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Messages posted by: uw-sandman
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Tournaments » The Grand War » Go to message
If the enemy team uses a restriction against you and you break the rule of the restriction, you will give the enemy team points = the match value (will happen for every infraction/time it occurs).
number of times a restriction was broken x the Match Point Value = points given to the enemy team

Examples:

lets say that you are in a side mission. the side missions are worth 1 point each. a restriction was used on the match and was not stopped somehow. if that restriction was "no speeders" (the no 'chosen unit' restriction is for 5 rounds i believe) and someone on your team built a speeder in round 4, then your team will have given the enemy +1 POINTS for every time it happened before the round timer (it will not apply at round 6).
If your team messed up and built 2 speeders (in the same scenario) before round 6 (restriction is 5 rounds in this example) then you will have given the enemy team +2 POINTS (2 speeders made, side mission is worth 1 point each).

perhaps you are in the midway match and the restriction was NO TITANS. If anyone on your team chose titans (the race restrictions are for the full match) then the enemy team will be given +2 POINTS (midway match is worth 2 points). If more than 1 player chose titans, the enemy team will get +2 points for each player that broke the restriction.


How roles work:

Each team will have 5 players with roles linked to their player name. I keep track of this information. The roles are determined before the war begins, and will not change ever after that point.

Depending on what the role is, there is a special ability that can be used to help the war.

When it comes time to have any match THAT IS NOT THE MAIN, each Captain will give me one name of a player on their team who will be in the match for certain. the rules described above explain if a player can be selected or not (already in a mission= no)

If the chosen player has a role/ability I will ask the Captain if they wish to use that ability against the match which is about to be setup. This is part of determining how each mission/match is setup.

Each role ability can only be used 1 time. if it is used, it can no longer be used again for the remainder of the war and the effects will be applied to the match being set up.
If you have a role you are encouraged to act like that person. The captain doesn't have to use your ability when he chooses you and it can be kept secret. (similar to the MAFIA game)
Tournaments » The Grand War » Go to message
CLARIFICATIONS-----

Think of this war as a team tournament. Other than the final battles, every match will be setup with 12 hour turn limits and skipping is permitted as necessary. Stiff penalties for surrender unless final battle.
Games must be archived and replays shared.
Missions are meant to be brief matches. Quick combat. The faster they are finished, the faster the soldiers are again available for other missions.
The option to use a role ability or even have a certain role is not linked or dependent on the presence of another role on the team.
The outcome of a strike, if one occurs, is not determined by a dice roll. For now, what the strike is is a secret.
If you are the player who makes a match/mission and invites the others, you may decide the order (player slot) for the enemy combatants in that match.
Matches will not have any race restrictions unless told otherwise before the setup. Similarly, all matches will have fog of war unless otherwise stated. All matches will be team matches, NO FFA.
USE OF ALL UNIT TYPES IS ALLOWED FOR ANY MATCH, unless otherwise stated before it is setup.
Should any MAIN battle last long enough to make it to round 60 (of the player who started it, player 1), ALL players will "peace" out of the match and the replay war report will be used to determine the winner.
The tie-breaker or end by max rounds winner calculation will be as follows:

TEAM WAR REPORT STATES:
(Credits Killed / Credits Lost) = Kill/Death ratio
(Credits Spent / Total Rounds) = Round Spend Factor
(Total Rounds Played) = Match Length Factor
(Player Status) = Any Defeated players

PERFORMANCE CALCULATION:
(Round Spend Factor * K/D) = Return On Investment (how well your team played/used credits in the battle)
(ROI / Total Rounds) = Battle Evaluation Factor
(BEF * ALIVE PLAYERS[1-4] / (Team Size[4]) = FINAL SCORE (this is the final number for determining who wins. the highest number wins. players alive is relative to each team. losing team members by defeat/elimination is penalizing)
If the outcome still remains a TIE after this calculation (very unlikely) neither team will acquire the Match Point Value.

Additional clarifications may be added to this post as necessary during the war.
Tournaments » The Grand War » Go to message
>>> MISSIONS>>>

MISSIONS:

• The match will happen on the map I give to the Captains. Determined by dice roll.
• The match will be TEAMS, FOG OF WAR= ON (unless told otherwise).
• The match must be renamed per the mission naming format below.
• The team that creates the mission battle will depend on which MAIN# match it started in.
• The match is vulnerable to restrictions (Rcards).
• The match will end in 10 rounds.
• The turn timer for the match will be 12 hours.
• The mission type will be provided to the Captains, along with the map.
• The Captains will copy the mission replays into the war room.
• The winning Captain will choose his reward.
• The Captains will provide me 1 player name from their team to be in the mission match.
• The Captains will decide to use that players ability or not (if applicable).
• The players chosen for the mission cannot already be in a mission.
• The players in this mission cannot be chosen for another mission until this match is completed.
• Surrender --at any point-- of a mission match will award the opposing team the match point value.

Match Point Value for MISSION= +1
Alternative reward= Restriction (Rcard) +1


MISSION NAMING FORMAT: (what Match caused it)(what the mission is)(round number that caused it)
EXAMPLES: Main2Race10 -OR- Midway1Resupply20

Restrictions (Rcards)
Refer to page 1 of this post.
• If a Captain is choosing to win the Restriction award, its type will be determined by dice roll.
• RCARD will be removed from the team at the time of use.
• RCARDS CAN BE STOLEN, DESTROYED, USED, OR SOLD (+0.5 points each)
• Special RCARD can be acquired when the dice roll average matches the value of the first die rolled. This is called a BONUS throw.
• BONUS card will allow the blocking of any enemy team member from participating in the MIDWAY battles.
• Special RCARD can be acquired when the dice roll is a jackpot (all 4 dice the same number). This is called a JACKPOT throw.
• JACKPOT card will allow the blocking of any enemy team member from participating in the FINAL battles.
• The Captains will be given notice that the upcoming mission is either a BONUS or JACKPOT mission.
• In the event that it is both (rare, but it happens) the winning Captain will be able to choose one of the RCARD to acquire.
Tournaments » The Grand War » Go to message
• At round 20 a mission will begin. Only round 20. If over before 20, no mission.
• The Captains will notify me when either Midway battle has reached round 20.
• The Captains will provide me 3 players names from their team to be in the MIDWAY match.
• The players chosen for the match cannot already be in a mission.
• The players in this match cannot be chosen for another mission.
• Surrender --at any point-- of the Midway match will award the opposing team double the match point value.
• The winning team will receive points equal to the match value.

Match Point Value for MIDWAY= +2


The FINAL battle:

<The Chosen> Team 1(The Creepy All-Stars) VS <The Chosen> Team 2(The Justice League)

• The match will happen on the map I give to the Captains.
• The match will be TEAMS, FOG OF WAR= ON (FOW), 2V2.
• The match must be renamed to FINAL#. The # is your team number.
• The FINAL battle will be a mirror match. Teams will start 1 match each.
• The match is vulnerable to restrictions (Rcards).
• The match has no round limit.
• The turn timer for the match will be 24 hours.
• No missions will occur during this match.
• The Captains will provide me 2 players names from their team to be in the FINAL match.
• The players chosen for the match cannot already be in a mission.
• Surrender is allowed.
• The winning team will receive a point multiplier toward their current score.

Match Point Value for FINAL= 1.5x<current score>

Tournaments » The Grand War » Go to message
Summary Rules

Player involvement

• 16 players in total. 2 teams of 8. 2 squads of 4 in each team.
• Players will abide by the rules of the game.
• Players will follow TOS
• Each player must have 2 open game slots and 1 open archive slot at the start of the war.
• Each player will save a match replay and send the link to the Captain of their team.
• Captains will pick who saves the replay for each match.
• Captains will copy the replay link into the war room.
• Players must follow the Captains orders
• Players must communicate as necessary with the Captain (round#, rule breaking, story, replay link)

The Timeline of Events

MAIN BATTLE>>> MIDWAY BATTLE>>> FINALE

The MAIN battle begins:

Squad A Team 1(The Creepy All-Stars) VS Squad A Team 2(The Justice League)
[Team 1 will start this game and invite everyone]

Squad B Team 1(The Creepy All-Stars) VS Squad B Team 2(The Justice League)
[Team 2 will start this game and invite everyone]


• The match will happen on the map I give to the Captains.
• The match will be TEAMS, FOG OF WAR= ON (FOW), 4V4.
• The match must be renamed to MAIN#. The # is your team number.
• The main battle is not subject to restrictions (Rcards).
• The main battle has a round limit of 60, occurring at round 60 of player 1 turn.
• The turn timer for each match will be 12 hours.
• At round 10 a mission will begin. Every 5 rounds after will begin missions.
• The Captains will notify me when either Main battle has reached a mission point.
• Surrender --at any point-- of the main match will award the opposing team double the match point value.
• Between round 20 and 40 a MIDWAY battle will start.
• The winning team will receive points equal to the match value.

Match Point Value for MAIN= +3


The MIDWAY battle:

<The Chosen> Team 1(The Creepy All-Stars) VS <The Chosen> Team 2(The Justice League)
• The match will happen on the map I give to the Captains.
• The match will be TEAMS, FOG OF WAR= ON (FOW), 3V3.
• The match must be renamed to MIDWAY#. The # is your team number.
• The team that creates the MIDWAY battle will depend on which MAIN# match it started in.
• The match is vulnerable to restrictions (Rcards).
• The match has a round limit of 40, occurring at round 40 of player 1 turn.
• The turn timer for the match will be 12 hours.
Tournaments » The Grand War » Go to message
Redacted
Tournaments » The Grand War » Go to message
The scout disabling the fow does make the whole field visible for everyone.. however, in some matches this ability can give an extreme edge when using titans. Even more so if you have used the NO TITANS restriction card against the enemy team. The restriction cards once played will only affect the opposing team.. NOT the team that plays the card. In the above example scenario, a scout on the team can be very powerful.
Tournaments » The Grand War » Go to message
The captain will be the captain and play that part all throughout the war. Even if he is on a mission he will be present in the administrative match. This will be a 3p ffa match with 72hr turn limit. The sole purpose of this match is so captains can vocalize their decisions in plain view of myself and the other captain.

The roles themselves are limited to 5 additional. So 5 players from each team will have one of these roles. I will monitor this and regulate it.

Each mission will be either 1v1 or 2v2, but before they begin the captains must give me one players name who will be in the match for certain. If this person has a special role ability the captain can choose to use the ability or not at this time. Think of the role abilities as "cards" in your hand to be played to give you an edge in the war. The Captains will consider when to use them.

Any players away on mission can't be selected if another one comes up and that first mission isn't finished yet. Anybody not on mission is able to be chosen when the time comes. Make clever use of your forces. This is an important captain decision. The Lieutenants can monitor any game not involving the captain to ensure the other team is following the game rules.
Tournaments » The Grand War » Go to message
All slots are freely open. I will assign the teams after the dust settles
Tournaments » The Grand War » Go to message
Nope. you guys are all set.
Tournaments » The Grand War » Go to message
The way this all comes together, EVERY WAR IS UNIQUE. 4 dice are rolled for random selections. They can trigger BONUS and JACKPOT outcomes. Each mission has a roll, and depending on how many missions occur during the war increases the possible outcomes! (current count of possibilities in is the quadrillions)

Although the war has started, I am working on additional maps which will be options for the 6 mission types during the event. These maps will have the same rules but add more depth to the available missions.

The 6 mission types are as follows:

EXTRACTION
In this mission, one team is ambushed by the enemy. The only option is escaping the battlefield. The criteria for how to escape will be explained in the map description.

ASSASSINATION
In this mission, one team has a VIP (very important person) they need to protect. The enemy team must kill him within the time frame to win. The VIP will be a single unit.

RESUPPLY
In this mission, teams will fight each other for resources. Whichever team sits ON TOP OF the most cities by the end of the match will win. Ties will be broken by the Tie-breaker calculation on page 3.

SUDDEN DEATH
In this mission, losing even 1 base will mean a loss.

RACE
In this mission, teams will race each other for control of a strategic territory. The first to get their flag raised will win.

BLACK OPERATION
In this mission, one team will be in control of a base on the battlefield. The enemy team will need to work quickly to overwhelm the base and gain control within the time frame.
Tournaments » The Grand War » Go to message
Restrictions will be private. Only the team captain and the controller will know who has which cards.

Possible Restrictions to Impose on the Enemy - (Rcards)

* NO TANK BUSTERS- 5 TURNS
* NO NAVAL UNITS (INCLUDES AMPHIBIOUS)- 5 TURNS
* NO TITANS ALLOWED- FULL MATCH
* NO SAPIENS ALLOWED- FULL MATCH
* NO KHRALIENS ALLOWED- FULL MATCH
* NO UNIT(Choice) ALLOWED- 5 TURNS

** Random chance to obtain a special card: Restrict specific player from participation in middle battle or final battle.**

Rules of engagement for restrictions:

1. Restrictions cannot be "stacked". This means that they cannot be used more than 1 per match.
2. If a race restriction is not possible due to locked race selection on a map it does not apply. It will not be used, it will remain available for future use.
3. "Round limited" restrictions may only be used at the very beginning of a match. Then, when a player views their war report, if it says "round 6" the restriction no longer applies to them beyond that turn. If you are the effected team, you must wait until you see "round 6" on your turn in your war report to continue that round without restriction.
4. The use of a restriction, and how it is used (what unit type, if applicable), MUST be clearly stated by the initiating captain in the administration match.
5. Failure to follow the rule of a restriction, for its duration, will award the enemy team points based on the match involved. If you want to win the war, don't give the enemy points for not following this simple rule.
6. Because restriction cards may be obtained by mission match outcomes, the cards may not be used for the main battle ever. They may be used in subsequent instances, or the intermediary battle, or even the final battle.

Tournaments » The Grand War » Go to message
Roles players may take on. Captain is required. The maximum roles available per team is 5 (not including the captain). NO 2 MEMBERS ON A TEAM MAY HAVE THE SAME ROLE!!

Captain: decides who goes to battle. decides when to use restriction cards. decides instance battle victory award. serves as communication conduit between the Controller and the rest of the war.

Lieutenant: Second in command. A vary capable soldier.
ABILITY: he is able to perform the role of either Bureaucrat or Intelligence Chief(Rcard reveal only). 1 USE
Time of use: before a mission is set up for bureaucrat ability, anytime for intel chief ability

Intelligence Chief: The intelligence chief can gather information quickly.
ABILITY: he may demand knowledge of the enemy teams restriction cards OR reveal the enemy team player roles. 1 USE
Time of use: anytime

Bureaucrat: The bureaucrat has special communication networks, capable of bypassing normal operations.
ABILITY: Captain may choose the mission instead of the dice. If both teams have bureaucrats used at mission setup neither can choose the instance, but the instance will be based on 4 dice roll average. 1 USE
Time of use: before a mission is setup

Medic: The field medic heals your forces.
ABILITY: his presence will negate any restriction card imposed by the enemy. 1 USE
Time of use: before a mission is setup.

Scout: This person gives the team a sight advantage.
ABILITY: the match will proceed with NO FOG OF WAR. 1 USE
Time of use: before a mission is setup

Time Engineer: Time Engineers may reset events of the past.
ABILITY: may reset any mission match of choice to be replayed. 1 USE
Time of use: anytime. the chosen mission must have already occurred. Can't reset main mid or final

Spy: The spy has secret resources.
ABILITY: may call in a strike against the enemy. strike success= Enemy Team -2 points, ALL Enemy Rcards destroyed. 1 USE
Time of use: anytime

Thief: Requisition expert.
ABILITY: Steal 1 Rcard from the enemy. 1 USE
Time of use: anytime
Tournaments » The Grand War » Go to message
RECORD OF EVENTS - THE GRAND WAR

FORMAT:ACTION,RCARD,RESULT
COLOR KEY:Rcard Started Finished Result

Example:
[main1race10,NONE,Team1 (victory criteria)]

The Captains meet in the war room
The Captains select their team roles
The war begins
[MAIN1,N/A,ONGOING] Mistercreepy will archive this match and share the replay
[MAIN2,N/A,ONGOING] Ice princess will archive this match and share the replay
[MAIN1SUPPLY10,NONE, TEAM 2 Recovered the most supplies] Mission: Resupply // Map: Bad Aim
[MAIN2DEATH10,NONE,TEAM 2 Captured 1st] Mission: Sudden Death // Map: NoTimeToExplain
[MAIN1EXTRACT15,NONE,ONGOING] Mission: Extract // Map: Rescue
[MAIN2SUPPLY15,NONE,ONGOING] Mission: Resupply // Map: Crash Site
[...Standby...]

Tournaments » The Grand War » Go to message
LETS MEET THE CAST!

<Controller>UW-Sandman

Factions:
Team 1
<Team Name> The Creepy All-stars
<Team Captain> Mistercreepy
<Squad A> Mistercreepy, Frisian, Vivacious, Miamimoose
<Squad B> Angkbar Angkbar, Bulldog60, Mystogan, Sloan

Team 2
<Team Name> The Justice League
<Team Captain> Scout73
<Squad A> Scout73, Doc Holliday , Catalyst, Desinternauta
<Squad B> SirBakesalot, Ice Princess, LexTalionis, Dont_B_the_Nail

{Unauthorized Access}
<###>*Redacted*
<###>*Redacted*
<###>*Redacted*
<###>*Redacted*

Mercenary Contracts
Angkbar Angkbar "I am poor. I need to feed my family of 40. Looking for steady work" TEAM 1
Mystogan "My reputation is unknown, I didn't have much combat experience until very recently. I have a lot of training experience. I can hold my own against top combatants. Thank you for choosing me" TEAM 1
Bulldog60 "I don't fight fair. I also don't Lose" TEAM 1
Sloan "Is this the line to sign up for the war?" TEAM 1

Ice Princess "I sell death. Death is for sale here" TEAM 2
Sirbakesalot "Hmph.." TEAM 2
LexTalionis "My services are for hire. I am eager to spill blood on the battle field" TEAM 2
Dont_b_the_nail "Maybe I'll fight for ya.. maybe I won't. But I definitely am keen to fight! TEAM 2

Battlefields:
<Main>
ECOArena [xFOUR] v.FINAL (created by: Vivacious)

<Intermediary>
{Unauthorized Access}

<Final>
{Unauthorized Access}

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