|
Post by Imperial Friedrich on Dec 23, 2002 23:50:37 GMT -5
Êàêâî ùå êàæåòå? Âîëàíä è Îäçàâà èìàò èäåÿ çà êàêâî ñòàâà äóìà, áÿõ äàë àäðåñ ïðåäè èçâåñòíî âðåìå. Ìîæå äà ñè íàïðàâèì ñîáñòâåíè ïðàâèëà èëè âúîáùå êàçâàéòå êàêâîòî âè õðóìíå ïî âúïðîñà
|
|
|
Post by Odzava on Dec 29, 2002 7:30:12 GMT -5
Èäåÿòà å ÑÓÏÅÐ, íî ñàìî àêî èìà íÿêàêâî ïðîäúëæåíèå âúâ âðåìåòî. Èíà÷å îïèòà ïîêàçâà, ÷å àêòèâíîñòà ñïàäà êàòî ñíÿã íà ìàðòåíñêî ñëúíöå. Âàðèàíòèòå ñïîðåä ìåí ñà äâà: 1. Ôîðóìíà èêîíîìèêî-ïîëèòè÷åñêà ÷àñò è ñðàæåíèÿòà â ðåàëíî âðåìå íà ìÿñòî ( ïî ïðèíöèï å ïî-äîáðèÿ âàðèàíò, íî å íåïðèëîæèì ïîðàäè ãåîãðàôñêè ïðè÷èíè ) 2.Öÿëàòà èãðà äà ñå âîäè íà ôîðóìà, êàòî ñðàæåíèÿòà ñà îòêðèòè èëè ñ íåïúëíà èíôîðìàöèÿ (ò. å. èãðà÷èòå çíàÿò âñè÷êî çà õîäîâåòå íà ïðîòèâíèêà èëè ñàìî òîâà, êîåòî ðåàëíî ìîãàò äà óçíàÿò) Èíà÷å àç ñúì çà òîâà äà ïðîáâàìå òóê. À çà ïðàâèëàòà-íÿìà ïðîáëåìè. Âèíàãè ìîæå äàñå ïðåïèøå íåùî îò òóê-îò òàì
|
|
|
Post by Imperial Friedrich on Dec 29, 2002 7:34:19 GMT -5
Ñåãà, êîëêîòî äî ñðàæåíèÿòà, ñëåä 2 ìåñåöà èçëèçà Blitzkrieg, è òúé êàòî òÿ å íàïúëíî îòâîðåíà çà ìîäèôèêàöèè, àç ñìÿòàì äà ïðàâÿ ñúâðåìåííè åäèíèöè çà íåÿ. Òà â åäèí ìîìåíò ùå ìîæå äà ñå ðàçèãðàâàò ñðàæåíèÿòà òàì Òóê ùå ñè ïðàâèì ïîëèòèêî-èêîíîìè÷åñêàòà ÷àñò. Âîåííàòà íàé-âåðîÿòíî äîêàòî íå èçëåçå èãðàòà ùå áúäå íà ïðèíöèïà àäìèíèñòðàòîðà ðåøàâà êâî ñòàâà Ïðåäëîæåíèÿ çà ïðàâèëà? Ùå êîïèðàì ïðàâèëàòà îò äðóãàòà èãðà äà âèäèòå çà êàêâî ñòàâà äóìà, ìàêàð àç äà èìàì äîñòà çàáåëåæêè...
|
|
|
Post by Imperial Friedrich on Dec 29, 2002 7:35:07 GMT -5
[glow=blue,2,300]Modern Wargame System V.6[/glow]
Designed By: Glenn Botto
Nations:
Credits and Players:
(In brackets is how many +income credits that nation is worth to an occupier should it be invaded and conquered)
United States 32 (14) China 31 (12) Germany 30 (12) Japan 29 (14) Russia 29 (12) Great Britain 28 (12) India 28 (10) Italy 28 (10) France 27 (10) Sweden 26 (10) Pakistan 26 (10) Israel 26 (10) South Africa 25 (10) Saudi Arabia 24 (12) Argentina 24 (9) Egypt 24 (10) Ukraine 24 (10) Iraq 23 (9) Iran 22 (9)
Income Per Turn and Relevant Factory Costs:
0 to 15 credits= 15 credits 16 to 20 credits= 20 credits 21 to 30 credits= 31 credits 31 to 40 credits= 42 credits 41 to 50 credits= 53 credits 51 to 69 credits= 71 credits 70+ credits = 100 credits
(Every factory takes 3 turns to make and they give you +3 credits, counting the turn you buy it was the first turn of building)
New Unit Building and Location Rules!: Units must have their location tracked at all times in your nation topic and you have to use Transport ships or planes to move them over seas if you have terrority that is not with a land border to you. Units have to be stationed at a city and when you build units they ‘appear’ in any city where you have factories or your capital. If you are playing as Egypt and you conquer Greece you can’t say “I station 20 divs in Athens, Greece’ you either have to send them across with planes or ships or build a new factory in Athens and produce them right there.
NON-UNIQUE BUYING LIST
Bases: (Units that are based at ‘bases’ are better when attacked and when attacking, PLEASE REMEMBER to note what units you have based at what ‘bases’ in your Nation Topic and when your doing attacks.)
Army Base: This is the basic ‘base’ facility for your military installations. Starting off this base can only support 2 ground units. Other facilities can be added to it. (Cost: 8, building time is 2 turns)
Navy Base: This is the basic ‘Naval Port’ facility for your forces. Starting off this base can only support 4 naval units. Other facilities can be added to it. (Cost: 12, building time is 2 turns)
Air Base: This is the basic ‘air base’ facility for your military installations. Starting off this base can only support 2 air units. Other facilities can be added to it. (Cost: 10, building time is 2 turns)
Base Add-Ons: (These can be added to your bases once the main base is built)
RADAR System Add-On: This Add-On adds a high-powered RADAR system and RADAR control center to the base. When this add-on is installed the base has much better detection capability. And any units based at it have good defense capabilities. (Cost: 10)
Command and Control Center Add-On: This add-on makes a base have better capabilities and makes it more likely to survive a nuclear attack. (Cost: 15)
Base Expansion: This isn’t really an add-on but it adds room for more units at a base. When this is done to an ‘Army Base’ the base can house +3 more units, for a ‘Navy Base’ its +4 ships and for a ‘Air Base’ its +2 air units. (Cost: 8 for each ‘expansion’)
Submarine Dock Add-On: This can only be built at ‘Navy Bases’. It allows the base to house, repair and rearm submarines. Each ‘Submarine Dock’ can support 4 submarines. (Cost: 10)
Nuclear Weapons Storage Add-On: When this is built at an ‘Air Base’ it allows the base to house ‘Plane Dropped Nuclear Weapons Loads’ for capable air units. Each ‘Nuclear Weapons Storage Add-On’ can house 6 ‘plane dropped nuclear weapons loads’. (Cost: 10)
Anti-Aircraft Weapons Add-On: This ‘Add-On’ adds AA-Guns and AA-Missiles along with the needed control systems. This can be built at any of the 3 types of bases. (Cost: 8)
|
|
|
Post by Imperial Friedrich on Dec 29, 2002 7:35:32 GMT -5
Facilities:
Factory: Each factory the player builds allows him to get +3 more credits each turn. (Cost: check the nation list, building time is 3 turns, each factory MUST be located in one of the cities in the CIA world fact book map that each player will use.)
Foreign Trade Center: To conduct ‘trade’ with foreign nations you need to build one of these centers for each nation you wish to trade with (and the nation you want to trade with needs to build one as well) If this facility is in a city connected to the ocean it can use ‘trade ships’ otherwise it can only use ‘trade trucks’ for over-land trade and ‘trade planes’ for trade over-land and over small bodies of water. You may ask for Trade Agreements with non-player nations but they will accept only if they can profit from the deal. (Cost: 35, building time is 5 turns) (EACH TRADE CENTER MAY ONLY SUPPORT 3 TRADE UNITS!)
Missile Base: The Missile Base supports and launches nuclear ICBMs. This facility is above ground. This facility has 8 long range, medium power ICBMs. (Cost: 40 credits, building time is 15 turns)
Underground Missile Silos: Underground Missile Silos supports and launch nuclear ICBMs. This facility is below ground and can only be damaged from nuclear weapons or a direct LAND assault. This facility has 4 long range, high power ICBMs. (Cost: 50 credits, building time is 15 turns)
Nuclear Weapons Research Facility: In order to build any nuclear weapons capable systems (Nuclear Missile Class Submarines, Missile Base, Underground Missile Silo, Missile Satellite, Air Dropped Nuclear Weapons Loads) a player must first have a Nuclear Weapons Research Facility. (Cost: 40 credits, building time is 8 turns)
Satellite Launching Facility: The Satellite Launching Facility needs to be built before the player sends any satellites into orbit. It is above ground and not armored. {Cost: 30 credits, build time is 5 turns)
Stealth Test Center: This center is a test center for advanced stealth aircraft. Once you built this facility you can start research on any ‘Stealth’ aircraft. This facility needs to be protected because if its destroyed you may not build or research anymore stealth aircraft until a new one is built. (Cost: 30 credits, building time is 4 turns)
Satellites:
NOTE: When doing a military action (attack, defend, delay etc..) it is important you list what satellites and relevant research you have completed so I can take both of these into effect (in your favor) when doing the outcomes!
Communications Satellite: Once a player has launched a communications satellite, his units will have better abilities on the battle field. The more that are launched give the player better abilities. (Cost: 15 credits, building time is 3 turns)
Spy Satellite: Once a player has launched a spy satellite he has much better capabilities on the battlefield. Each spy satellite MUST be aimed at a specific nation. (Cost: 40 credits, building time is 4 turns)
Missile Satellite: The Missile Satellite carries nuclear MIRV missiles. It may rain these down on a target. (Cost: 60 credits, building time is 10 turns)
Advanced Communications Satellite: Once a player has launched an advanced communications satellite, his units will have very good abilities on the battle field. The more that are launched give the player better abilities. (Cost: 25 credits, building time is 4 turns)
Missile Killing Satellite: The Missile Killing satellite uses lasers to attempt to ‘shoot-down’ enemy ICBMs. The more that are launched gives the player better ICBM killing abilities. Each satellite carries enough power to knock down 6 ICBMs. (Credit Cost: 50, building time is 8 turns)
Satellite Killing Satellite: Using lasers the SK Satellite can attack enemy satellites. Each SK satellite can attack 1 enemy satellite each turn. (Credit Cost: 60, building time is 8 turns)
|
|
|
Post by Imperial Friedrich on Dec 29, 2002 7:36:00 GMT -5
Research/Upgrade Topics:
NOTE: When doing a military action (attack, defend, delay etc..) it is important you list what satellites and relevant research you have completed so I can take both of these into effect (in your favor) when doing the outcomes!
Each Research topic costs 20 credits and the research takes 5 turns to complete:
(you may research the same topic more than once to attain a higher ‘level’)
(to take full effect of research be sure to state what you have researched when you attack)
Ground Unit Upgrade Research Naval Unit Upgrade Research Air Unit Upgrade Research Stealth Research (NEEDED TO BUILD OR RESEARCH STEALTH UNITS) Chemical/Biological Weapons Research (NEEDED FOR CHEM/BIO WEAPONS) Nuclear Research (NEEDED FOR NUCLEAR WEAPONS) Satellite Research (NEEDED TO LAUNCH SATELLIES)
-------------------------------------------------------------------------------
Nuclear Weapons Rules!
Each weapons system carries a select number of warheads:
TO BUILD NUCLEAR WEAPONS YOU NEED TO HAVE RESEARCHED ‘NUCLEAR RESEARCH’ FIRST AND YOU NEED A ‘NUCLEAR WEAPONS FACILITY’ !
Nuclear Missile Submarine: Each Submarine Class is Different
Missile Base: Has 8 long range, medium power ICBM missiles.
Underground Missile Silo: Has 4 long range, high power ICBM missiles. (This facility can only be destroyed by medium or high powered nukes)
Missile Satellite: Each satellite carries 8 MIRV low power warheads.
Plane Dropped Nuclear Weapons: Each capable Squadron carries 1 air-dropped high power nuclear warhead. Each ‘plane dropped nuclear weapons load’ can support 1 nuclear attack by 1 capable squadron. This is a ‘high powered’ weapon. (NOTE: Players must BUY each ‘plane dropped nuclear weapons’ load for their nuclear weapons capable aircraft. Cost: 25 credits)
Nuclear Warhead Power:
High Power Warhead: Can destroy everything in a city or large area
Medium Power Warhead: Can destroy 4 facilities in a city or 6 units
Low Power Warhead: Can destroy 2 facilities each or 3 units each.
NOTE: Each weapon system (each sub, base etc..) is considered to have one ‘load’ of nuclear weapons. Once they fire off this ‘weapons load’ they are empty and to re-fill a base or unit or satellite you need to ‘buy’ new ‘nuclear weapons loads’ each load costs the same as the unit it is going into but there is NO building time!
-------------------------------------------------------------------------------
Biological/Chemical Weapons Rules:
TO BUILD BIO/CHEM WEAPONS YOU NEED TO HAVE RESEARCHED ‘CHEMICAL/BIOLOGICAL WEAPONS RESEARCH’ FIRST!
All of these weapons are deployed from Tactical or Strategic Bomber Squadrons. Each chem./bio weapon you buy is considered one ‘bomb load’ for a Tactical or Strategic Bomber to carry in ONE attack on ONE target.
Nerve Gas: Nerve Gas is the cheapest Chemical weapon and its very deadly. Its good against Infantry Units and Cities. (Credit Cost: 18)
Anthrax: Anthrax is a even more deadly biological weapon, its good against cities, but against troops it isn’t very effective. (Credit Cost: 25)
Small Pox: Small Pox is very deadly against cities but almost useless against front line army units. (Credit Cost: 40)
-------------------------------------------------------------------------------
|
|
|
Post by Imperial Friedrich on Dec 29, 2002 7:36:24 GMT -5
-------------------------------------------------------------------------------
City Attack Rules:
When a Strategic bomber unit, Tactical bomber unit, nuclear weapons or bio/chemical weapons are used on a major city (city located on the CIA world fact book map each nation has in their nation topic) the following rules are followed:
Each successful attack will take 4 credit income points away. So if you attack with 2 strategic bomber cities and both units successfully attack the enemy targeted will lose 4 credit from his income.
If there are factories in a city that has been successfully bombed consider them destroyed along with any credits they give. Units may also be destroyed in city attacks.
-------------------------------------------------------------------------------
Nation Occupation Rules:
Once you invade a nation you will almost always need to station units there on ‘occupation duty’.
The following units MAY NOT be used to occupy nations:
Any Naval Units Any Air Units Any Artillery Units Spec Ops Division
Any other unit may be used as an occupying unit.
Movement Rules!:
Land Units: 1 Country each turn
All Air Units (EXCEPT Strategic and Nuclear Bombers!): 1 Country each turn
Naval Units: 1 Ocean each turn
-------------------------------------------------------------------------------
Trade Units: These units may ONLY be built once a trade agreement with another nation (player or non-player) has been signed and a Foreign Trade Facility has been built in both your nations! YOU MAY ONLY BUY ONE TRADE UNIT (OF ANY TYPE) EACH TURN!
Trade Truck Convoy: This is a convoy of 10-15 trucks carrying trade goods for overland trade routes. Each convoy that successfully makes the trip (leaving your Foreign Trade Center, going to your trade partner’s and returning to yours) generates +2 credits each turn. Each truck convoy may only go the trip once each turn. The Trade Truck Convoy may only go across your land border with a neighboring trade partner. (Cost: 8 credits)
Trade Plane: The trade plane follows the same rules as the Trade Truck Convoy but it generates +3 credits each round trip. The Trade Plane may cross another nation to reach your trade partner’s center. It can only make the round trip once each turn. (Cost: 16 credits)
Trade Ship: The Trade Ship can reach any Foreign Trade Center that is built in a city that has coastal access. It can travel anywhere and back within one turn and generates +4 credits each turn. It is vulnerable to enemy attack though. {Cost: 30 credits)
Special Forces Rules:
These operations are based on luck and if the enemy has his own Spec Ops units on counter-espionage operations. For these operations to be done the player must have a way for the spec ops unit to get into the target nation, like a land border or transport unit for example.
Sabotage: (Cost: 20 credits) A Spec Ops team may attempt to infiltrate an enemy nation and sabotage a specific facility or unit.
Incite Rebellion/Coup: (Cost: 40 credits) A Spec Ops unit may attempt to incite a revolt in a player controlled terroritoy (not the home terrority of a nation but one of its controlled terrorities)
Counter-Espionage: (Cost: nothing) Spec Op units may be placed on ‘counter espionage’ duty to attempt to catch enemy spec ops units.
Recon: (Cost: 20 credits) A Spec Ops unit maybe sent into a enemy nation to perform recon duties. This will increase a player’s chance of victory if he decides to invade the nation being ‘scouted’. (To take effect of this list any spec ops units on ‘recon duty’ in the nation when you it)
Assassination: (Cost: 40 credits) A Spec Ops unit may attempt to kill an enemy national leader. If this is successful it will lower the targeted nations ability to fight for a short time (2-3 turns)
------------------------------------------------------------------------
|
|
|
Post by Imperial Friedrich on Dec 29, 2002 7:37:23 GMT -5
NATION TOPIC TEMPLATE!
(Copy and Paste this into your NATION topic and use it as your template)
(Nation name)
Leader: (Your name and title)
Info: (Type any thing you want in here, stuff about the country, the ruler, its history. Etc..)
Alliances: (List your alliances and treaties here)
Enemies: (List your enemies, if there is any, here)
Units: (List your units in this part, next to each unit put where it is:
Example:
1 M1A1 Tank Divison – London, Britain 1 Tornado Fighter Squadron – London, Britain 1 ‘Nimitz’ Class Aircraft Carrier – Northern Pacific 7 Infantry Divisions – Beijing, China, occupation duty)
Purchases: (List all your purchases here)
Factory Cost: (Update this as you build more factories and the prices go up)
Satellites in orbit: (List the satellites you have in orbit here and their orbit locations (for spy satellites))
Facilities: (List your facilities and their locations here)
Trade Partners and Trade Units: (List any trade agreements you have and any trade units you have, list each of the units trade routes and a total list of how many credits you make each turn for the trade units.)
Research: (List your completed and on-going research here)
Credit Income: (List your daily income of credits here)
Loaned Credits: (List any credits you’ve loaned to other players and any you’ve borrowed from other players)
Credits: (List any un-used credits you may have here for each turn)
Countries Controlled: (List any nations you have conquered here)
Embargoes: (List any current trade embargos you are performing here)
Bio/Chemical Weapons: (List any current biological or chemical weapon loads you have here)
Nuclear Weapon Loads: (List any extra nuclear weapons you have stockpiled for your nuclear units)
Current State of the Country: (Talk about the current state of your nation here)
Newspaper: (This is an option, some people like to have ‘newspapers’ in their topics)
------------------------------------------------------------------------------------------------------------
|
|
|
Post by Imperial Friedrich on Dec 29, 2002 7:38:27 GMT -5
ñëåäâà îùå ñïèñúöè ñúñ ñòîéíîñòòà íà ðàçëè÷íèòå äúðæàâè è íÿêîé íîâè ïðàâèëà, íî òâà å äîñòàòú÷íî äà èìàòå èäåÿ.
àç èìàì äîñòà çàáåëåæêè äå...
|
|
|
Post by Odzava on Dec 29, 2002 7:40:26 GMT -5
Õì... àìè îñíîâíàòà ìè çàáåëåæêà å îãðàíè÷åíîñòòà íà èêîíîìè÷åñêî ðàçâèòèå è ÍÅÎÃÐÀÍÈ×ÅÍÎÑÒÒÀ íà ñòðîåæ íà âúîðúæåíèòå ñèëè. Ñäâåäóìè ìîãà äà ñè êóïÿ êîëêîòî èñêàì è òàêà ìàëêà Áúëãàðèÿ äà ñáîðè Ãîëåìèòå áðàòÿ
|
|
|
Post by Imperial Friedrich on Dec 29, 2002 7:47:44 GMT -5
Òàêààà....
çíà÷è ïúðâèÿ ìîìåíò å äà ñå îãðàíè÷è áðîÿ íà áîéíèòå åäèíèöè êîèòî ìîãàò äà ñå êóïóâàò îò áðîÿ íà çàâîäèòå êîèòî èìàø...
|
|
|
Post by Deimos on Dec 31, 2002 7:16:57 GMT -5
È êâî ñòàíà ñ òàÿ ðàáîòà? Êàòî ãëåäàì èíòåðåñà ñïàäíà îùå ïðåäè äà å çàïî÷íàëà èãðàòà... Èäåÿòà çà ôîðóìíà èãðà å äîñòà äîáðà îáà÷å òåÿ ïðàâèëà íå ìè õàðåñâàò ìíîãî. Äàëè íÿìà äà å ïî äîáðå äà èçïîëçâàìå òåõíîëîãè÷íîòî íèâî îò WW2 ùîòî èäåÿòà çà ñâîáîäíî èçïîëçâàíå íà ÿäðåíî îðúæèå íåùî êóöà.
|
|
|
Post by Imperial Friedrich on Dec 31, 2002 7:22:31 GMT -5
àìè íå çíàì òâà êîåòî íàïðàâèõìå íà ñòàðàòà èãðà áåøå ÷å ñëåä 25 õîäà ìîÿ ñúþç ñ îùå äâàìà áîìáàðäèðà íÿêîëêî äúðæàâè ñ ÿäðåíè ðàêåòè è òàêà ñâúðøè èãðàòà ñàìî ÷å ïîñëå çàáðàíèõìå ÿäðåíîòî îðúæèå è ïðîäúëæèõìå îò îê. 5 õîäà íàçàä çà ÂÑ íèâî... ìè êàæåòå âñè÷êè êàêâî èñêàòå
|
|
|
Post by àíòè on Dec 31, 2002 7:39:04 GMT -5
àç ëè÷íî ñúì ìíîãî íàâèò çà Âòîðàòà Ñâåòîâíà âîéíà. Íÿìà äà êàçâàì ñ êîÿ ñòðàíà . À âñå ïàê íå áè áèëî çëå è ñ Áúëãàðèÿ äà áúäà, äà èì îòêàæà íà Òðèñòðàííèÿ ïàêò è äà âèäèì êàêâî ùå ñòàíå!
|
|
|
Post by Imperial Friedrich on Jan 2, 2003 8:26:15 GMT -5
àìè íåêà ðåøèì ñëåäíîòî: êîëêî âèäà èíäóñòðèÿ/ðåñóðñè/èíôðàñòðóêòóðà ùå èìàìå ïðåäâèä è äî êàêâî íèâî íà äåòàéëíîñò êîëêî âèäà áîéíè ÷àñòè è äî êàêâà äúëáî÷èíà è ñúîòâåòíî öåíàòà èì è áîéíèòå èì õàðàêòåðèñòèêè (ïîñëåäíèòå ãè èìà â íååäíà èãðè òàêà ÷å íå ñà ïðîáëåì) ìîæå ïðèìåðíî äà ïîëçâàìå çà áàçà Hearts of Iron ñèñòåìàòà è äà ïðèëîæèì íàøè ñè èçìåíåíèÿ äîêàòî íè õàðåñà...
|
|