Author Topic: turn based strategy stuff ive been working on because mini empires sucks balls  (Read 5626 times)

   mini empires is a hideous "ruleset" arbitrarily superimposed onto a style of building that doesn't deserve this kind of defamation. everything you do in mini empires is utterly subjective and dependent entirely on the host's whims and nothing even loving matters. in response i made a loving ruleset for combat complete with units and stuff and playable via moving bricks and it didnt fix any of mini empire's problems and nobody actually reads how to play it but i dont give a stuff.


this is you after joining the server

anyway i got two of these loving things and both of them have the same basic rules. they are

turn based



the first one i made and the most straightforward rules-wise. you pick some loving units and fight people with them

and turn spaced



you do the same thing as turn based except there are rules for positioning and stuff and its in space. the rules are a little loving weird currently

important stuff
general overview
players take turns using 5 to 6 blocky units to try to capture a central point and kill each other on 16x16 maps.

actions
to keep the amount of unit tracking forgetups to a minimal and to prevent the first player from having an obscene advantage this stuff, the movement/ combat actions system exists. each player is given two movement and combat actions at the beginning of their turn and they are spent on units to make them move or attack respectively. units cannot move or attack unless actions are spent on them.

units
units are bundles of stats in brick form and you can learn what a unit is and what it does by clicking the print plate on top of it. unit health is kept track of via reprinting the print plate also.

no dice rolls
forget you mini empires

you can make your own units
lots of people do this and don't even play the game for some reason so i guess its important enough to include

you can make your own maps
im not even sure why im listing this but people ask me if they can anyway yeah go ahead and do it

rules for turn based
basic rules
1. players have two movement actions and two attack actions per turn
2. players spend the aforementioned move and attack actions to move and attack with their units
3. no diagonal movement or attacks or ect
4. units can move and attack on the same turn
5. units can only use one movement action or attack action per turn
6. the player who goes first can only move one unit on turn 1
7. units cannot move through other units
8. units can attack through other units
9. units cannot move and attack and move again

starting the game
1. players pick a unit limit <usually 5> and a map
2. players pick their units and decide who goes first
3. units are placed on opposite sides of the map and within two studs of their side's edge
4. players begin
5. for units two studs or larger, place as much of the unit as possible within two studs of the edge

winning
1. a player wins if they wipe out their opponent's forces or control the point for three of their turns successively
2. if an enemy unit moves on the point, the point becomes contested and all control progress is lost
3. if there are no units on the point, all control progress is lost
4. control is gained at the beginning of the controller's turn
5. if neither player is able to capture the point or kill all enemy, units the game ends in a draw

rules for turn spaced warning stuff might be overly complex and weird but also more in-depth than turn based because i just sort of half assed that into existence and its still recovering

how the game works
to win the game, you must control the center of the map or destroy all of your opponent's fleets. each player takes turns using their fleet to accomplish said tasks while trying to prevent the opponent from doing the same.

starting the game
-players decide who goes first. if mutual agreement cannot be reached, the turnpicker may be used /loaddup turn picker.
-players pick six fleets and which sides of the map to deploy them. the sides must be opposites.
-both players deploy their chosen fleets within two studs of the edge of their chosen side of the map.
-the player who goes first is only able to move one fleet during his first turn
-the units the players use are referred to as fleets

movement and combat actions
-each player is allocated two movement and two attack actions per turn.
-movement actions are spent to move and turn fleets, attack actions are spent to make your fleets attack the opponent's.
-each fleet movement or turn costs one movement action, each attack costs one attack action.
-an individual fleet can have one movement and one attack action spent on it once per turn.
-note: moving and attacking are not exclusive, a fleet can have both actions spent on it on the same turn
-on a new turn, movement and combat actions reset back to two each.
-players may choose to not spend all their actions before ending their turn.

fleet positioning
-each fleet has four sides: the front, the left and right sides, and the back
-the front is the direction the incline of the ramp brick that makes up the fleet is facing, the back is the opposite side of the front, and the two sides are in between
-most or all fleets have side-specific armor, weaponry, and movement, so it is important you keep track of where your fleets are facing.

fleet statistics - a subcategory
-each fleet has five stats: health, armor, attack, range, and movement.
-they will be detailed in their corresponding sections below.
-to learn a fleet's stats, click the print plate on top of it.

health
-health is how much total damage a fleet can take.
-getting attacked reduces a fleets health. a fleet with no health dies and is removed from the game.
-health is kept track of via the print plate on top of the fleet. if a fleet takes damage, reprint the fleet's new health.
-armor reduces the amount of health lost when attacked.

armor
-armor negates some or all damage when a fleet is attacked.
-the armor value of a side negates that much attack damage is a fleet is attacked on that side.
-example: a fleet with 8 frontal armor is attacked by a fleet with an attack of 10 and takes 2 damage.
-however, that same fleet would suffer the full 10 damage if it has no side armor and is attacked from the side.

attack
-attack is how much damage a fleet will do when attacking
-attack is subtracted by the defender's armor.
-the net attack damage, attack minus armor, is subtracted from the defending fleet's health.
-attacks can only be made to fleets that are in range.
-you must spend an attack action on a fleet in order to make that fleet attack. see combat actions and movement actions earlier in the tutorial.
-fleets may fire through other fleets, friendly or enemy.

range
-range dictates the maximum range of a fleet's weaponry.
-fleets that aren't in range are unable to be attacked.
-a fleet's range is composed of a deep and wide value
-deep is how far away in studs the fleet can shoot, wide is how far abreast in studs fleet can shoot.
-the combined area of deep and wide is a ship's total range and can be easily represented with a ghost brick.
-note: different sides of a fleet have different weapon ranges
-a fleet's range starts directly in front of the respective side and centered.
-example: a 1x1 fleet with a 3 deep 3 wide front range is represented by placing a 3x3 ghost brick in front of the fleet.

movement
-a fleet's movement is the maximum studs it can move in a turn
-movement is divided up into sides.
-a fleet can move at maximum the said movement value along that side.
-fleets cannot move along two sides in the same turn.
-all fleet movements require a movement action to be spent. see movement and combat actions earlier in the tutorial.
-fleets cannot move through other fleets.
-a fleet cannot move, attack, and move again if it hasn't used all its movement

end of the stats subsection

turning
-a movement action can be spent on a fleet to make it turn.
-a turning fleet makes a 90 degree turn, moving its front to where its left or right sides were.
-unless specified, a ship cannot make a 180 degree turn.
-turning costs one movement action and thus a fleet cannot move and turn during the same turn.
-fleets larger than one stud may pivot themselves along any stud composing their ship when turning.

sides explained further
-what side a fleet hits when attacking depends on which guns the attacking fleet is using and which side the defending fleet is facing.
-the side being hit is the one facing the side the attacker is firing from.
-example: A fleet that is side-forward to a fleet using its forward guns to attack it always uses the armor on that side when calculating damage, no matter how illogical it would seem.

fleet formations
-fleets adjacent to each other and facing the same, parallel direction to each other form a formation.
-a formation is essentially one unit, movement and action points spent on a formation are used for all units in the formation.
-an attack point spent on a formation lets all fleets within it attack, a movement point spent causes lets fleets within it move or turn.
-fleets in the formation still use their own ranges. A fleet without the range to hit will not hit just because another fleet in formation can.
-all fleets still use their own movement, attack, armor and every other stat individually.

winning
-a player wins when his opponent's fleet is completely destroyed or he controls the center point for three successive.
-to control the center point, a player must move a fleet onto the point and there must be no enemy fleets on the point with it.
-if these conditions remain unchanged for three of that player's turns, the player wins.
-if an opposing player moves a fleet onto the point or all friendly fleets are move off the point, the turn counter is reset to zero.
-progress towards victory can be kept track of by printing the number of turns a fleet has held the point uncontested on it.



all rules are present on the server

if you play this and find some rules ambiguous or bad or whatever tell me and i will correct them
« Last Edit: July 14, 2017, 05:29:32 AM by DestroyerOfBlocks »


wew lad i was one of the supporters/testers of this




immediate reception of turn spaced

aight so ive got some words to spend on unit creation

   hit points and attack damage is largely becoming a tiered thing based around multiples of two because i dont know stuffs just easier to manage or something. what this means is giving units health values like 5 or 3 is functionally the same is giving them values of 6 or 4; very few if any units actually hit 5 or 3, so except in the most specific scenarios it would take largely the same effort to kill 5 or 3 or 7 or whatever unit. if you're making a unit and thinking "gee i should give this 5 health so its in-between 4 and 6" it'll basically just be a 6 health unit and you should act accordingly.

   units are being largely grouped into three categories based on statistics: range, melee, and cavalry. range sacrifices health, damage, and movement for range. melee sacrifices range for health and damage. cav sacrifices health, damage, and range for speed. in these three categories there enough units to form "baseline" stats for their group. a notable example of this is the warrior and most other melee units. the warrior has no special abilities in exchange for the better stats than all its brethren, and a common balancing practice ive adopted is to make a special ability cost health. any unit with a decently positive special ability or better stats in some other area loses 2 or 4 health in exchange for it and there are quite a few melee units following the 6 health 4 damage 4 movement 1 range and a special ability thing right now. this phenomena is less present in the other groups because they have less overall units but loose correlation can be seen still ie the archer and the dragon, the horse archer and the knight. if you are going to make a unit please look at the ones already present on the official list if you want it to be included.
« Last Edit: July 16, 2017, 02:58:08 AM by DestroyerOfBlocks »

if you want me to host this again steam me since that seems to be the popular thing to do
http://steamcommunity.com/id/whhhhhhhhhhhhhhhhhhhhhhhhhhhh/

funm fact turn spaced SUCks

i like the fleet mechanic



testing for 20 unit games is going well enough

turn based rules: 255 words 1,309 characters

turn spaced rules: 1,177 words 6,498 characters
tl;dr

turn based rules: 255 words 1,309 characters

turn spaced rules: 1,177 words 6,498 characters
tl;dr

Shorter than Dungeons & Dragons' player rules, at least.





fight my 18k cannons
« Last Edit: July 28, 2017, 08:47:17 AM by crazies alt »