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xunkang

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Everything posted by xunkang

  1. I'm off for a bit as well this shit is ungaylievable. *reactivates WoW account*
  2. Thought I'd throw in a few shots of some scenery from Warzone. Please help us add more! Barbed wire rampart. Look out tower. Bombed city street.
  3. I totally agree with you kev. lets get some play testing going and see how it works. The way im thinking of doing it is assigning each unit a point value then each player gets to fill his army up to a point limit. obviously the bigger the guns the more the cost. It will be up to the individual player to find the right balance.
  4. Maybe we could keep track by screenshots of each move within the forums? I like the idea of being able to come on at any time and make a move.
  5. Minecraft Warfare (MW): A Turn-based Strategy Game ***sign-up for play testing in this thread, post availability times*** *edit* the pictures of each unit are for examples only. the look of your army is only limited by your imagination and size (which I outline in the rules). *edit 2* We now have a map. It is called warzone. Access is restricted to adept+ at the moment. Please everyone involved feel free to add terrain pieces to the map. These will be used by all who play and add to the look, feel and strategy of the game. Many of us on the server have amassed large military forces for reasons of intimidation, power, building prowess, and a general sense of badass-edness. Why not take these armies and do with them what they are intended to do… BATTLE! I present to you the first (very rough) draft of the rules for turn based combat in Minecraft Classic: The Goal: A group of 2 – 6 (perhaps more, to be determined after play testing) Player’s armies battle it out in a Free for All/ Team Melee* rumble to the death. A player is defeated when their general unit has fallen/been captured in battle. *different win conditions for team - free for all matches. Turns Each player/team does a /roll 1-100 to determine the player/ team who goes first. Highest roll wins. Additionally members within a team may roll to determine the order in which they will move. Units Each unit in a player’s army is assigned the following values: • Damage ( signified by a a /roll size; ex. Damage = 10… /roll 1-10) • Armor Value ( basic = 2, medium = 5, heavy = 8, General =6) • Health ( basic = 5, medium = 10, heavy = 15, General = 10) Movement A movement square is a 3x3 area in which the front right side of a unit touches. Movement is measured in this way. The playing field will have a grid over the surface to help with this. Important: to mobilize a unit you must place a glass tile in the front bottom right corner and the back top left corner to allow cut paste and rotation commands to be effective. If you need help with this ask me. A D20 is rolled at the beginning of a players turn. This is a movement roll. According to the number given, the player is allowed to move units accordingly. • Basic unit movement costs = 1 • Medium unit movement cost = 3 • Large unit movement cost = 5 For example: from a /roll 1-20 an 18 is cast. If a medium unit is moved, 18-3=15. The player has 15 points left to spend on movement. Combat Combat is carried out in the following manner. In combat 1 attacker may target 1 defender. At the start of combat a D6 is rolled. If the number is 3 or less, the attack misses; if the number is 4 or higher the attack is successful. Upon a successful hit the units’ damage is calculated by another dice roll. The size of this dice is specific to each unit. For example: A basic ground unit has a damage of D6 meaning a /roll 1-6 will be cast. The resulting number is the amount of damage done to the defending unit. A defending unit may subtract from its armor value rather than its health upon a successful hit made against it. Troop Allowances There are several different unit types in Minecraft War. Their size is limited in each category. Ground Units General D12 – leader of the army: • Size Limit: 10x10x10h • Movement: Slowest ( 3 squares per turn) • Damage: Melee 3 squares, Ranged 4 squares Infantry Class D6 – basic ground unit: • Size Limit: 5x10x5h • Movement: Slowest (3 squares per turn ) • Damage: Melee 1 square, Ranged 3 squares Calvary Class D10, D8 vs air – medium ground unit: • Size Limit: 15x20x15h • Movement: Normal (6 squares per turn ) • Damage: Melee 2 squares, Ranged 5 squares Tank/ Heavy Armor Class D14, D12 vs air – large ground unit: • Size Limit: 30x40xhieght within reason • Movement: Slow ( 4 squares per turn ) • Damage: Melee 2 squares, Ranged 10 squares • Unit Carry Limit: 10 Infantry, 2 Calvary, or mixed ( 4 Infantry = 1 Calvary) Ground Troop Transport – medium to large ground unit: • Size Limit: 30x40xhieght within reason • Movement: Speedy (8 squares per turn) • Damage: None • Unit Carry Limit: 20 Infantry, 5 calvary, or mixed (4 Infantry = 1 Calvary) Air Units Basic Class D6 – small air unit: • Size Limit: 15x20x15h • Movement: Speedy (8 squares per turn ) • Damage: Melee 2 squares, Ranged 5 squares Captain Class D10– medium air unit: • Size limit: 20x30x15h • Movement: Normal ( 6 squares per turn ) • Damage: Melee 2 squares, Ranged 7 squares Admiral Class D14 – large air unit: • Size Limit: 35x55xhieght within reason • Movement: Slow ( 4 squares per turn ) • Damage: Melee 2 squares, Ranged 10 squares • Unit Carry Limit: 15 Infantry, 3 Calvary, or mixed ( 4 Infantry = 1 Calvary ) Air Transport – medium to large air unit: • Size Limit: 35x55xhieght within reason • Movement: Medium - Normal (6 squares per turn). Large - Slow (4 squares per turn ). • Damage: None • Unit Carry Limit: Medium – 10 Infantry, 2 Calvary, or mixed (4 Infantry = 1 Calvary). Additionally 6 Basic Class air units. Large - Infantry, 4 Calvary, or mixed (4 Infantry = 1 Calvary ). Additionally 12 Basic Class air units. Obviously there are things that must be added before play commensurates (army size for example), but I am really excited and interested in what you guys think. Let's get some feed back. If this post is too long and you didn't read then this game is not for you! -xunkang
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