Post by squidy on Dec 6, 2008 0:35:52 GMT
Inspired by Assimilator's clay wars, this will be an RTS for TTH. There will be a maximum of 8 players (which all players will choose different colors for their armies) and will be built like other RTSs for computer games. Here is the map that it will all take place:
i241.photobucket.com/albums/ff246/SquidWrath/Map1-2-1.jpg?t=1228521798
Here is all you need to know to play:
Game mechanics:
The map consists of a grid, which will be the indicator for where units and buildings are. Resources consist of food (green spots on map), wood (green spots on map) and minerals (indicated by mines). There may be 3 units may be on the same square at one point at one time and one building on a square are one point in time. Buildings are 2 squares by 2 squares and cannot move (of course).
Starting out:
You start with a command base and 3 resource gatherers. Your gatherers and command base must be 50 Squares away from another player's command base and resource gatherers. Each player also starts with 8 food, 6 wood and 4 minerals.
Turns:
There are turn sequences, which will be in the order of which a player started out. In turns you also report (much like franchise wars) to show the status of your resources, upgrades, buildings and units.
Example:
Map link
Resources: F=8, W=6, W=4
Buildings: (1)Command Base-HP=150-Production=N/A
Units: (1)Gatherer-HP=3
Upgrades: N/A
If you do not post within 24 hours, when it is your turn, your turn is skipped and it then goes on to the next player's turn.
Resources:
You have resource gatherers in this game and are there to take care of all of you resource gathering needs. They also building buildings, which is essential. Resource gatherers gather resources by standing on a square occupied by resources. For every turn that a resource gatherer is on a square, you gain one resource for the square's resource (which when on green, you gain 1 food and 1 wood). You post the amount of resources you have, which carry over throughout turns (which also means, that you gain resources even if your turn is skipped).
Upgrades, buildings and units:
Upgrades, buildings and units all have costs. They also have abilities in the game that tie things together. It takes a number of turns for upgrades, buildings and units to be completed in production. Here are is the list for the turn counters:
Units and upgrades are created in buildings, which must tell what they units and upgrades can create (the command base already has a stat line requiring that everyone use it). I will not have a preset upgrades, buildings and units, but instead if you can find that the technology existed or exists, you can create those upgrades, buildings and units (except weapons of mass destruction!). Just be sure to post proof of it and its stat line. You must also be in the proper age for it. Ages are determined by 1,000 years and you start at the beginning of time. You go up by paying for the research. Aging costs 15 food, 15 wood and 15 mineral for going up the first time. For other times, multiply the resource by the age you are currently in, to go up another age.
Other upgrade costs are determined by the affect modifier. For every modifier that the upgrade has add 10 food, 10 wood and 10 mineral. Modifiers must match the upgrade's capability (use common sense).
Units' cost by taking two resources types and paying 2 resources for each type for every stat modifier on each stat (stats will be mentioned later). Thew two resources are determined by:
Moves more than two squares per turn: Food/gold
Has a range of more than 1 square and|or is a building: Wood/gold
Has both of the above: Food/Wood/Gold
Has none of above: Food/wood
Stat lines:
Units and buildings are limited to a stat line. Here are the stats included in a stat line:
HP: Hit points
A: Attack
R: Range
M: Movement(buildings do not have this)
Arm: Armor vs Non-Ranged Attacks
AR: Armor vs Ranged Attacks
G: Gather
HP:
This is how many attack stats the unit or building can take before dying.
A:
This is the amount of HP a unit deplete when it attacks another unit.
R:
This is the amount of squares a unit can use the stat A.
M:
This is the amount of squares a unit can move to every turn.
Arm:
The amount of A depleted when attacked by units with the stat R more than 1 (to a minimum of 1 A).
AR:
The amount of A depleted when attack by units with the stat R more than 1 (to a minimum of 1 A).
G:
The amount of resources a unit gathers when on a resource square (to a maximum of 3).
Starting units' stats:
You get the following beginging stats for your units:
Command Base:
HP=150
A=6
R=4
Arm=4
AR=4
Combat:
Units can fight, its an RTS isn't it? A unit can only attack after the player declares the units is done using the M stat for the turn of which he or she wishes to attack. The unit or building can attack units that are in the number of squares that are it's range. Then subtract the number the of the A stat from the number of HP stat (modified by Arm and AR). If the attacking unit or building is the number of squares that is equal to the R of the unit being attack from the unit being attacked, then the unit attacks back. The unit being attacked may not attack back if its HP reaches 0. If a units or buildings HP reaches 0 then it is removed from the game.
Healing/Repairing:
If a unit is next to a building which is owned by the same player who owns both the unit and building, the unit is healed back to full HP at the start of the owners (not refering to the winning player ;D ) turn. A building is next to a gatherer which is owned by the same player who owns both the building and gatherer, the building is healed back to full HP at the start of the owners (not refering to the winning player ;D ) turn.
Winning the game:
A player wins if all units of opposing player's are removed from the game.
Thats about it. Tell me what you guys think! Heres the players signed up:
squidy(green)
Assimilator(blue)
By the way, I got permission from Assimilator to do this. If you feel left out, you can make another game using the same rules and map if you would like.
i241.photobucket.com/albums/ff246/SquidWrath/Map1-2-1.jpg?t=1228521798
Here is all you need to know to play:
Game mechanics:
The map consists of a grid, which will be the indicator for where units and buildings are. Resources consist of food (green spots on map), wood (green spots on map) and minerals (indicated by mines). There may be 3 units may be on the same square at one point at one time and one building on a square are one point in time. Buildings are 2 squares by 2 squares and cannot move (of course).
Starting out:
You start with a command base and 3 resource gatherers. Your gatherers and command base must be 50 Squares away from another player's command base and resource gatherers. Each player also starts with 8 food, 6 wood and 4 minerals.
Turns:
There are turn sequences, which will be in the order of which a player started out. In turns you also report (much like franchise wars) to show the status of your resources, upgrades, buildings and units.
Example:
Map link
Resources: F=8, W=6, W=4
Buildings: (1)Command Base-HP=150-Production=N/A
Units: (1)Gatherer-HP=3
Upgrades: N/A
If you do not post within 24 hours, when it is your turn, your turn is skipped and it then goes on to the next player's turn.
Resources:
You have resource gatherers in this game and are there to take care of all of you resource gathering needs. They also building buildings, which is essential. Resource gatherers gather resources by standing on a square occupied by resources. For every turn that a resource gatherer is on a square, you gain one resource for the square's resource (which when on green, you gain 1 food and 1 wood). You post the amount of resources you have, which carry over throughout turns (which also means, that you gain resources even if your turn is skipped).
Upgrades, buildings and units:
Upgrades, buildings and units all have costs. They also have abilities in the game that tie things together. It takes a number of turns for upgrades, buildings and units to be completed in production. Here are is the list for the turn counters:
- Upgrades: 3
- Buildings: 2
- Units 1
Units and upgrades are created in buildings, which must tell what they units and upgrades can create (the command base already has a stat line requiring that everyone use it). I will not have a preset upgrades, buildings and units, but instead if you can find that the technology existed or exists, you can create those upgrades, buildings and units (except weapons of mass destruction!). Just be sure to post proof of it and its stat line. You must also be in the proper age for it. Ages are determined by 1,000 years and you start at the beginning of time. You go up by paying for the research. Aging costs 15 food, 15 wood and 15 mineral for going up the first time. For other times, multiply the resource by the age you are currently in, to go up another age.
Other upgrade costs are determined by the affect modifier. For every modifier that the upgrade has add 10 food, 10 wood and 10 mineral. Modifiers must match the upgrade's capability (use common sense).
Units' cost by taking two resources types and paying 2 resources for each type for every stat modifier on each stat (stats will be mentioned later). Thew two resources are determined by:
Moves more than two squares per turn: Food/gold
Has a range of more than 1 square and|or is a building: Wood/gold
Has both of the above: Food/Wood/Gold
Has none of above: Food/wood
Stat lines:
Units and buildings are limited to a stat line. Here are the stats included in a stat line:
HP: Hit points
A: Attack
R: Range
M: Movement(buildings do not have this)
Arm: Armor vs Non-Ranged Attacks
AR: Armor vs Ranged Attacks
G: Gather
HP:
This is how many attack stats the unit or building can take before dying.
A:
This is the amount of HP a unit deplete when it attacks another unit.
R:
This is the amount of squares a unit can use the stat A.
M:
This is the amount of squares a unit can move to every turn.
Arm:
The amount of A depleted when attacked by units with the stat R more than 1 (to a minimum of 1 A).
AR:
The amount of A depleted when attack by units with the stat R more than 1 (to a minimum of 1 A).
G:
The amount of resources a unit gathers when on a resource square (to a maximum of 3).
Starting units' stats:
You get the following beginging stats for your units:
Command Base:
HP=150
A=6
R=4
Arm=4
AR=4
Combat:
Units can fight, its an RTS isn't it? A unit can only attack after the player declares the units is done using the M stat for the turn of which he or she wishes to attack. The unit or building can attack units that are in the number of squares that are it's range. Then subtract the number the of the A stat from the number of HP stat (modified by Arm and AR). If the attacking unit or building is the number of squares that is equal to the R of the unit being attack from the unit being attacked, then the unit attacks back. The unit being attacked may not attack back if its HP reaches 0. If a units or buildings HP reaches 0 then it is removed from the game.
Healing/Repairing:
If a unit is next to a building which is owned by the same player who owns both the unit and building, the unit is healed back to full HP at the start of the owners (not refering to the winning player ;D ) turn. A building is next to a gatherer which is owned by the same player who owns both the building and gatherer, the building is healed back to full HP at the start of the owners (not refering to the winning player ;D ) turn.
Winning the game:
A player wins if all units of opposing player's are removed from the game.
Thats about it. Tell me what you guys think! Heres the players signed up:
squidy(green)
Assimilator(blue)
By the way, I got permission from Assimilator to do this. If you feel left out, you can make another game using the same rules and map if you would like.