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Diplomacy/War Game

Buddamoose
Posts: 19,448
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10/2/2013 5:48:48 PM
Posted: 3 years ago
a diplomacy/war game... hrmmm, like the board game Diplomacy? lol
"Reality is an illusion created due to a lack of alcohol"
-Airmax1227

"You were the moon all this time, and he was always there to make you shine."

"Was he the sun?"

"No honey, he was the darkness"

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Yraelz
Posts: 4,056
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10/2/2013 6:20:06 PM
Posted: 3 years ago
At 10/2/2013 5:48:48 PM, Buddamoose wrote:
a diplomacy/war game... hrmmm, like the board game Diplomacy? lol

Will I potentially be able to kill Buddamoose in this game?! O.o
thedebatekid
Posts: 1,211
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10/2/2013 6:42:49 PM
Posted: 3 years ago
Interested but I need more details.
How many licks does it take to get to the tootsie roll center of the tootsie pop? 1, 2, 3, *crunch* SON OF A !@#%!@#$!@$%$^^$$#%!!!

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drafterman
Posts: 18,870
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10/2/2013 6:55:41 PM
Posted: 3 years ago
At 10/2/2013 6:20:06 PM, Yraelz wrote:
At 10/2/2013 5:48:48 PM, Buddamoose wrote:
a diplomacy/war game... hrmmm, like the board game Diplomacy? lol

Will I potentially be able to kill Buddamoose in this game?! O.o

Yes.
drafterman
Posts: 18,870
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10/2/2013 6:57:52 PM
Posted: 3 years ago
At 10/2/2013 6:42:49 PM, thedebatekid wrote:
Interested but I need more details.

I'm starting simplistic, though I haven't worked all the details out. Basically, each player represents a nation.

Each nation will have a diplomatic relationship with every other nation ranging from "At War" to "Alliance."

The war aspect will involve three types of units with Rock-Paper-Scissors type of interactions.

Win condition is to eliminate enemies either through forming alliances or annihilating them militarily.
Buddamoose
Posts: 19,448
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10/2/2013 7:48:44 PM
Posted: 3 years ago
At 10/2/2013 6:55:41 PM, drafterman wrote:
At 10/2/2013 6:20:06 PM, Yraelz wrote:
At 10/2/2013 5:48:48 PM, Buddamoose wrote:
a diplomacy/war game... hrmmm, like the board game Diplomacy? lol

Will I potentially be able to kill Buddamoose in this game?! O.o

Yes.

assuming i play, although nothing prevents Drafterman from creating me as an in game character i suppose
"Reality is an illusion created due to a lack of alcohol"
-Airmax1227

"You were the moon all this time, and he was always there to make you shine."

"Was he the sun?"

"No honey, he was the darkness"

-Kazekirion
Buddamoose
Posts: 19,448
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10/2/2013 8:00:12 PM
Posted: 3 years ago
I still don't quite understand Yraelz obsession with killing me, but its quite flattering
"Reality is an illusion created due to a lack of alcohol"
-Airmax1227

"You were the moon all this time, and he was always there to make you shine."

"Was he the sun?"

"No honey, he was the darkness"

-Kazekirion
Matbag24
Posts: 66
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10/2/2013 10:26:21 PM
Posted: 3 years ago
At 10/2/2013 6:57:52 PM, drafterman wrote:
At 10/2/2013 6:42:49 PM, thedebatekid wrote:
Interested but I need more details.

I'm starting simplistic, though I haven't worked all the details out. Basically, each player represents a nation.

Each nation will have a diplomatic relationship with every other nation ranging from "At War" to "Alliance."

The war aspect will involve three types of units with Rock-Paper-Scissors type of interactions.

Win condition is to eliminate enemies either through forming alliances or annihilating them militarily.

Rock Papers Scissors type interations are really, really annoying mechanic for any game. But, I don't mind playing. I think it would have to be a very elaborate text based game OR you could make a map using MS paint and do a sort of DP,NP sort of thing. Will alliances 'always' beat solo players? because that would cause quite a problem when people start buddying up with friends.
drafterman
Posts: 18,870
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10/3/2013 7:23:43 AM
Posted: 3 years ago
Overview
This will be a combination real-time/turn-based game. Diplomatic and Military actions can be submitted at any time during the day (via PM only). At midnight, all actions for the previous day are locked and will be processed as soon as I see them. All submitted actions are cumulative; subsequent actions are added to any previously submitted actions. If you wish to undo an action, you must explicitly say that. Unused actions are forfeit.

There will be a thread for public diplomacy that will be always open. At the beginning of each turn I will provide a report that summarizes the actions of the previous turn. Private communication with players is allowed and does not need to involve me.

The object of the game is to eliminate all opposing players.

Diplomacy
At the beginning of the game, the diplomatic relationships between each nation will be randomized (tending toward a neutral posture). The possible relationship values are:

[At War!] - No Relations - Worsening - Fair - Improving - Excellent - [Alliance]

Each turn, for each nation, you may perform the following actions:

Improve Relationship
Worsen Relationship
Nothing

If two nations both attempt to improve their relationship, the relationship improves one level, to a maximum of "Excellent."
If any nation attempts to worsen its relationship with another, the relationship worsens one level, to a minimum of "No Relations." This happens regardless of what the other nation attempts to do.
For all other cases, the relationship stays the same.

Special Case - Alliance:
If two nations have an "Excellent" relationship, they may form an Alliance. Both nations must agree to form an Alliance. This has the following effects on the game:
The relationship between the two nations is fixed and cannot be altered.
The nations are no longer considered to be opponents in terms of winning the game.

Special Case - At War!
If two nations have "No Relations." Then war may be initiated through military action (next section). If two nations are at war, the only diplomatic option between the two nations is: Cease Fire. Both nations must agree to a Cease Fire, in which case their Diplomatic Relationship returns to "No Relations."

Military
At the beginning of the game, each nation will start with one of each troop type: ground troops, air forces, and anti-air forces. The relationship between the forces is as follows:

Anti-Air Forces -beat- Air Forces -beat- Ground Troops -beat- Anti-Air Forces

Each turn you may purchase one troop of any type.
You may invade any nation for which you diplomatic status is "No relations." This sets your diplomatic status to "At War!" You decide which and how many of your troops to send.

Battle Mechanics:
Each Battle has two rounds. In the first round, each unit type eliminates unit types of the opposing army. Anti-air force units will eliminate air force units; air force units will eliminate ground troops; and ground troops will eliminate anti-air forces. This happens simultaneously and depends on how many of each you have.

For example:
You have 2 ground troops and 2 air forces against your opponent's 1 ground troop and 3 anti-air forces. Your 2 ground troops eliminate 2 of your opponents anti-air forces, your 2 air forces eliminate your opponent's 1 ground troop, your opponent's 1 ground troop does nothing, and your opponent's 3 anti-air forces eliminate your 2 air forces. At the end of this round you will have 2 ground groups and your opponent will have 1 anti-air force.

The second round resolves the battle based on the total number of remaining troops, regardless of type. This is determined randomly, the probability of win/loss is based upon the proportion of troops held by each player.

For example:
At the end of the first round, you have 2 units (2 ground troops) and your opponent has 1 unit (1 anti-air force). The total number of units involved is 3, meaning you have a 2/3 chance of winning and a 1/3 chance of losing.

The loser of the second round loses all of their forces involved in the battle.

Scenario One - Mutual Assault:
If two nations attack each other on the same turn, the forces they sent to attack each other engage in battle. The winning nation's forces automatically return to their home nation at the end of the battle.

Scenario Two - Unilateral Assault:
If one nation attacks another that isn't attacking them, the attacking forces will engage whatever forces the nation has left behind that are not committed to an attack elsewhere. If no such forces exist, and the nation has no forces whatsoever, the nation is conquered and is eliminated from the game. If the nation has forces committed to attacking other nations, those attacks are automatically cancelled and those forces will be used to defend the nation.

If an invading nation wins the Unilateral Assault, the losing nation is conquered and is eliminated from the game.

Scenario Three - Many-on-One:
If two or more nations attack the same nation a-la Unilateral assault, the defending nation's home forces will be split evenly among the invading armies. The placement of odd-men-out will be determined randomly. If the defending nation loses all of the battles, it will be eliminated and removed from the game.
Smithereens
Posts: 5,512
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10/3/2013 7:56:15 AM
Posted: 3 years ago
hmm, I am uneasy as to how balanced the fighting is. Both sides really end up losing the same amount, in which case the winners are the people who don't fight. Maybe if you had more incentive to wage war and kill people willy-nilly, it may work out for less predictable game play. Otherwise I really like the idea you have put forward.
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thedebatekid
Posts: 1,211
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10/3/2013 8:47:58 AM
Posted: 3 years ago
Maybe if winning regained you half of your forces you lost, the fighting might be more realistic.
How many licks does it take to get to the tootsie roll center of the tootsie pop? 1, 2, 3, *crunch* SON OF A !@#%!@#$!@$%$^^$$#%!!!

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thedebatekid
Posts: 1,211
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10/3/2013 9:29:39 AM
Posted: 3 years ago
I call Britain. I've always wanted to be a king.
How many licks does it take to get to the tootsie roll center of the tootsie pop? 1, 2, 3, *crunch* SON OF A !@#%!@#$!@$%$^^$$#%!!!

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TN05
Posts: 4,492
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10/3/2013 9:37:52 AM
Posted: 3 years ago
This seems fun! I'd love to play this. Are we calling countries or are they assigned randomly?
drafterman
Posts: 18,870
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10/3/2013 9:46:02 AM
Posted: 3 years ago
I'm thinking if you win the second round, rather than the loser simply losing their remaining forces, they're added to the winner's forces. That adds a better reward for riskier ventures (50/50 battles stand to double your forces).
TN05
Posts: 4,492
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10/3/2013 9:53:03 AM
Posted: 3 years ago
At 10/3/2013 9:44:50 AM, drafterman wrote:
You can be whatever country you want.

I'm reevaluating the war mechanics.

Alright, awesome, I call Australia.
drafterman
Posts: 18,870
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10/3/2013 10:07:17 AM
Posted: 3 years ago
6 seems like a good number to start with a beta of this concept. Sign-ups are closed. The game will officially start a midnight tonight.
TN05
Posts: 4,492
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10/3/2013 10:36:09 AM
Posted: 3 years ago
At 10/3/2013 10:07:17 AM, drafterman wrote:
6 seems like a good number to start with a beta of this concept. Sign-ups are closed. The game will officially start a midnight tonight.

Midnight DDO time, right?
drafterman
Posts: 18,870
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10/3/2013 10:42:02 AM
Posted: 3 years ago
At 10/3/2013 10:36:09 AM, TN05 wrote:
At 10/3/2013 10:07:17 AM, drafterman wrote:
6 seems like a good number to start with a beta of this concept. Sign-ups are closed. The game will officially start a midnight tonight.

Midnight DDO time, right?

Sure.
thedebatekid
Posts: 1,211
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10/3/2013 11:07:10 AM
Posted: 3 years ago
AHHH the game starts at 1 in the morning for me. I can cope but why cant it start at like... 5, when most people can be on.
How many licks does it take to get to the tootsie roll center of the tootsie pop? 1, 2, 3, *crunch* SON OF A !@#%!@#$!@$%$^^$$#%!!!

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drafterman
Posts: 18,870
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10/3/2013 11:39:15 AM
Posted: 3 years ago
At 10/3/2013 11:07:10 AM, thedebatekid wrote:
AHHH the game starts at 1 in the morning for me. I can cope but why cant it start at like... 5, when most people can be on.

It's real time. The game will always "be on" and there is no advantage to getting actions in sooner than anyone else since they are all processed at the same time.