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War Rule Ideas

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Inkthorn

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This post will primarily be various ideas that I saw on the Updated War Rules, along with some of my personal ideas and one really important thing. 

 

Important Thing

We're all players. We're here to have fun, aren't we? These rules (the new war rules) are here to ensure that everyone has fun and ****'s orderly. So, please throw your personal bias out the window. I'd appreciate it if people didn't spam the post with "...grr pvp default" rants. There are literal countless other threads for that. This thread is simply for compiling the suggestions of people and trying to come up with some good ideas that the staff team might consider... and for dumping my personal ideas.

 

Mmkay! So, I'll put each idea in a spoiler. I'll respond to each reply thingiemajig to this thread, and try to add other suggestions.

 

War "Pot"?

So, there's the new rule that the person declaring war needs to fork over... 32 gold blocks, some amount of food, bla bla. I get it; it's there to make war have weight, to ensure that people are declaring war over something serious, and to simulate the costliness of war. The problem that a lot of people has pointed out is that these items are literally going to midair. They're being given to the magical Sky God GMs, thus deflating the economy and just being completely arbitrary. 

 

An idea I had to make these actually of use would be to make these items... go into a pot. So, let's say Oren declares war on the orcs, dropping their 32 gold blocks and stack of food into the void. The food goes away; killing orc scum takes energy, and a lack of energy means you need food. That's acceptable, in my opinion. However, 32 gold blocks is a butt ton of gold. Why not make war risky? So, lemme explain with a scenario.

 

Let's say that Oren dumps their 32 gold blocks on the war. If the orcs want a claim at those 32 blocks, they'll need to toss, say... 8, or 16, into the pot. For every week (possibly?) the war goes on, each side needs to continue to drop 8 or 16 into the pot. It's continually expensive. However, this resource does not just slip into nonexistance. At the end of the war, when one side claims victory, maybe 3/4 of the entire pot is given to them. Voila! It's a high risk/high reward scenario. It's pretty costly, but it makes some sense.

 

Nexus-War (???)

No, I'm not suggesting an idiotic combat skills plugins. I'm suggesting that some more things are adding to pre-existing crafting stations that involve war. For example, the catapults and battering rams could be automated. Instead of requiring a GM to oversee creation and such, a tinkerer or woodworker could make them. Once given these blocks, they could place them then unpack, much like tents. Then the catapult or battering ram would poof out. 

 

After that, it'd probably still need GM supervision for rolling or however it's managed, but hey, it's a little bit of it automated and some of the GM work removed. You could even automate some of the other rules. For example, I think it was said, on the post, that these siege weapons would only last the duration of one siege. So, instead of that, you could make it so that the block despawns after, say... 24 hours, and it takes, um... 10 minutes or something to set up, to avoid poopin' out catapults mid-siege.

 

Maybe?

 

So... yeah. Discuss, suggest, whatever. Just trying to amass some ideas and give constructive criticism.

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Honestly? I know they're ideas but It sounds like too much for just things that can easily be ran my players.

 

 

I learned this the hard way because now when I have coffee in the morning my mug is wrapped in duck tape, just like my coffee machine. And they're perfectly fine.

 

 

Yes I'm not here to make sense. 

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To counter your point about the War Pot, the gold disappearing doesn't hurt the economy at all. There are lots of ways that materials get effectively "destroyed" because they get used, and then you have to get more. (Iron tools/armor/weapons degrade and break over time is the easiest example). All that forcing attacking armies to give up gold does is make gold more valuable as it is now a necessary resource to fight wars.

 

The siege weapon thing is a great idea actually, and gives more use to tinkerers.

 

Edit: I think the amount of gold needed is a bit excessive though.

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First of all you shouldn't take pvp default or RP def. threafs so lightly. Anyways the rules are fine the way they are, I mean I wouldn't try to change what the staff created it is fine the way it is. Personally, with the war machines idea I would also like keep it as it is, I don't think we need MC mechs to do what we can do in RP, because personaly, the server needs more RP rather than more mechs.

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War Pot - Giving the nation that declared the war most of the goods back defeats the entire purpose of it....

 

A nation (like the humans) could still declare war all the time since it knows it is going to win most wars.

 

 

Automated catapults - Yes >=D

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Honestly? I know they're ideas but It sounds like too much for just things that can easily be ran my players.

 

 

I learned this the hard way because now when I have coffee in the morning my mug is wrapped in duck tape, just like my coffee machine. And they're perfectly fine.

 

 

Yes I'm not here to make sense. 

 

Like... the groups involved in wars could easily do this themselves, you mean? Possibly.

 

 

First of all you shouldn't take pvp default or RP def. threafs so lightly. Anyways the rules are fine the way they are, I mean I wouldn't try to change what the staff created it is fine the way it is. Personally, with the war machines idea I would also like keep it as it is, I don't think we need MC mechs to do what we can do in RP, because personaly, the server needs more RP rather than more mechs.

 

What I meant with that was that any thread debating a default always turns into a "I'm right, you're wrong" debate, and there is no progress made what so ever. Really, what's wrong with improving something? I mean, on the topic of needing more roleplay (which it does, but shooting catapults is hardly the place to... garner that roleplay), there's a mechanical standard. :p

 

 

War Pot - Giving the nation that declared the war most of the goods back defeats the entire purpose of it....

 

A nation (like the humans) could still declare war all the time since it knows it is going to win most wars.

 

 

Automated catapults - Yes >=D

 

The pot would go to the winner, though, and it'd generally only be profitable under long wars where both sides are somewhat equally powerful. Like... If they pour 32 gold blocks into it then win a few days later, they'd get 3/4 of that, losing 8; but if the war went on for, say, a real life month, both them and the enemy would need to continually pour money into the pot, which would make the winner actually get a lot of gold out of it.

 

 

The war rules are fine. Don't fix what isn't broken.

 

What's wrong with improving something?

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