Okay, so after various requests I will explain furthermore my system.
A few points at front to begin with.
1. There is NO EXTRA dice rolls required. The input of this system is the results which could be obtain from Retrolisers main battle system. You just need those numbers as the input for this system.
2. Yes it needs balance. However, this is merely version 1 so to speak. If it is necessary, we can adjust the numbers. These numbers, are the numbers in other ‘tabs’ of this Excel system, which gives or takes bonus percentage of your troop numbers.
3. Yes my other SUB-system requires dice rolls. But once again, this GP/strike system is a SUB system, which could be combined with the main battle system.
4. Be aware of the possibilities. We now can use the locations from the battlefields as well.
5. I am not going to explain my excel formula’s into details. However, if you are handy with numbers, you could calculate it yourself by hand to test it out. I did it both ways, and found out it works flawless now.
6. This system grabs automatically the correct numbers. You can give the input by ‘Location’ and ‘Payload’. Excel does the rest.
7. Yes it can be extended with more details, variables and more. BUT… it will cost me a shitload of time to work it all out.
8. Combine with point 7, I am not in the mood to work out endlessly details. Just to be straight away: I don’t give a damn about specialties, super units, rare units, superb armies or any of that crap. I do not recognize exceptions if an faction has other numbers or so. Reason: the main system designed by Retroliser works ONLY with the soldier amount. You are all grownups… a tank battalion has more tanks then infantry, so work that out yourself.
9. Claims of anti-infantry special units like toxin, tesla, flames etc… will not be worked out as it has been suggested on Skype. A clash between forces and losing 80% with a single attack is not that realistic. This is still a stupid number system. War in real life costs also time and attacks.
10. Combine with point 9: yes the main input is the luck of the dice. To people who are not happy with it: in my opinion sometimes war stagnates, and the ties will change. Deal with it and just work it out in a nice story. There are many examples in history how on some places in the front the war seems to stagnate and on other places you quickly win or lose terrain. Therefore I recommend to keep the dice in place. Remember: we are just a few guys playing on world scale. In war you have many soldiers, and officers who take your orders but execute it themselves. If you lose or it doesn’t go as quickly as hoped.. blame them and a well prepared enemy.
With this outspoken, a relief from my chest, let’s continue to the main deal shall we?
So: 2 factions clashes into each other. An attacker and a defender. The main battle system is still Retrolisers work. So just follow as this good guy once has worked out. The outcome of this is the input for my system.
After several discussions, we are all aware that Retrolisers system is a decent system, but lacks several important main variables. After the GP/strikes sub system, I came up with this.
Step 1. Execute Retrolisers system and obtain the outcoming numbers.
Step 2. Fill these numbers into the system which I designed.
Step 3. Determine the forces locations. (same locations will negate bonuses AKA does nothing).
Step 4. If your paperwork was worked out correctly and you have a specialized battalion for example, and you used this battalion, then determine it’s payload. This will give extra bonuses.
Step 5. The system will recalculate the outcome of this single attack, while using the respective bonuses. This can increase AND decrease your numbers, depending on the situation.
Tada. It is simple as it is. You only need to fill in the troop numbers. After selecting the locations and payloads, the system does the rest.
Question:
Q: You seem to forget several payloads.
A: Yes I am aware of this after I uploaded it. One example is the Flame payload (most likely China)
Q: Supply Lines? I thought it is an American thing?
A: Yes and no. In game yes. In the RP and in real life, no. the supply lines is basically the invisible line for your forces and your main lands. There lies a little calculation underneath it and it still needs tweaks. I am aware of that. Even if you surrounded your opponents city, I am convinced that it isn’t enough. This is still for discussion open obviously.
Q: Locations? Barriers? Positive and negative?
A: Yup, easiest example is a fight near a hill. Positive would be on the hill, negative downhill. But also cliffs and canyons are a good example. Use your imagination.
Q: But I would like to see more details?
A: Yeah well, if there is a big majority, I might implement it. But in my opinion, most people aren’t that into details. It can however, that I forgot something important what could be a game changer. If so, suggest it so we can talk about it.
Q: But the Russian……
A: Yeah enough about them. There are 6 factions. Deal with it. And/or provide me the numbers yourself which I can copy/paste, and I might reconsider it IF again, there is big majority. No hard feelings, but personally, I am fed up with all the Russian claims, crap, examples, complains and more. Nothing personally against the players but this is my own feeling about it.
Be aware that the more shit I need to work into this system, it costs WAY MORE time to implement it. And only suggesting but not providing is a little.... meh...
If there are however more questions, please ask. I try to provide answers as quickly as I can, but keep in mind, I am quite busy at this moment and doesn’t have internet in my business… the stupid cable guys cannot find a stupid cable in the stupid ground, in the stupid surrounding in front of my fucking main door