I sat down and decided to work on a ruleset.. I spent about 3 hours on this and I'm trying to look at it from every angle without making it to overly
hard.. Comments and changes/ideas are welcomed.
Mobilization Ruleset
When moving any military unit, you must announce your move and your reason for the move.
Subrules:
a) Time estimations must be supplied for open debate. It is not possible to deploy a squadron instantanously. An estimate of minutes to several days
of travel time must be considered and agreed upon. If a player contests an estimated time of travel, a judge will make a decision and/or adjust the
time of travel.
b) Disinformation is acceptable. But the disinformation must not discard important information such as destination, military type, and
quanity/quality of movement.
Communication Rulese
Absolutly no communication is to be allowed between cross factions.
Only under a direct announcement of a retreat, surrender, or complete global surrender, shall cross-faction country leaders exchange u2u's.
Countries of the same faction are allowed to communicate, and encouraged, to plan, debate, and maybe even change factions.. leave the option open. It
limits the amount of intellegence shared between countries.
Battle Sequence
Travel time restrictions apply here.
a) The announcement:
No attack shall be started without properly and accuratly describing what you have mobilized. Before the attack, you
must supply this
information and it
must be approved by the opposing target within 72 hours. If any players contest the attackee's mobilization, a consensus
amongst the players (or a single judge) must be met. So make sure your attack military force is properly described and accuratly deployed.
Try not to over-step too many simultaneous live events. If 2 players are currently in engagement, postpone your announcement to give them their time
in the light. Once the engagement is finished, a new engagement may be announce. If you feel you simply can not postpone an attack, and wish to run
another attack, you may request so via u2u to either a judge or the 2 current fighters.
But no more then 3 simultaneous attacks may be run at a time. This gives the judges the oppurtunity to monitor and judge during the events. If more
then 3 events are in motion, then a judge may become overwhelmed.
Proper way of announcing:
[insert country name] has mobilised [insert entire military capabilities] and is proceeding to attack [CITY location].
This post should be very detailed. A city map of the attack should be reviewed and a direct infiltration and movement should be detailed in
full.
IF THIS INFORMATION IS NOT SUPPLIED, THE ATTACK MAY BE CONTESTED WITHIN 72 HOURS.
If an attack is not properly disclosed, and is contested on a later date, the entire attack and/or victory may be reversed by a judge!
If the battle is reversed at a later day, every resulting battle that is/was affected by this victory/defeat is reversed. It will be as if the
battle, and every resulting battle never happened. You will be given your lost military forces back, and will lose any and all resulting land or
position.
So make sure your attack announcement is properly displayed.
The defending player has 72 hours to either contest the attack announcement, or accept the battle. If the attack is not contested, and the player has
not accepted the battle after the 72 hour time period, the battle may commence.
If a player is effectively outnumbered, he may either a) fight or b) surrender
- Fighting results in loss of military forces on both sides.
- Surrendering results in
limbo of military forces on your side. The POW's will be transported to a city/location of the winner's decision
as due in accordance to the Mobilization rules and timesets.
The 72 hour decision timer is put in place to prevent a player from becoming AWOL. If the player does not reply during the 72 hour timeframe, all
assets and military power will be decided by a judge. The estimation of loss will greatly be against the AWOL player. It will be calculated as if it
were a suprise attack. So if you don't reply, chances are you're going to be wiped up pretty badly unless you have an expendential army in
place.
b) The attack sequence:
1) Phase 1
Attack phase 1 consists of allowing the attacker and defender to properly deploy local troops within the city/location in which the battle will
occur.
We will assume that both sides will be properly mobilized. No surprise attacks allowed.
-Attackee responsibilities
The attackee must supply a proper and understandable placement of troops and forces outside the city. You do not have to supply attacking routes,
just outer city placement.
-Defendee responsibities
After reviewing the attackee's troop placement, you have 48 hours to present a troop layout and city defence placement in accordance to mobilization
accuracy.
2) Attack phase 2
After both teams suscessfully exchange troop positions, the attackee supplies an attack route(s).
A description of troop amount, equipment used, and attack used must be supplied.
c) Engagement Imagination
This is where the engagement takes place. This process can either be communicated via u2u, or in public. But evidence of the attack must be saved
and reviewed by a judge at the end of the event or in the direct cause of a player's contest.
Every attack must be agreed upon. Players will be required to supply troop deaths, equipment lost, and land gained/lost. If a player contests
the amount of loss, a judge may be asked for review/decision.
During the engagement, players will take the reigns. They will agree or disagree on troop loss, equipment loss, and land gained. If the players can
not agree, a judge will make the final decision upon request.
Types of combat engagements:
-Close Combat
-Troop Placement
-Equipment Placement
The type of encounter must be agreed upon by both the attackee and the defendee. If the players cannot agree on a decision, a judge will make the
decision.
The 3 different engagement options allow the players to decide how deeply they wish to engage eachother. It is encouraged that Close Combat
simulations be conducted via u2u and displayed upon completion of combat. (To limit thread spam). Troop placement and Equipment placement may be
broadcast live in the thread. Close combat situations may be requested as a live event if all the players agree.
The use of map systems, such as Google Earth, is strongly advised. Know you city, know you country.
Close Combat
This encounter can either be a (city) street to street simulation or a block to block encounter. Players are encouraged to load maps of the local
city and plan out the attack amongst themselves.
Getting tired, its 4am .. I'll finish/edit this tomarrow
#) Surrender
A surrender must be announce within the 72 hour announcement timeset. No surrender will be accepted after the 72 hour window. The battle will be
considered live, and the request will be rejected.
If a defendee decides to surrender, he loses his entire local military force. Equipment will be added to the attackee's arsenal, and military
personel will be will be transported to a city/location of the winner's decision as due in accordance to the Mobilization rules and timesets.
The POW's can be rescued if a player successfully mounts a local attack on a city where a POW camp is located.
[edit on 12/5/2005 by QuietSoul]
[edit on 12/5/2005 by QuietSoul]