, we should lift that conflict outside the Total War game, so to speak and have it fought out in a simple format.

    Yes, I know, it would be more fun to have a civil war going on for two or three years, with niceties as blocking mountain passes, shipping troops to do a quick attack on an unprotected province, but all of that candy cannot be done in an easy, convenient way.

    I'm all for lifting out the civil war of the game and playing it on a different level.

    In short:

    1) Freeze the game for 5 days maximum when civil war is declared.
    2) a) OR: peace treaty;
    b) OR: One decisive battle; size of army determined by provinces and number of vassals; terrain advantage determined by rolling dice, taking into account command stars of leading generals; weather decided by fate. Once the circumstances are fixed proceed to table top battle or MP battle using TW engine. After the battle is over, the winner decides on the fate of the loser (release him, keep him captive and release later in return for whatever price, kill him). Winner can also do as he pleases with possessions of the loser.
    3) Make changes through console if necessary because the decisions made in step 2).
    4) Unfreeze the game.

    Simple and quick and no need to bother with complicated rules.

    EDIT: look at the tournament and duel thing. It's great fun, mainly because of its' simplicity.
    Last edited by Andres; 07-08-2009 at 15:31.
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  7. #7
    King Philippe of France Senior Member _Tristan_'s Avatar
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    Default Re: PvP mechanics brainstorming thread

    Quote Originally Posted by Andres View Post
    Simple and quick and no need to bother with complicated rules.

    EDIT: look at the tournament and duel thing. It's great fun, mainly because of its' simplicity.

    I would love it if we could accomplish something of the kind but I don't think it's possible.

    Why ?

    Simply because the tourney/duel minigame is in itself totally out of the game. It has simply no existence in game, even if we tried to create some basis out of the avatar game-stats.

    However, Civil Wars are just that : Wars. And that's the whole point of M2TW, fighting wars, be it against the AI or against others players (think MP or PBeM Hostseat campaigns).

    And we have already everything we need : units, terrain, etc and I think it would be shame not to make use of that basis in our PvP system.

    Now, we may need to simplify but not too much. If I could, I would prefer to fight those PvP wars in MP (though I'm totaly inexperienced there) but I can't seem to make it work...

    Why should we be able to use the strategic map to devise attack plans against the reportedly dumb and toothless AI and not be able to do that against capable players who are able to bite back...
    Last edited by _Tristan_; 07-08-2009 at 15:48.
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  8. #8
    Liar and Trickster Senior Member Andres's Avatar
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    Default Re: PvP mechanics brainstorming thread

    Quote Originally Posted by Tristan de Castelreng View Post
    I would love it if we could accomplish something of the kind but I don't think it's possible.

    Why ?

    Simply because the tourney/duel minigame is in himself totally out of the game. It has simply no existence in game, even we tried to create some basis out of the avatar game stats.

    However, Civil Wars are just that : Wars. And that's the whole point of M2TW, fighting wars, be it against the AI or against others players (think MP or PBeM Hostseat campaigns).

    And we have already everything we need : units, terrain, etc and I think it would be shame not to make use of that basis in our PvP system.

    Now, we may need to simplify but not too much. If I could, I would prefer to fight those PvP wars in MP (though I'm totaly inexperienced there) but I can't seem to make it work...

    Why should we be able to use the strategic map to devise attack plans against the reportedly dumb and toothless AI and not be able to do that against capable players who are able to bite back...
    Because of the amount of rules required to make it work... The more rules, the more discussions/nitpicking about rules in the OOC threads = less fun.

    Less complexity would make the game more accessable and, imo, more fun.

    Maybe it's just because for me, personally, the bickering during the Senate sessions, gaining influence in the Senate, the behind the scenes plotting and intrigues to get votes in the Senate for a certain edict or a certain candidate are the fun part of the game.

    Civil war is just another way to achieve something but it shouldn't go on endlessly or be emphasized too much. It's also a burden for the Chancellor and, imo, will inevitably slow down the game.

    I'd prefer Civil wars to be decided quickly so that the rest of the game can move on asap.

    But that's just my opinion, coloured by my personal preferences.
    Last edited by Andres; 07-08-2009 at 15:57.
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  9. #9
    King Philippe of France Senior Member _Tristan_'s Avatar
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    Default Re: PvP mechanics brainstorming thread

    I agree with you Andres that CW are just another tool to have fun in this game but by oversimplifying that part, we may lose some of that fun factor...

    I would also like to see a quick resolution to CW but not to the detriment of the fun that can be had by out-thinking your opponent on the strategic map. That was one of the most fun part of hotseat campaings as some here can attest (Zim, Ramses ).

    We must not forget that how much we want it to be otherwise this is a wargame (with an element of RPG) and not the other way round... If Iwanted to play a RPG with a touch of wargame, I'd go play D&D or WoW or whatever would suit the definition...

    So let us stick to the maximum to the original game, enacting rules (as simple as possible, if need be) that makes the most of the system at hand.

    I know this is just my point of view but I think some may share it.
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  10. #10
    Loitering Senior Member AussieGiant's Avatar
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    Default Re: PvP mechanics brainstorming thread

    This is a little like discussing van Gough in an art class.

    I'm all for discussion but there needs to be decisions and some leadership on this as to what the best overall solution is.

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