Author Topic: [Rules & Updates] Peirre, Faffy, & Blue's MERP  (Read 925 times)

Future Mini Empires Roleplay


Index


Rules documentation
No redirect needed lol
Server Rules

Continuation to not obide by rules will result in punishment depending on the severity.
Do not expect a strict kick then ban policy.

Spamming in any sort is not tollerable.
Intentionally causing arguements is not only an ass thing to do but also bannable.
Being an ass is bannable. (I dont want to see you waling around with an ass playertype either,
that means you Jackson)
Metagaming is not allowed, nor is Godmoding or any relevant moding/gaming.
You may not terraform the map without an administrator's consent.
If your main purpose of joining was to spew some new clique fad game in our faces then leave now. (Undertale)
Do not question these rules unless you've been punished unfairly.
Do not question the mighty power of my ass.

Just because you did not break any of these rules does not mean the administrator on duty can not ban
you, it is up to them whether or not you're being a nuisence even if what you've done was not against
our rules.

Basic rules

You have TWO, and ONLY two choices for an empire.
Robotic
Or any normal creature.
You can not use micro biological empires, one man slimes, etc.
For special creature empires ask the Host.
You may not use external resources, if your empire lore involves being part of a "galactic alliance"
or whatever, you cant use that as an excuse to asspull anything. That includes resources, weapons,
technology, mining, whatever.
Special technological advances on start must be allowed by the Host, and only the Host.
You may not develop weapons of mass destruction with the capability of planetary demise or
near impossible empire destructive devices/viruses.
You may not change the terrain, add artificial terrain, or large artificial platforms without the Host's
permission.

Damage System

Attacking of any sort is a 15 roll.
Rolling a perfect 15/15 does not automatically mean the unit or creature you're attacking is destroyed. That
must be determined by the specs of the creature. Example: If you use a 9mm .22 caliber pistol and shoot
a 70mm thick layer of titanium, and you roll 15, it will not penetrate it. It won't do much damage either.
You dont have to put health down in events. Anything that is stationary does not
need health. Buildings are determined in roleplay, rather than scrict regulation. Ground turrets/silos
/whatever that arent infantry, tanks, ships, or whatever, dont have to have health. And the health can be
 written down or whatever yourself to be determined better IRP.
We're aiming for a good damage system, but a mixture of roleplay to make things fun instead of strict.

Starting Armour (after researching it) can absorb -2 of the damage done.
Roll damage with no modifiers:
1-2 -1
3-4 -2
5-6 -4
7-8 -6
9-10 -7
11-12 -8
13-14 -9
15 -10

Adding different types of armour/thickness will change the damage absorbed. 20mm Titanium armour will absorb
 -5 from an attack roll.
Adding different types of weapons will change the damage done, using a .50 caliber rifle will deal +5 more
damage. If you're having trouble determining what your modifier is, ask the host.
Do not ask an administrator.
Sheilds can only be used on arial units (Ships)
Sheilds can absorb x2 that of armour. Your basic ship has a 20/20 health, and after adding a sheild can
absorb -5 damage done. The basic weapons used, maybe a gatling gun or missile will deal the default basic
damage.


Getting Started/Some Basics

You'll need to start off by making a dup plate. This plate should remain off the map, and will hold things
like unit designs, buildings, etc. You should make at minimum two factory models, two housing models, two
mine models, and maybe a refinery or two. For units, make a simple infantry and citisen first. They should
be labelled like this in Chat Message output:

<color:HEX>Basic Infantry

<color:HEX>Armour
<color: FFFFF>Kevlar Vest, Tactical Helmet (-2)
<color:HEX>Weapons
<color: FFFFF>Magnetic Rifle
<color: FFFFF>Hand Grenades

You can change the FFFFF color if you want, along with choosing an oposite color for where HEX is. Do not
use the same color, it will get confusing. If you're having a hard time understanding this, see the Units
in the spawn for help. If this further confuses you, ask someone who has been playing the server longer.

You can start out with 1-10 Units, you can roleplay them wondering before settling, OR you can start off
the bat with a Mine and Infantry House. Roll /10 for Mining in your first settlement. Ores collected:
1-2 - Stone
3-4 - Not many Basic Metals (3-4)
5-6 - Large quantity of Basic Metals (Still 3-4 types, but in a larger ammount)
7-8 - A sliver of Rare ore
9-10 - Either a huge ammount of good ore or a Large quantity of a Rare ore


Same concept, roll 10, but ask Faffy what you've gotten.

Now from here you can start progressing. Make a factory or refinery, add a few necesities in,
make sure you've got in what you need. Place down a few new units,
make a tank, roleplay using your units, whatever you want. But make sure to do it within time, and at a fair rate.

Researching


To be able to make things you need to research them. Researching works like this:
You roleplay researching in the chat, then you roll 10
1-3 - Minimum progress
4-5 - Some Progress
6-7 - Decent progress
8-9 - Nearly done
10 - Successful

Labs will effect how much progress can get done on big projects. Big project usually require bars to be filled.
The roll you get is how many bars each time. Labs can be used to roll more than once in a short period of time.
The max is four labs, which would mean you /roll 10 4. Each number you get are how many bars the project has filled.

Development

Development is creating/implementing the thing you researched. If you say, research titanium armour, and you finish, you need to add it to all your units (or if you have too many units, just edit the dup-plate unit.) then say "Research developed and implimented" IRP or something similar.

Some added rules:

Orbital bombardment and similar are NOT allowed.
Plasma physics would be similar to Lilo and Stitch or Halo.



Alright I think we're all set here, any more questions just ask the host. If you're having a problem with
an administrator we would appreciate it if you PM'd me instead of posting on the forums.
But, we won't pester you for it. Do what you feel is right, but keep in mind that it
could hurt more than the administrator.
There is probably missing information which will be added later.

THREAD WILL BE LOCKED UNLESS ADDITIONS OR MORE TOPICS ARE ADDED, THREAD WILL BE USED FOR UPDATES ON THE SERVER AND SOME OTHER THINGS.
« Last Edit: March 16, 2016, 04:00:16 PM by Ducky duck »

Nuclear Weapon Rules (Still in Dev)

Nuclear Weapon Rules

Okay for starters, I dont want to hear "nuclear bombs are obsolete compared to our RT game bombs ololol"
That is not true.

Nuclear bombs will range from Atomic to Thermonuclear.
Atomic bombs require you to have six factories to develop,
Materials needed for atomic bombs are either Uranium-235, or Plutonium-239.
These ores are EXTREMELY rare on this planet, and as for Plutonium-239,
 it is impossible to get that without having a breeder reactor.

Plutonium atomic weapons are cheaper than Uranium in this MERP, also not as powerful, and easier to make
a lot of.

Uranium 235 needs to be refined for ussage as ANYTHING, ranging from Depleted, or High-low enriched.
High enriched Uranium 235 is used in Nuclear weapons, Low is used in Power Plants or Breeder Plants, and
Depleted Uranium can be used for armour on tanks or vehicles
 (Rare occasion would be infantry, like the BU which are as big as a tank.)

Thermonuclear weapons can only be acheived after atomic. Because, it requires the Hydrogen isotope to explode
overtop of the Atomic explosion. And, it is requested that your atomic core be Plutonium implosion.
Isotopes for thermonuclear weapons would most certaintly be Deuterium and Tritium, which can be obtained by a
9 roll easily.

RANGE FOR EXPLOSIONS, ANY, CAN ONLY BE DETERMINED BY HOST. DO NOT TRY TO CONVICE FOR A LARGER RADIUS.

Server Updates (Since 3/13/16)

--Added Half bricks
--Auto-saver implemented to make up for Blockland problems
« Last Edit: March 13, 2016, 09:30:04 AM by Ducky duck »