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  1. #6
    Senior Member Senior Member econ21's Avatar
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    Default Re: PvP mechanics brainstorming thread

    Quote Originally Posted by YLC View Post
    Ugh, far to complex
    What exactly is complex about it? The proposed rules are 400 words, replacing the current 1000. I think PvP is such a big part of the game it deserves some rules. Feudal ranks have 1500 words in the rules.

    Yes, I know word count is not exactly a proper measure of complexity, but still... What is complicated? The new elements over what we have are:

    Declare you are PvP flagged or not
    Keeping a tally of war weariness (counting 1, 2, 3, ...)
    The GM recruiting one unit per settlement at turn
    The GM disbanding on unit per PvP avatar

    I don't really see this as complex. The main thing, about from very trivial book keeping, is that it requires the GM takes possession of the save each turn but I am not convinced this is a biggie.

    - however, their are a few gems in there. I was thinking of not a draft, but a militia that could be automatically generated, without cost to the treasury, by the GM, for each settlement under the declared and/or the declaree's settlements on turn one. No further units are generated by the GM afterward.

    OR

    Each participant in a civil war may recruit a a unit(s) based on their rank each turn or hire mercenaries. This overrides unit prioritization, as it would be done by the GM once each term. However, using this ability forgoes your ability to use unit prioritization.
    The problem with these ideas is balancing - who does not want extra troops? The war weariness, desertion and other rules are to introduce a downside.
    Last edited by econ21; 07-05-2009 at 17:36.

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