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| Topic Started: Sep 19 2009, 02:29 PM (816 Views) | |
| Deleted User | Sep 20 2009, 08:45 PM Post #51 |
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Deleted User
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but most people aren't as generous as you. What you do doesn't apply to everyone else. |
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| Menhad | Sep 20 2009, 08:49 PM Post #52 |
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ET2(IDW)
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The only veteran who is less generous than me is Scy. Ask anyone who has dealt with both of us. I do toss my weight around. And you will see plenty more of it with the Teutonic Order |
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| Rhadamanthus | Sep 20 2009, 08:50 PM Post #53 |
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Legitimist
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Learning when to be generous is part of learning how to play here... |
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| Union | Sep 20 2009, 08:55 PM Post #54 |
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Pyrenees Republic
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I support this system existing as another option, complete with maps and such to actually play out a war between two people. I, for one, lose all motivation to type walls of text if the outcome is already determined. See the Fall of Hispania. |
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| Telosan | Sep 20 2009, 08:57 PM Post #55 |
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The Foremost Intellectual Badass
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There is no fall of Hispania. The story was never written. As it stands, I've hand snipers training the Galician population for over a RL year probably an IC decade. |
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| Deleted User | Sep 20 2009, 08:58 PM Post #56 |
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Deleted User
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How would we use the maps and such to determine a war, and will it be determined solely by strategy? |
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| Rhadamanthus | Sep 20 2009, 09:12 PM Post #57 |
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Legitimist
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It was completed in outline form last year - if it didn't happen, you wouldn't even have that land. |
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| Union | Sep 20 2009, 09:15 PM Post #58 |
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Pyrenees Republic
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IC its over and done with, Telosan. :lol: A forum I play on, EE, has a well-developed system. Essentially, you'd make a grid or provincial map of the battlefield. You would determine how many ICs you get using the system, and then purchase military equipment with those ICs. You then place the military units on a map. A central mod exists who receives orders and such from both sides, and marks the movements. If a battle occurs, he looks at the units, etc, and determines a winner through dice rolls, etc. Each side has its own objectives and the like, and whoever wins the war completes their objectives. In some cases in EE, there have been total victories, where one player can do whatever he wants, from regime change to annexation (not total, but of a majority of the territory) and the like. The loser has to roleplay the results, to some degree. This creates a sense of actual tension in the game, as over extending yourself can be catastrophic, and fuels alliances like no tomorrow. It also gives things a sense of thrill, and makes people do more to try to avoid war, or prepare for it. It is a different way of playing the game. I came from there originally, and stuck with it. Here the priority is telling a story, while I enjoy the strategic aspects of geopolitics. I was fine with being between both, but EE has been in a slow death, so i would like to import the war system here to use as an alternative to simply writing chapters of novels to players who would like to. |
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| Telosan | Sep 20 2009, 09:19 PM Post #59 |
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The Foremost Intellectual Badass
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Sounds interesting, but a bit confusing. Might just because it's late and I'm barely comprehending anything right now, but can you explain it a bit more? I've always thought the wars shouldn't be decided ahead of time. In wars I'm in, I don't often plan much other than the desired and agreed upon outcome. I perfer to make it up as we go, with maps making great visual aids. |
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| Union | Sep 20 2009, 09:23 PM Post #60 |
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Pyrenees Republic
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Have you ever played Risk? It is like that, except players would take turns at the same time. It is a complicated system. A nice introduction would be to allow you and Atticus to play seperate sides in Huescan war games, with me as mod. If you do want to read up on it, and the 28 pages of debate that accompany all war systems, here is a link: http://z4.invisionfree.com/Eastern_European_HQ/index.php?showtopic=28 |
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| Telosan | Sep 20 2009, 09:25 PM Post #61 |
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The Foremost Intellectual Badass
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I'll read it tommorow. I'm for the intro idea. How does it factor in different qualities and quantities of units? The FC's military hasn't been fleshed out yet. |
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| Menhad | Sep 20 2009, 09:26 PM Post #62 |
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ET2(IDW)
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I understand, some times I lack the motivation to write. But your system sound like a crappy game(no offense). Really I like the way it is here, and I don't want that to change. |
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| Union | Sep 20 2009, 09:26 PM Post #63 |
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Pyrenees Republic
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It doesn't. Each unit costs X IC. A militia unit may be 1 IC, while a heavy infantry unit would be 4 or 5. :P EDIT: It is because it is a game, essentially, Menhad. It is simply an alternative I would like to see employed sometimes. It is a different way to play. I do not want to make it mandatory. Edited by Union, Sep 20 2009, 09:27 PM.
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| Deleted User | Sep 20 2009, 09:28 PM Post #64 |
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Deleted User
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I say that would make a good combination; the story-telling and the grid system. I like to write and narrative these stories, but truthfully, the quick decision and the tension of a real battle would be much better. When I first joined this forum, I was told about the wars here and I was expecting an actual battle system. But when I found out it was all story based, I was a little disappointed, but I went along with it, and pretty soon I got into my own RP. Now that was a very exciting RP and I enjoyed it greatly. But a real battle system combined with story telling would have so much more depth. Huesca, could you please PM me about this system a little bit more, I am extremely interested. |
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| Union | Sep 20 2009, 09:35 PM Post #65 |
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Pyrenees Republic
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I'll PM you guys who want to participate in the war games I proposed. |
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| Sedulius | Sep 20 2009, 09:56 PM Post #66 |
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Field Marshal
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As I said, midgets. Or rather little people. |
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| Toussaint | Sep 20 2009, 10:04 PM Post #67 |
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Major
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I'd be interested. |
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| Kasnyia | Sep 20 2009, 11:58 PM Post #68 |
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Chairman of the Bank
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The Dominion had you dead to rights, but otherwise thats all true. Though at least you didn't win OR lose during the German Civil War... And god no more CPs. We had a cadre of CP nazis who'd bug everyone about the system. |
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| Nag Ehgoeg | Sep 21 2009, 07:02 AM Post #69 |
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The Devil's Advocate
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You should have fun. If one player is going to start whining that they wanted to win and are being screwed over and now they're quitting, that's not fun. If you feel like you're going through the motions because the outcome has been planned out, that's not fun. When you go to war with someone there should be an understanding about how things will play out. I like to sit back and let whatever happens happen, but I also like to be involved in other people's ideas and to not dick over other people's nations - so if someone PM's me and asks me to fight but lose in the end then I'll fight and lose in the end. If they want to plan a bit more detail than that then we'll plan a bit more detail. Plan as much or as little as you like. **** Eh. Whatever I said about H's idea last year I'll say again now... uh... "Now... don't get me wrong, I like the idea of RPing without nationstates. And this idea seems balanced. But... well... we're a nationstates forum. So... no." Aside from Georgia... I can't think of a single war Nag Ehgoeg has won. And I'm the second largest nation here. Paradise is constantly losing because it's fun for small states to dogpile on him. You do not need to sit at NationStates and pass every single military issue to get 99% defence spending - the current system caps your spending at 40%. Nor do you need to sit and NS and pass every single economy issue to max out your economy - you just need to be in the top third. And all this is for your "on paper" military - it's not required to win wars. The point of this forum is to make NS more fun by giving us a place to RP (a place free from the space empires and multi-verse that you find on the main game's forums). It's a place to come together and tell stories. It is not a place to roll dice and win wars. If we want to revive Rex Mundi then I'd be all for that. Hell, we can drag and drop Rex into the space left by NS2. If we want to try out H's system, then I don't mind giving it a go - we can drag and drop that into the space left by NS2. But our NS1 game should still be linked to NS1. |
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| Deleted User | Sep 21 2009, 04:58 PM Post #70 |
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Deleted User
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Actually there is no cap, I have above 40% defense spending. Besides, this wouldn't be changing the entire system, it would just give people more of a variety. |
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| Kasnyia | Sep 21 2009, 05:05 PM Post #71 |
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Chairman of the Bank
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Whatever is above 40% isn't counted is what Nag means. So yes, there is a cap. |
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| Deleted User | Sep 21 2009, 10:51 PM Post #72 |
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Deleted User
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Really? I didn't know it wasn't counted. Why do we do that, shouldn't a country be free to choose how much they spend on defense? |
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| Ulgania | Sep 21 2009, 10:56 PM Post #73 |
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A better Zarathustra has never rode a horse
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Now imagine how much more unbalanced a country would be if it was counted. There was just a recent discussion about this in the "How to make a Military Guide" topic. I highly suggest reading the last page or two of it. |
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| Nag Ehgoeg | Sep 22 2009, 09:54 AM Post #74 |
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The Devil's Advocate
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The military guide caps out at 40%. Purely to make it so that you don't have to pass every single defence issue just to stay competitive. This way you can actually run your NS nation how you'd like. 40% is much more than realistic. That said, the military guide only exists so that we have a common frame of reference for the armed forces. If the people involved in a war want to count higher defensive spending they're free to do so. |
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11:38 AM Jul 13