Post by David Van Rotterdam on Apr 28, 2016 20:27:20 GMT
Openings word
First of all, I want to thank Edmund Wilson for his efforts thus far. His battle & logistic system is needed to bring more action in a sort of realistic way, while kept it simple. My thanks for his system. I couldn’t work out the following without that specific system of his. From me, he gets a honourable moment of thought. Thanks man.
Second. While observing some current events, one thing caught my attention. The current battle system is only focussed on the 1 on 1 war. Command & Conquer Rise of the Reds however, has also the precious General Powers. Together with that, and our common faction knowledge, we also possesses other forms of strikes. So how can we use these in a battle? And what about a base what is being sieged?
Note: I worked out only the vanilla factions as in version 1.86 + several things (weapons) which I am aware of that people created, or is missing in the game. If I forgot something, please contact me or just post your request/comment in this forum thread.
Final word: I took the gameplay as my standard. If you think that your faction is overpowered or underpowered, please let me know. Yet I think it is fair that the factions weaknesses and strengths should bring some interesting events or decisions in the future. But that’s just me talking. So let’s get started!
Bases
So bases. The major thing to do in the actual game itself. The disturbing thing is that bases nearly to nothing does in the current battle system, if there is a base involved. Let’s take a look to the schedule I made:
For who is quickly with the numbers and has a great eye, yes, the numbers aren’t the same for each faction. As for an example: The ECA is superb in defences, while the GLA lack crewmembers. But with the simple structures of the GLA, they are quicker to build a base. Ignore the Defence upgrades for now, I will explain them in the next chapter.
Crew: are the soldiers and facility operators working at the base by default. If a base falls under attack, this is the force who defend it. The normal battle rules made by Retroliser are being used. But now, there is a force by default at the specific base.
If you see closely, you see a build time list in months. So if you want to build a base, you prepare your paperwork and the needed time is mentioned as in real life. The numbers in that list is the total time, so from zero/scratch, to the desired base.
So what if you got a Tier 1 base and want to upgrade it to Tier 2? And you are playing as China? Well, let’s see. Tier 1 – 6 months. Tier 2 – 12 months. Difference = 6 months. China needs 6 months to upgrade from Tier 1 to Tier 2.
Wait, the ECA got another Tier level? Yes, it is written in the Lore, and in the game itself it exists. However, not everybody is aware of it. But what about the different Tier Requirements? Well, obviously, the ECA doesn’t build tons of Solar Reactors. That is also written in the Lore. I did some paperwork on this quite a while ago. It’s in the ECA CC section/paperwork. Their bases are powered by the main Solar Reactor grid. Bases further away, are powered by civilian power plants (like in Oceania for example)
Base defences
Yes of course we can have them. They are considered as an base upgrade, as an add-on. And yes, you can build them while you are building your base. Yet you need at last an ‘Outpost’ before being able to build defences.
You calculate the crew which you get from the defences to the actual base crew. And if you have built defences, you get a bonus. This bonus you receive for each defences are used to determine the extra casualties for the attacker. More of that, later.
Come on, the ECA got another base defences level? Yes they do. They are the defensive orientated faction. However, the ECA requires more building time for their bases. Happy?
Strikes & GP abilities
We have 3 different types in this category. We got the ‘DAMAGE STRIKES’, and the ‘BOOST/SUPPORT’ powers. This last one is either to save/heal/repair your own forces, or to harm your opponent. Let’s take a look.
Damage, AOE, %
Damage and Area of Effectiveness speaks for themselves. However, we need to calculate things most obviously. The numbers in the schedule are the highest numbers possible. So where’s there written a 9, you cast a single d9. If it is a 6, then you use a d6. I used numbers which I felt good about, yet being limited with 15 (together combined) as the maximum.
You multiply the outcome of these 2 numbers determined by the dice. Then, you multiply it with the percentage number. The results is the percentage of casualties which a strike produces. See the schedule. The Napalm Strike has: Damage 9, AOE 6, and 50%. You role 1d9 and 1d6. The outcomes in this example are 4 and 4. Fill in, and calculate. Congratulations, you will kill 8% of the opponents forces!
NOTE: The maximum was 27% (9x6=54*50%=27%), so don’t be afraid of losing 50% of your troops.
NOTE: You need to multiply the dice first, and the outcome multiply with the percentage. Else you get a false outcome if you do it otherwise.
In this example, the Chinese are attacking a GLA base + army. The Chinese start with a Napalm Strike. So the GLA will suffer from this, before even the battle itself started. Casualties will be calculated. Then, the Chinese start their attack. This fight which follow will be done by Retroliser’s system.
Yet the GLA got defences up. So the Chinese will receive some extra casualties, making it worth to build bases and defences on strategic locations.
NOTE: of course you need to be prepared for using a (special) strike or claiming to have defences. This will be done in the faction paperwork most obviously.
Second, the BOOST/SUPPORT powers: you either use it to decrease your casualties (such as Emergency Repair) or increase your opponents casualties (EMP Pulse). Use common sense in this.
You only have a percentage of these. No need to cast a die, since it is to support you in your move. That’s the idea behind it. Support couldn’t fail (normally) yet a Carpet Bomber could perhaps fly the wrong direction what will result in less casualties (therefore you role the dice)
Edited Strike Calculation system: As seen in the picture, the 26% casualties on the Chinese forces, will be increased by adding 4% of the defences. Making it 30% of total casualties on the Chinese side. This was a request to make the calculations a little easier.
Losing a base: to make it simple: kill everybody inside it. The base will fall if the last man died, since there are no operators to maintain the defences and structures.
Sub- & Super Weapons
This will use the same system to calculate the extra casualties, as written as above. I preferred writing them in a new file because these aren’t normal strikes. 1, they are heavier, 2, you might need special clearance to use them, 3, these weapons can result in consequences more easier by international laws or civilian opinion. I ignored the Summit for 2 reasons. 1, the Summit is still ongoing. 2, the future of the RP can change. Either people ignore the treaty (if it will be signed that is) or the treaty would be destroyed and factions returned to their desired WMD’s
I used once more 15 as the combined number. Except for the official WMD’s, they got a 20 as a combined number. ICBM’s are considered as High Explosive warheads in this list. If however, they are loaded with a Nuclear warhead, then the numbers become: damage 10, AOE, 10.
Wait, the ECA got 3 Solaris weapons? Yes and no. These are the different modes with the Solaris Satellite could fire. However, if chosen one of these, obviously the others ‘count’ as being used. For more information see Bruce’s parts of the weapons explanations.
How to implement it?& Calculator
This sub system is merge-able with the new system from Retroliser. Participants can use the numbers and calculators to determine what their strike or defences have caused to the battle itself.
If there are any questions, do not hesitate and ask them. If you don’t like the numbers, please speak to me on skype, and I will explain them. If you still aren’t happy, we could chance them obviously. I am open for this.
If people want the Excel files, I can give them to you.
First of all, I want to thank Edmund Wilson for his efforts thus far. His battle & logistic system is needed to bring more action in a sort of realistic way, while kept it simple. My thanks for his system. I couldn’t work out the following without that specific system of his. From me, he gets a honourable moment of thought. Thanks man.
Second. While observing some current events, one thing caught my attention. The current battle system is only focussed on the 1 on 1 war. Command & Conquer Rise of the Reds however, has also the precious General Powers. Together with that, and our common faction knowledge, we also possesses other forms of strikes. So how can we use these in a battle? And what about a base what is being sieged?
Note: I worked out only the vanilla factions as in version 1.86 + several things (weapons) which I am aware of that people created, or is missing in the game. If I forgot something, please contact me or just post your request/comment in this forum thread.
Final word: I took the gameplay as my standard. If you think that your faction is overpowered or underpowered, please let me know. Yet I think it is fair that the factions weaknesses and strengths should bring some interesting events or decisions in the future. But that’s just me talking. So let’s get started!
Bases
So bases. The major thing to do in the actual game itself. The disturbing thing is that bases nearly to nothing does in the current battle system, if there is a base involved. Let’s take a look to the schedule I made:
For who is quickly with the numbers and has a great eye, yes, the numbers aren’t the same for each faction. As for an example: The ECA is superb in defences, while the GLA lack crewmembers. But with the simple structures of the GLA, they are quicker to build a base. Ignore the Defence upgrades for now, I will explain them in the next chapter.
Crew: are the soldiers and facility operators working at the base by default. If a base falls under attack, this is the force who defend it. The normal battle rules made by Retroliser are being used. But now, there is a force by default at the specific base.
If you see closely, you see a build time list in months. So if you want to build a base, you prepare your paperwork and the needed time is mentioned as in real life. The numbers in that list is the total time, so from zero/scratch, to the desired base.
So what if you got a Tier 1 base and want to upgrade it to Tier 2? And you are playing as China? Well, let’s see. Tier 1 – 6 months. Tier 2 – 12 months. Difference = 6 months. China needs 6 months to upgrade from Tier 1 to Tier 2.
Wait, the ECA got another Tier level? Yes, it is written in the Lore, and in the game itself it exists. However, not everybody is aware of it. But what about the different Tier Requirements? Well, obviously, the ECA doesn’t build tons of Solar Reactors. That is also written in the Lore. I did some paperwork on this quite a while ago. It’s in the ECA CC section/paperwork. Their bases are powered by the main Solar Reactor grid. Bases further away, are powered by civilian power plants (like in Oceania for example)
Base defences
Yes of course we can have them. They are considered as an base upgrade, as an add-on. And yes, you can build them while you are building your base. Yet you need at last an ‘Outpost’ before being able to build defences.
You calculate the crew which you get from the defences to the actual base crew. And if you have built defences, you get a bonus. This bonus you receive for each defences are used to determine the extra casualties for the attacker. More of that, later.
Come on, the ECA got another base defences level? Yes they do. They are the defensive orientated faction. However, the ECA requires more building time for their bases. Happy?
Strikes & GP abilities
We have 3 different types in this category. We got the ‘DAMAGE STRIKES’, and the ‘BOOST/SUPPORT’ powers. This last one is either to save/heal/repair your own forces, or to harm your opponent. Let’s take a look.
Damage, AOE, %
Damage and Area of Effectiveness speaks for themselves. However, we need to calculate things most obviously. The numbers in the schedule are the highest numbers possible. So where’s there written a 9, you cast a single d9. If it is a 6, then you use a d6. I used numbers which I felt good about, yet being limited with 15 (together combined) as the maximum.
You multiply the outcome of these 2 numbers determined by the dice. Then, you multiply it with the percentage number. The results is the percentage of casualties which a strike produces. See the schedule. The Napalm Strike has: Damage 9, AOE 6, and 50%. You role 1d9 and 1d6. The outcomes in this example are 4 and 4. Fill in, and calculate. Congratulations, you will kill 8% of the opponents forces!
NOTE: The maximum was 27% (9x6=54*50%=27%), so don’t be afraid of losing 50% of your troops.
NOTE: You need to multiply the dice first, and the outcome multiply with the percentage. Else you get a false outcome if you do it otherwise.
In this example, the Chinese are attacking a GLA base + army. The Chinese start with a Napalm Strike. So the GLA will suffer from this, before even the battle itself started. Casualties will be calculated. Then, the Chinese start their attack. This fight which follow will be done by Retroliser’s system.
Yet the GLA got defences up. So the Chinese will receive some extra casualties, making it worth to build bases and defences on strategic locations.
NOTE: of course you need to be prepared for using a (special) strike or claiming to have defences. This will be done in the faction paperwork most obviously.
Second, the BOOST/SUPPORT powers: you either use it to decrease your casualties (such as Emergency Repair) or increase your opponents casualties (EMP Pulse). Use common sense in this.
You only have a percentage of these. No need to cast a die, since it is to support you in your move. That’s the idea behind it. Support couldn’t fail (normally) yet a Carpet Bomber could perhaps fly the wrong direction what will result in less casualties (therefore you role the dice)
Edited Strike Calculation system: As seen in the picture, the 26% casualties on the Chinese forces, will be increased by adding 4% of the defences. Making it 30% of total casualties on the Chinese side. This was a request to make the calculations a little easier.
Losing a base: to make it simple: kill everybody inside it. The base will fall if the last man died, since there are no operators to maintain the defences and structures.
Sub- & Super Weapons
This will use the same system to calculate the extra casualties, as written as above. I preferred writing them in a new file because these aren’t normal strikes. 1, they are heavier, 2, you might need special clearance to use them, 3, these weapons can result in consequences more easier by international laws or civilian opinion. I ignored the Summit for 2 reasons. 1, the Summit is still ongoing. 2, the future of the RP can change. Either people ignore the treaty (if it will be signed that is) or the treaty would be destroyed and factions returned to their desired WMD’s
I used once more 15 as the combined number. Except for the official WMD’s, they got a 20 as a combined number. ICBM’s are considered as High Explosive warheads in this list. If however, they are loaded with a Nuclear warhead, then the numbers become: damage 10, AOE, 10.
Wait, the ECA got 3 Solaris weapons? Yes and no. These are the different modes with the Solaris Satellite could fire. However, if chosen one of these, obviously the others ‘count’ as being used. For more information see Bruce’s parts of the weapons explanations.
How to implement it?& Calculator
This sub system is merge-able with the new system from Retroliser. Participants can use the numbers and calculators to determine what their strike or defences have caused to the battle itself.
If there are any questions, do not hesitate and ask them. If you don’t like the numbers, please speak to me on skype, and I will explain them. If you still aren’t happy, we could chance them obviously. I am open for this.
If people want the Excel files, I can give them to you.
Mentioning list:
Jürgen Adler
Edmund Wilson
The Warzone
Adam Camo Brown
Ramon Cañarte Valverde
Steven Freephoenix
Aldus Von Gikkengen
David Fox
Hamilton House
Rosalinda Alfonse
Luigi De La Luciano
Armin Khazif
Xingmin Wu
Jürgen Adler
Edmund Wilson
The Warzone
Adam Camo Brown
Ramon Cañarte Valverde
Steven Freephoenix
Aldus Von Gikkengen
David Fox
Hamilton House
Rosalinda Alfonse
Luigi De La Luciano
Armin Khazif
Xingmin Wu