Post by Alejandro Silva on Jan 5, 2017 20:04:32 GMT
A more refined battle system;
So I read around but probably not enough.This is a battle system made for battles not logistics.
I am working ontop of or based on what I've been in contact with and take no credit to the work myself.
Formation Dice List:
Squad: 1d2
Platoon: 1d3
Company: 1d4
Battalion: 1d5
Regiment/Brigade: 1d6
Division: 1d7
Corps: 1d8
Army: 1d9
Front (Russia)/Army Group: 1d10
We already have that and thats fine.
Now for attacking we will need a diceroll of 4
1 being No damage taken or miss
2 being minimal damage taken
3 Being standart damage of what it could do
4 is critical damage, where you'll be given the chance to roll again for extra damage.
(^This in the long term might lead to issues as I didnt state a maximum chain effect)
So a squad of guys unless they crit can do a maximum of 2x3= 6 damage
How much health does a unit have?
Thats easy, you just multiply it with the squad count and 10. A squad gets 20 health.
Extra notes; Anything that isnt a units own weapon is considerd an ability and a player can only invoke one ability per 2 posts in a battle.What is an ability you ask? Well flashbangs (POW's are important) Canister rounds, Shorta, Goliath etc.This extra "Roll" determines how effective it is or how long it lasts.This is a global rule with a global cooldown hence there will be exeptions and comprimises.
Something else I should mention; Some units should take less damage from others
Featherweight takes full damage from all targets
Tanks take half damage from Infantry
Tanks take less damage from anything but superheavies
Infantry takes 50% damage from aircraft
Infantry takes 25% damage from super heavies
All tanks aside from featherweight and light tank take 50% extra damage
Aircraft takes 25% extra damage from featherweight, Infantry and light tanks.
^Exeptions to this is if CAN attack aircraft in the first place.Artillary is considerd light unless its an Ingamewise T1 arty (Which its a tank) Nuke cannons and Claymores alongside epic units have superheavy armour.
This is the idea in most basic forms,
Im going to sway away from damagetypes or the such.Please feel free to ask questions,,
One thing Im wondering is if we should consider "bonuses" a thing? See Im planing to use some satalite Images plus paint to do my battles.Taking position in bases or predetermined defensive areas could reduce the number they will multiply by 1 possibly.
Edit to add this note; Theese are the armour types for units
Tank,
Light tank
Featherweight
Infantry
Super heavy
Aircraft
So I read around but probably not enough.This is a battle system made for battles not logistics.
I am working ontop of or based on what I've been in contact with and take no credit to the work myself.
Formation Dice List:
Squad: 1d2
Platoon: 1d3
Company: 1d4
Battalion: 1d5
Regiment/Brigade: 1d6
Division: 1d7
Corps: 1d8
Army: 1d9
Front (Russia)/Army Group: 1d10
We already have that and thats fine.
Now for attacking we will need a diceroll of 4
1 being No damage taken or miss
2 being minimal damage taken
3 Being standart damage of what it could do
4 is critical damage, where you'll be given the chance to roll again for extra damage.
(^This in the long term might lead to issues as I didnt state a maximum chain effect)
So a squad of guys unless they crit can do a maximum of 2x3= 6 damage
How much health does a unit have?
Thats easy, you just multiply it with the squad count and 10. A squad gets 20 health.
Extra notes; Anything that isnt a units own weapon is considerd an ability and a player can only invoke one ability per 2 posts in a battle.What is an ability you ask? Well flashbangs (POW's are important) Canister rounds, Shorta, Goliath etc.This extra "Roll" determines how effective it is or how long it lasts.This is a global rule with a global cooldown hence there will be exeptions and comprimises.
Something else I should mention; Some units should take less damage from others
Featherweight takes full damage from all targets
Tanks take half damage from Infantry
Tanks take less damage from anything but superheavies
Infantry takes 50% damage from aircraft
Infantry takes 25% damage from super heavies
All tanks aside from featherweight and light tank take 50% extra damage
Aircraft takes 25% extra damage from featherweight, Infantry and light tanks.
^Exeptions to this is if CAN attack aircraft in the first place.Artillary is considerd light unless its an Ingamewise T1 arty (Which its a tank) Nuke cannons and Claymores alongside epic units have superheavy armour.
This is the idea in most basic forms,
Im going to sway away from damagetypes or the such.Please feel free to ask questions,,
One thing Im wondering is if we should consider "bonuses" a thing? See Im planing to use some satalite Images plus paint to do my battles.Taking position in bases or predetermined defensive areas could reduce the number they will multiply by 1 possibly.
Edit to add this note; Theese are the armour types for units
Tank,
Light tank
Featherweight
Infantry
Super heavy
Aircraft