Return of the Wargame [Game Started, no more slots]
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Ophanim
Joined: Wed Dec 26, 2007 6:33 am Posts: 1743 Location: Trapped in UCP. Send help.
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Re: Return of the Wargame [Game Started, no more slots]
Why would I?
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Tue Mar 25, 2008 1:50 am |
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Galaxy613
Joined: Thu Oct 19, 2006 12:31 am Posts: 397 Location: USA, VA
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Re: Return of the Wargame [Game Started, no more slots]
You COULD'VE moved the guy at 44 to 42 or 43, the whole point of the first 2-4 turns is to capture as much land as you can as to get more money. If you have the most money you have the most advantage...
Once again, SK's/Raziel's turn.
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Tue Mar 25, 2008 3:23 am |
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Raziel
Joined: Mon Jan 01, 2007 10:05 am Posts: 69
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Re: Return of the Wargame [Game Started, no more slots]
I make a VTOL at my port and use it to capture 51. I make one more and move it as far towards 22 as possible (so I can capture it next turn). I move 6 to 12 I move 4 to 2 I move 3 to 7
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Tue Mar 25, 2008 2:37 pm |
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Galaxy613
Joined: Thu Oct 19, 2006 12:31 am Posts: 397 Location: USA, VA
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Re: Return of the Wargame [Game Started, no more slots]
Raziel wrote: I make a VTOL at my port and use it to capture 51. I make one more and move it as far towards 22 as possible (so I can capture it next turn). You can't do that, look at the top of the map real quick. You'll see the unit stats and on the far right, is the building the unit is built at... You can't build VTOL's at ports. You'll need to build a Airport THEN you'll be able to build VTOLs, but once you build your airport you can't use it until the next turn. *BTW* The cost of the airport and other buildings can be seen on the left side of the image, to the right of their names. I'll do your other moves, but please respond soon with your revised build orders.
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Tue Mar 25, 2008 2:52 pm |
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Raziel
Joined: Mon Jan 01, 2007 10:05 am Posts: 69
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Re: Return of the Wargame [Game Started, no more slots]
Oook... Errr instead of the VTOLs then I make an airport on 4 and two more infantry which I move to the port on 6.
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Tue Mar 25, 2008 3:38 pm |
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Galaxy613
Joined: Thu Oct 19, 2006 12:31 am Posts: 397 Location: USA, VA
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Re: Return of the Wargame [Game Started, no more slots]
Alright, TBD/Tosty's turn.
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Tue Mar 25, 2008 3:50 pm |
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tosty
Joined: Fri Sep 21, 2007 4:45 am Posts: 324
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Re: Return of the Wargame [Game Started, no more slots]
ca you update the map first, then i'll go.
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Wed Mar 26, 2008 4:05 am |
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Galaxy613
Joined: Thu Oct 19, 2006 12:31 am Posts: 397 Location: USA, VA
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Re: Return of the Wargame [Game Started, no more slots]
There. You have 4 points to spend. Better get expanding, Tosty.
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Wed Mar 26, 2008 4:21 am |
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Galaxy613
Joined: Thu Oct 19, 2006 12:31 am Posts: 397 Location: USA, VA
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Re: Return of the Wargame [Game Started, no more slots]
Tosty, if you don't give me your moves by tonight, EST, then I will be passing your turn without doing anything.
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Thu Mar 27, 2008 8:34 pm |
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tosty
Joined: Fri Sep 21, 2007 4:45 am Posts: 324
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Re: Return of the Wargame [Game Started, no more slots]
Ok, make 4 guys then move the two from my capital to port and the one thats on port to the mine...
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Thu Mar 27, 2008 11:05 pm |
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Galaxy613
Joined: Thu Oct 19, 2006 12:31 am Posts: 397 Location: USA, VA
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Re: Return of the Wargame [Game Started, no more slots]
Alright, Chaos Chao's turn.
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Thu Mar 27, 2008 11:12 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Return of the Wargame [Game Started, no more slots]
you don't seem to have a combat system or anything so I suggest 1 dice for one on one combat 2 for two on two combat etc. 1/2- player one hits for his attack amount (defence is like hp?, recover one per turn?) 3/4- player two hits for his attack amount (return to factory/runway to repair? one shot and soldiers are dead) 5/6- both miss if unit isn't dead repeat. at least then it isn't biased or if you are attacking you immediately score your attack point on an enemy, it's a bit old fashioned but it's a good system (you can also get virtual dice) edit:it also looks like you need a boat sprite for sailing.
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Sat Mar 29, 2008 9:13 pm |
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Galaxy613
Joined: Thu Oct 19, 2006 12:31 am Posts: 397 Location: USA, VA
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Re: Return of the Wargame [Game Started, no more slots]
I do have a battle system, which I have used in three forum war-games in the past, and I'm even making/made a computer game around it. (Which isn't finished)
Basicly, the total attack of the attacker's forces are matched up to the defense's units, and if the total attack of the attacker's forces is more then that unit's DEF, then that unit dies, and I subtract that much from the total attack and continue down the line of the defense's units until they run out of ATK, or defense runs out of units.
Then I take the ATK of the defense's units and half it, and apply that ATK to the attackers which repersents counter-attack/battle-damage.
All these ATK and DEF are only temporary though. Like if a Tank gets 1 ATK of damage, making it's DEF 3, it get's put back to 4 after the battle is over.
Your idea is pretty good, but frankly, the reason why in my normal version the DEF and etc. get returned to normal is because it's annoying to have to have health bars for EVERY SINGLE UNIT. Could be done in a game, but for a simple game like this...
Metal Chao has roughly 12 hours to do his moves or reply someway to this thread before I am moving on.
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Sun Mar 30, 2008 12:59 am |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Return of the Wargame [Game Started, no more slots]
But that implies that ALL attacks are stealth attacks and that they always get the first attack, however it is can be quite the opposite and the attackers can be slaughtered. maybe a 50/50 for stealthy attack?
I also meant that system where the defence is a temporary "health" if attacked the defence gets reduced by attackers atk damage but returns to original amount after battle.
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Sun Mar 30, 2008 3:22 am |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: Return of the Wargame [Game Started, no more slots]
32 to 31 33 to sea 11 34 to 30 (capital)
+1 Artillery +2 Marines.
Marines to 28 and 29
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Sun Mar 30, 2008 3:07 pm |
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