Post by Name on Jul 25, 2008 21:17:04 GMT -5
1: You can be any franchise, but no repeats. If someone has taken yours, choose another. When you begin, you start off with 1 general, a messenger, the main HQ and 5,000 infantry type troops. no vehicles until you research them, and you must wait 5 days before doing so, as this represents the gathering of materials to begin your base. Any starting groups are considered as 5 days research strength.
1a: You start off on your own, you do not know the existence of any other army until you come across them. This can be done by visiting their territory. In this way, you cannot attack an army you do not know about, and alliances and wars cannot be declared at the beginning of the game. Everyone starts on the same planet, but you may relocate in the future.
1b: Every game day you earn 500 extra unit points, meaning 2000 unit points every real day. Each real day is split into 4 sections of 6 hours each. If you do not update for some time, you may make up the numbers when you next update. You can "hire" sub-commanders, one for every 20,000 units or per base.
1c: Your generals and sub-commaders can be come heroes, giving bonuses to your troops This takes 50 days.
2: No troop transformations in-battle. Any objects that cause a transformation have to be used out of battle (e.g. the legend of zelda masks can only be used when creating new units).
2a: If a new weapon is researched for an existing unit, then you have to make a decision. In the case of infantry, if the current and new weapons are both one handed, then the unit can weild both, one in each hand, during the battle. If it is feasable for the unit to be able to carry both weapons, but only weild one at a time, then the unit may switch during battle, but you have to highlight this in your tactics. When the new weapon is researched, it is considered as being given to the unit immediately, but you can still increase your ranks. If it is unfeasable for the unit to carry both the current and new weapons at the same time, then the units you want to have the weapons must be either built or converted from existing units. See 2b for details. New weapons for vehicles must replace the current weapons, and therefore the vehicle must be converted (see 2b)
2b: If a group of units must be converted, then you expend unit points doing this. For example, if converting infantry class,you spend one unit point per conversion
3: No superweapons. Anything that can be considered to destroy an entire army or cause significant damage is considered to be a superweapon, and must either be reduced or removed.
4: All research, troop numbers and logs will be posted on the thread. Any of the other players are not allowed to take this information and counter it. For example, you cannot just say "We know that X is building a Y, so we're gonna go murder them all", cause that is unfair and not realistic. Any messages between armies cannot be intercepted by any other army, and no research can change this. You can send messages to anyone you know. Read everything that came after your last post, so that you're up to speed.
5: When a battle is started, those involved must PM a war mod with their tactics. The battle outcomes are decided by the mod who is PMed. They decide the casualties of the battle, and will post a report after each decision. You are encouraged to PM the impartial war mods first, failing that, me, failing that the competing war mods. Once a war mod makes a decision, it is final.
6: If any player detects unfair play, they can "nudge" the person believed to be breaking the rules, but if they are still unsure, PM a war mod or me (preferrably me). I can then make a decision. If you are caught cheating, and it is obvious you intended to, or it is a repeat offence, then a punishment will be given out. This can range from a reduction of troops to being booted from the game. Once you have left the game, you cannot have any part of the rest of it.
7: if a war mod is considered to be biased, a vote will be cast by the competing players, the other war mods, and me. This will exclude any player who has been defeated or kicked out or who has not been competing for 15 game days. If the players vote that the war mod is bias, then their powers will be removed, and a second punishment may be given out. If the bias is blatant, then I can skip the vote and immediately remove the war mods powers, and a second punishment may be given out. In the event that a war-mod cannot be replaced and it is necessary to have one, then the position will be filled by the mod who was voted as being unfair until such time as a replacement can be found. This may change depending on the seriousness of the unfairness.
8: You may "find" and add mercenaries to your units, but only if a war mod agrees. The maximum number of these is 1,000 every time. For example, you can say "today we found a small group of tyranids willing to fight for the cause". The war mods specify the number that join you. Events like this can only be given out once to any person.
9: If a decision is in despute (e.g. casualties), then the war mods may confer (by PM) as to the final result.
10: You must declare all projects in the logs you make. you are only allowed a maximum of four at one time. Projects take a number of days to research, and the strength of a unit is taken by the number of days it takes to research. Less than 5 then the unit is pretty weak, infantry class is about 1-10 days. Above 10 is vehicle class, and average powered, super class (such as higher powered weapons) require 35 days to research. This class is defined as the strongest possible units that can be produced on mass. heroes and special units (one offs) require 65 days. You may research an entire unit in parts (for example, a tank, you can research the tracks, then the chasis, then the cannon). The number of days has to be added up and that is used as the final strength of the unit. The highest possible limit for strength is 100 days. If anything takes longer than this to research, it is considered to be 100 days powerful. The seperate parts that are researched are considered as being only as powerful as the number of days researched. E.g. if a tank barrel took 15 days to research and it is fitted to a tank taking another 15 days to research, then the tank will be treated as having an attack power of 15 days. Seperate researching should really only be reserved for larger special units or upgrades. Vehicles can only be researched if five game days have passed since you joined. This would represent the gathering of materials in a real situation.
11: You may share technology with allies, and they don't have to research it to use it. They may upgrade it if they research an upgrade for it.
12: No unit can be undefeatable, everything can be taken down given enough firepower. heroes are basically infantry but take a lot more to take down.
13: Give details of your units when you research them. For example, what do they do, are they long or short range, can they fly, etc. This can be written in the end of day report (written by the commander). If a war mod feels that a unit is far too strong for it's class (example, if someone starts researching the Borg and claiming that they're indestructable due to their ability to assimilate and adapt, then a war mod can tune them down a bit if this is aggreed on by either me or an impartial war mod).
14: your bases can be anywhere, but anywhere groound-based has to be on the main planet. There is only one planet, and even if your base would usually be somewhere else, it has to be on there. Your base cannot move, and cannot be relocated unless you build a new base and spend a 20 day transfer period. No matter where you put your HQ or bases (on the main planet, in space, in another dimention, forwards/backwards in time, etc.) it can be reached by anyone, once they have the capability to get there.
15: if your franchise has limits in certain areas (say, no naval capabilities) and your allies don't have anyof these capabilities, you are allowed to make it up if you want.
16. A war mod (it might only be me, but others may eventually be able to) is able to set a random event for certain players. Say, "a meteorite lands near your base, it may contain valuable resources to allow you to research new technology, but on the other hand, it coud contain an alien organism which could infect and destroy your people, what do you do?"
17. Anything said by the war mods about rules and situations should be made within the thread. this way everyone knows what's going on.
18. This is only a game, so there's really no need to argue with each other or fall out. The other version of this was ruined by people arguing and insulting each other, and i'd rather not have the same thing happen here. You will get two warnings, your third will result in being booted. continued abuse to other players will result in being booted from the game. If someone says something that is majorly offensive (e.g. racial, sexist or threatening comments), they will be booted immediately. Breaking a rule won't result in getting a warning unless you fail to rectify the mistake after being informed or argue about it.
19: The game days are as follows:
Real Day 1:
Game Day 1: 00:00-11:59
Game Day 2: 12:00-23:59
you do not have to be online at these times, you may sort out your numbers whenever it suits you. each gameday you get points as described below. the game days are in AM and PM.
20: You are allocated 500 unit points per day, and the following table represents each classes unit value, and how many unit points you use up by building one.
Infantry (1-10 days of research): 1 unit point each
Vehicles (10-19 days of research): 2 unit points each
Vehicles (20-29 days of reserch): 4 unit points each
Vehicles (30-35 days): 5 unit points each
Heroes: you can only have one of each of your heroes at any time. E.g. you can have two heroes, and you can have them both as units at the same time, but there can only be one of each. They do not count towards your total units.
20a: Anything that is between these classes (such as cyborgs) will follow this chart. e.g. if a cyborg takes 15 days of research, then each one costs 2 unit points a day.
Additional: Spoilers
If your franchise is taken from a game or a film which is considered to be popular and you think that certain characters that you can use will be spoilers (such as unlockables for Super Smash Bros Brawl), you must refrain from using them until such time as everyone who's interested will have found out themselves (i'd give it a year, but its really up to you)
[Hope you don't mind, name, but i thought it'd be best if i added the second rule-set replacing the first one which hasn't got the better additions-Goldeneye]
Any questions? remember, this is just a check to see who's interested before I go into anything. Anyone's allowed to join at any time once the game has begun, but i need a few players to begin.
Rules taken from The Tyranid Hive (dont ask people that dont know the site)
anyways, I saw this there, and I wanted to create a whole forum to this, and it seems fun. if you would please, make your comments in the general board.
1a: You start off on your own, you do not know the existence of any other army until you come across them. This can be done by visiting their territory. In this way, you cannot attack an army you do not know about, and alliances and wars cannot be declared at the beginning of the game. Everyone starts on the same planet, but you may relocate in the future.
1b: Every game day you earn 500 extra unit points, meaning 2000 unit points every real day. Each real day is split into 4 sections of 6 hours each. If you do not update for some time, you may make up the numbers when you next update. You can "hire" sub-commanders, one for every 20,000 units or per base.
1c: Your generals and sub-commaders can be come heroes, giving bonuses to your troops This takes 50 days.
2: No troop transformations in-battle. Any objects that cause a transformation have to be used out of battle (e.g. the legend of zelda masks can only be used when creating new units).
2a: If a new weapon is researched for an existing unit, then you have to make a decision. In the case of infantry, if the current and new weapons are both one handed, then the unit can weild both, one in each hand, during the battle. If it is feasable for the unit to be able to carry both weapons, but only weild one at a time, then the unit may switch during battle, but you have to highlight this in your tactics. When the new weapon is researched, it is considered as being given to the unit immediately, but you can still increase your ranks. If it is unfeasable for the unit to carry both the current and new weapons at the same time, then the units you want to have the weapons must be either built or converted from existing units. See 2b for details. New weapons for vehicles must replace the current weapons, and therefore the vehicle must be converted (see 2b)
2b: If a group of units must be converted, then you expend unit points doing this. For example, if converting infantry class,you spend one unit point per conversion
3: No superweapons. Anything that can be considered to destroy an entire army or cause significant damage is considered to be a superweapon, and must either be reduced or removed.
4: All research, troop numbers and logs will be posted on the thread. Any of the other players are not allowed to take this information and counter it. For example, you cannot just say "We know that X is building a Y, so we're gonna go murder them all", cause that is unfair and not realistic. Any messages between armies cannot be intercepted by any other army, and no research can change this. You can send messages to anyone you know. Read everything that came after your last post, so that you're up to speed.
5: When a battle is started, those involved must PM a war mod with their tactics. The battle outcomes are decided by the mod who is PMed. They decide the casualties of the battle, and will post a report after each decision. You are encouraged to PM the impartial war mods first, failing that, me, failing that the competing war mods. Once a war mod makes a decision, it is final.
6: If any player detects unfair play, they can "nudge" the person believed to be breaking the rules, but if they are still unsure, PM a war mod or me (preferrably me). I can then make a decision. If you are caught cheating, and it is obvious you intended to, or it is a repeat offence, then a punishment will be given out. This can range from a reduction of troops to being booted from the game. Once you have left the game, you cannot have any part of the rest of it.
7: if a war mod is considered to be biased, a vote will be cast by the competing players, the other war mods, and me. This will exclude any player who has been defeated or kicked out or who has not been competing for 15 game days. If the players vote that the war mod is bias, then their powers will be removed, and a second punishment may be given out. If the bias is blatant, then I can skip the vote and immediately remove the war mods powers, and a second punishment may be given out. In the event that a war-mod cannot be replaced and it is necessary to have one, then the position will be filled by the mod who was voted as being unfair until such time as a replacement can be found. This may change depending on the seriousness of the unfairness.
8: You may "find" and add mercenaries to your units, but only if a war mod agrees. The maximum number of these is 1,000 every time. For example, you can say "today we found a small group of tyranids willing to fight for the cause". The war mods specify the number that join you. Events like this can only be given out once to any person.
9: If a decision is in despute (e.g. casualties), then the war mods may confer (by PM) as to the final result.
10: You must declare all projects in the logs you make. you are only allowed a maximum of four at one time. Projects take a number of days to research, and the strength of a unit is taken by the number of days it takes to research. Less than 5 then the unit is pretty weak, infantry class is about 1-10 days. Above 10 is vehicle class, and average powered, super class (such as higher powered weapons) require 35 days to research. This class is defined as the strongest possible units that can be produced on mass. heroes and special units (one offs) require 65 days. You may research an entire unit in parts (for example, a tank, you can research the tracks, then the chasis, then the cannon). The number of days has to be added up and that is used as the final strength of the unit. The highest possible limit for strength is 100 days. If anything takes longer than this to research, it is considered to be 100 days powerful. The seperate parts that are researched are considered as being only as powerful as the number of days researched. E.g. if a tank barrel took 15 days to research and it is fitted to a tank taking another 15 days to research, then the tank will be treated as having an attack power of 15 days. Seperate researching should really only be reserved for larger special units or upgrades. Vehicles can only be researched if five game days have passed since you joined. This would represent the gathering of materials in a real situation.
11: You may share technology with allies, and they don't have to research it to use it. They may upgrade it if they research an upgrade for it.
12: No unit can be undefeatable, everything can be taken down given enough firepower. heroes are basically infantry but take a lot more to take down.
13: Give details of your units when you research them. For example, what do they do, are they long or short range, can they fly, etc. This can be written in the end of day report (written by the commander). If a war mod feels that a unit is far too strong for it's class (example, if someone starts researching the Borg and claiming that they're indestructable due to their ability to assimilate and adapt, then a war mod can tune them down a bit if this is aggreed on by either me or an impartial war mod).
14: your bases can be anywhere, but anywhere groound-based has to be on the main planet. There is only one planet, and even if your base would usually be somewhere else, it has to be on there. Your base cannot move, and cannot be relocated unless you build a new base and spend a 20 day transfer period. No matter where you put your HQ or bases (on the main planet, in space, in another dimention, forwards/backwards in time, etc.) it can be reached by anyone, once they have the capability to get there.
15: if your franchise has limits in certain areas (say, no naval capabilities) and your allies don't have anyof these capabilities, you are allowed to make it up if you want.
16. A war mod (it might only be me, but others may eventually be able to) is able to set a random event for certain players. Say, "a meteorite lands near your base, it may contain valuable resources to allow you to research new technology, but on the other hand, it coud contain an alien organism which could infect and destroy your people, what do you do?"
17. Anything said by the war mods about rules and situations should be made within the thread. this way everyone knows what's going on.
18. This is only a game, so there's really no need to argue with each other or fall out. The other version of this was ruined by people arguing and insulting each other, and i'd rather not have the same thing happen here. You will get two warnings, your third will result in being booted. continued abuse to other players will result in being booted from the game. If someone says something that is majorly offensive (e.g. racial, sexist or threatening comments), they will be booted immediately. Breaking a rule won't result in getting a warning unless you fail to rectify the mistake after being informed or argue about it.
19: The game days are as follows:
Real Day 1:
Game Day 1: 00:00-11:59
Game Day 2: 12:00-23:59
you do not have to be online at these times, you may sort out your numbers whenever it suits you. each gameday you get points as described below. the game days are in AM and PM.
20: You are allocated 500 unit points per day, and the following table represents each classes unit value, and how many unit points you use up by building one.
Infantry (1-10 days of research): 1 unit point each
Vehicles (10-19 days of research): 2 unit points each
Vehicles (20-29 days of reserch): 4 unit points each
Vehicles (30-35 days): 5 unit points each
Heroes: you can only have one of each of your heroes at any time. E.g. you can have two heroes, and you can have them both as units at the same time, but there can only be one of each. They do not count towards your total units.
20a: Anything that is between these classes (such as cyborgs) will follow this chart. e.g. if a cyborg takes 15 days of research, then each one costs 2 unit points a day.
Additional: Spoilers
If your franchise is taken from a game or a film which is considered to be popular and you think that certain characters that you can use will be spoilers (such as unlockables for Super Smash Bros Brawl), you must refrain from using them until such time as everyone who's interested will have found out themselves (i'd give it a year, but its really up to you)
[Hope you don't mind, name, but i thought it'd be best if i added the second rule-set replacing the first one which hasn't got the better additions-Goldeneye]
Any questions? remember, this is just a check to see who's interested before I go into anything. Anyone's allowed to join at any time once the game has begun, but i need a few players to begin.
Rules taken from The Tyranid Hive (dont ask people that dont know the site)
anyways, I saw this there, and I wanted to create a whole forum to this, and it seems fun. if you would please, make your comments in the general board.