Post by Bloodmancer on Jan 21, 2015 22:59:41 GMT
Pikmin Wars is an RTS style RP that is entirely text based and essentially allows you to do anything, as long as it is reasonable. You can build an army and interact with other players armies through battles, trading, alliances, etc. Currently, I, Bloodmancer and Malefio777 control the rules. Keep in mind that later versions of the rules will be molded off of this set.
Getting started:
1) When you're ready to start, you must make an army application to ensure you read the rules. Your application should just be your first log, you may also throw in some detailed information about your leader if feel like it.
2) There is an example log template below for you to use if you wish. Your first log does not have to look exactly like it, but needs to have similar information.
Basics:
1) Some of the first things you decided on are your armies name, your commander and its species, and your base location.
2) Your commander should have a name of some sort, and a species. Your commander's species cannot be much more powerful than a gatling groink, no boss units please!
3) Your location can be anywhere in one of the three games, but you must specify your location. Your base may not be located in a cave, as this hinders tactical movement and limits units that can fight in battles.
4) Every six hours is one in-game day. So a full real life day is 4 in-game days. You do not have to post every game day, or even every external day. If you miss a day, you may make up for it in your next log.
Soldiers:
1) You start with 50 Ordinary units, and 5 Special units.
2) Ordinary units are weak things like pikmin or sheargrubs, They don`t have a lot of combat value or abilities alone, and tend to work better in larger groups. Special units are large or powerful things like gatling groinks or bulbears. They have more power than ordinary units, but are still not solo fighters. It generally excepted that 1 special unit is equal to 10 ordinary units.
3) You get 10 Ordinary units every game day or a single special unit, You may not add both in one game day, though. Troops maxes are 5000 ordinary and 500 special.
4) You may make up new species of creatures for units, but they must be reasonable! Just because you created the idea, does not mean it is better than everything else!
5) All units are recruited unarmed. Most weapons and armor can be built in groups of 100 or more for your units. These may be anything from guns to swords. While not required for combat, units definitely preform better in combat with equipment.
6) You can also recruit elite units with the power of bosses. These take a 50+ day project. These can be anything like a Burrowing Snagret. You may also make weapons and armor for elite units as well.
7) All infantry units can be upgraded. Whether these upgrades are genetic modifications or extra training, they typically take about 30 or more days to complete, as they automatically cover an entire troop variety, or all of the troops in your army.
Projects:
1) You are allowed to have six projects running at once. No more.
2) All projects, except for resource gathering, cost petals, which are the currency. Each project costs 2 petals per day that it takes to complete. Start with 300 petals.
3) You may gain 10 petals a day, if you want to increase this income, you may build buildings to do so. Remember that each building takes a minimum of 40 days 400 units of material. Each building may only increase your income by 5 petals per day, and you may only have three of these buildings.
4) Some projects also require resources. You must build war machines, defenses, weapons, or anything else tangible with resources. Start with 1000 units of Iron. A basic tank might require 100 units, while a Building might take 400.
5) All projects take time to complete. A basic tank might take 20 days.
6) The strength the completed project has is based on its day value. A project that took 40 days will give you more than a 20 day project. Higher quality projects also take longer. This doesn't mean a 100 day wall cannot be destroyed by a 20 day tank. It is more of a gauge of how much general power a single project has. Technology level and/or theme will not change this.
Waging War:
1) War, what we're all here for. War is done by one army/alliance declaring an attack on another army, you can make a thread for this in the general board.
2) An unaffiliated person must volunteer to write the battle.
3) Each person must send plans in to the moderator, who will base most of the battle off of those plans. There may be multiple parts in which players make counter plans.
4) A moderator will also decide losses and the such.
5) Only one ally is allowed per player. Alliances can be established by letter, obviously, just because you can read the post does not mean your commander will know that two armies have formed an alliance. That is cheating.
Other:
1) You must post descriptions of everything your army owns. You can do this in your mini-board.
A) Here is a list of average times and costs for various projects.
War machine: 20+ days 100 units of material
Troop upgrade: 30+ days
Defense: 20+ days, 100 units of material
Building: 40+ days, 400 units of material
Research: 20+ days
Elite: 50+ days
100 units of armor/weapons: 10+ days, 100 units of material.
Keep in mind that items with less power may take less time and resources, and stronger items may take more time and resources.
B) Log template:
Army:
General:
Location:
Day: 0
Log: 1
Troops
Ordinary:
Special:
Total:
Elite:
Petals:
Resources:
Buildings:
Base Defense:
Projects:
1.
2.
3.
4.
5.
6.
Log
Commander:
Getting started:
1) When you're ready to start, you must make an army application to ensure you read the rules. Your application should just be your first log, you may also throw in some detailed information about your leader if feel like it.
2) There is an example log template below for you to use if you wish. Your first log does not have to look exactly like it, but needs to have similar information.
Basics:
1) Some of the first things you decided on are your armies name, your commander and its species, and your base location.
2) Your commander should have a name of some sort, and a species. Your commander's species cannot be much more powerful than a gatling groink, no boss units please!
3) Your location can be anywhere in one of the three games, but you must specify your location. Your base may not be located in a cave, as this hinders tactical movement and limits units that can fight in battles.
4) Every six hours is one in-game day. So a full real life day is 4 in-game days. You do not have to post every game day, or even every external day. If you miss a day, you may make up for it in your next log.
Soldiers:
1) You start with 50 Ordinary units, and 5 Special units.
2) Ordinary units are weak things like pikmin or sheargrubs, They don`t have a lot of combat value or abilities alone, and tend to work better in larger groups. Special units are large or powerful things like gatling groinks or bulbears. They have more power than ordinary units, but are still not solo fighters. It generally excepted that 1 special unit is equal to 10 ordinary units.
3) You get 10 Ordinary units every game day or a single special unit, You may not add both in one game day, though. Troops maxes are 5000 ordinary and 500 special.
4) You may make up new species of creatures for units, but they must be reasonable! Just because you created the idea, does not mean it is better than everything else!
5) All units are recruited unarmed. Most weapons and armor can be built in groups of 100 or more for your units. These may be anything from guns to swords. While not required for combat, units definitely preform better in combat with equipment.
6) You can also recruit elite units with the power of bosses. These take a 50+ day project. These can be anything like a Burrowing Snagret. You may also make weapons and armor for elite units as well.
7) All infantry units can be upgraded. Whether these upgrades are genetic modifications or extra training, they typically take about 30 or more days to complete, as they automatically cover an entire troop variety, or all of the troops in your army.
Projects:
1) You are allowed to have six projects running at once. No more.
2) All projects, except for resource gathering, cost petals, which are the currency. Each project costs 2 petals per day that it takes to complete. Start with 300 petals.
3) You may gain 10 petals a day, if you want to increase this income, you may build buildings to do so. Remember that each building takes a minimum of 40 days 400 units of material. Each building may only increase your income by 5 petals per day, and you may only have three of these buildings.
4) Some projects also require resources. You must build war machines, defenses, weapons, or anything else tangible with resources. Start with 1000 units of Iron. A basic tank might require 100 units, while a Building might take 400.
5) All projects take time to complete. A basic tank might take 20 days.
6) The strength the completed project has is based on its day value. A project that took 40 days will give you more than a 20 day project. Higher quality projects also take longer. This doesn't mean a 100 day wall cannot be destroyed by a 20 day tank. It is more of a gauge of how much general power a single project has. Technology level and/or theme will not change this.
Waging War:
1) War, what we're all here for. War is done by one army/alliance declaring an attack on another army, you can make a thread for this in the general board.
2) An unaffiliated person must volunteer to write the battle.
3) Each person must send plans in to the moderator, who will base most of the battle off of those plans. There may be multiple parts in which players make counter plans.
4) A moderator will also decide losses and the such.
5) Only one ally is allowed per player. Alliances can be established by letter, obviously, just because you can read the post does not mean your commander will know that two armies have formed an alliance. That is cheating.
Other:
1) You must post descriptions of everything your army owns. You can do this in your mini-board.
A) Here is a list of average times and costs for various projects.
War machine: 20+ days 100 units of material
Troop upgrade: 30+ days
Defense: 20+ days, 100 units of material
Building: 40+ days, 400 units of material
Research: 20+ days
Elite: 50+ days
100 units of armor/weapons: 10+ days, 100 units of material.
Keep in mind that items with less power may take less time and resources, and stronger items may take more time and resources.
B) Log template:
Army:
General:
Location:
Day: 0
Log: 1
Troops
Ordinary:
Special:
Total:
Elite:
Petals:
Resources:
Buildings:
Base Defense:
Projects:
1.
2.
3.
4.
5.
6.
Log
Commander: