Post by Petey P on Oct 18, 2007 15:48:47 GMT -5
I've scrapped the Nintendo Idea, Cause afterall people are signing up to Play Mushroom Kingdom wars. Some of the ideas were scrapped to save over complicating things.
1) BE REALISTIC. If you have a powerful enough army, you can destroy another army easily! If you attack with a volcanic eruption, methinks the enemy will die!
===
ARMY PLAYER RULES
===
2) You may start out with up to 5,000 troops, and further advance to, but not surpass an army limit of 200,000. Armies may only be recruited through a realistic way (i.e. Taming Yoshis, Paying Hammer Bros, and planting Pirahna plants, etc.).
3) One day in-game is 6 hours out-of-game.
4) You are allowed to gain 500 units every game day (2,000 every real day). However, you do not have to post every game day. If you do not post, you may make up all the troops that would have arrived between your latest log and the current one. Therefore, if you do not make a log for 48 hours, you are allowed to gain 4,000 units in your next log. However, if you make a log but do not add troops to it, that is too bad.
4a) Armies are entitled to 'Uber Units' however these are hard to come by and you may only have 1 'type' of troop that can be uber at anyone time. Do not let the title of 'Uber' mislead you, these are strength of only 5 or 6 troops. To obtain these a 30 day project must be completed to obtain them, you can gain them as normal, but not surpassing 10,000 of them.
5) You may only control up to two (2) sets of "main character(s)" at the start, known as your General (Main Leader) and a Captain (Side-leader). From then on, every ten thousand troops after the ten thousand troops mark is breached will allow one extra captain, with up to captains maximum. (There is only one of the 'main' characters)
5a) Generals can be defined as "major or unique characters." Regardless of what rank you give to a major/unique character, said character must still be counted as a general. The same rule applies for "companions" as well.
5b) If you have gained your generals in a legal fashion, then you need not get rid of them, even if losses in battle or some other situation reduce your troop amount to below the amount necessary to originally gain that general.
5c) Creative choices for generals are encouraged. However, any sign of giving “godly” powers to a general will be seen as an invitation to the War Mod allowing him to take away the god-general AND one other general of the War Mod’s choice. If your idea of a new general is questionable, please consult the War Mod before deciding. The exceptions to this rule are ‘Hero’ characters, outlined in rule 6.
6) One ‘Hero’ character is allowed per player. This unit may transcend normal limits, and is much more difficult to kill. These characters can take down swaths of troops without much fear and is only easy to conquer by great numbers or another Hero. They may also make use of technology that other troops cannot, such as Frog Suits or FLUDD. They are not invincible, however, and should not be treated as such.
6a) Alternatively, players may choose to create several ‘Champions’, lesser heroes without powers as great as heroes, but considerably higher than normal units. Their power decreases the more you have, with the limit being ten.
6b) Heroes and Champions do not count among General and troop limits.
6c) When a Hero dies, the player may not gain another for twenty out of game days. For Champions, the time is ten days.
6d) In order to gain a hero/champions, you must set out on a in-game quest. This quest can be anything you wish, from gathering certain materials to assassinating a certain character. However, the quest you wish to take up must be approved by the war-mod before beginning it. At the end of the quest, you may begin building your hero/champions. You may also do a 100 day Project.
Timing will be used for building structures, researching technologies, and other appropriate events such as rituals. When any of these are completed, state what they do, and how it can be destroyed. That is out-of-game knowledge, until figured out in-game.
6e) Project lengths very, generally uber projects are frowned upon, but should you wish to complete one, then It will have to be described in full before initiating the project.
6F) All other projects may go ahead, and it is up to the war mod and/or users to pick up on any god modding potential.
===
All
===
7) The only place people may have a base is on the Mushroom Seas. This is a fictional Sea and you must create an Island., this can be anything theme you want from a Huanted Isle to a buzzing space age metropolis. You may have as many bases as you wish, provided it is reasonable, regardless of whether you have a general there or not. However, remember that spreading troops thin is a bad idea and leads to easily being conquered. If you have an idea of where to put a base when no area is available, give a suggestion, and if it's okay with the War-mod, then it goes.
7b) Islands regardless of wether your an army, mercenary or Bandit Groups can attract civillians. You Gain 1000 Civillians every week, so staying longer can encourage more profitable benefits.
0 Villagers- Your Base is an encampment
2000 Villagers- Your base is a Hamlet
5000- Your Base is a village
7000- Your Base is a Town
9000- Your Base is a City
12000- Your base is fort
15000- Your base is a Keep
17000- Your base is a Castle
20000- Your Base is a Fortress
23000- Your base is a Kingdom
27000- Your Base is a Empire
Armies, mercs and Bandit Groups are entitled to civillians and gains 1000 each week, Civillians can be killed in battle to demote your status, and are fully non-combatant. They do not count among troop count in Armies or Bandit Groups.
Benefits of turning your Island into an Empire are:-
Armies-
May gain 300 troops a Day, If troop cap already reached. Then 9 Days of every 40 Days worth of projects.
Bandit Groups-
The option to have one Super Hero (Legend) and demote other four to Champions becomes available. OR Two heroes can dual weild Legendary weapons
Mercenaries-
Allows duel weidl of legendary Items, and the option to attack an Uber Defence/Attack to transport method.
7c) Being on a sea, transport obviously is needed. Here is the general Criteria.
Small Rowboats, Bi-planes, Water Walkers etc- 25 Days
Large Boats, Zepplins and Hover Tanks etc- 40 Days
Airships, Submarines, Galleons- 60 Days
Create-A-Transport- 75 Days (To prevent Uberising)
8) Battles are not timed, but turn based. You make an action, and wait for a response. In an attack or defending situation, the war moderator will determine casualties. Numbers will be realistic, i.e. 1,000 Hammer Bros could destroy a fort that has only 100 Goomba with little to no casualties.
8a) To prevent being attacked when away from your Home Island(s) all classes may make base defences to help protect their growing populace. Things such as Walls, Gates, Pitfalls and Cameras are fine and don't need much research, More deadly defences take a longer amount of time such as Turrets etcetera. Any queries, ask the War Moderator.
8b) In the event that someone who is attacked does not respond within seventy-two hours, that person automatically loses the battle. The attacker, in turn, suffers minimal casualties.
9) To make this less of an argument, no troop transformations, such as those from Flowers or Mushrooms, will be allowed. Transformations and character merges that appear within the Mario series are allowed
10) Read ALL posts that you haven't yet before posting, so you know what is happening. Keep messages that go between allies between allies. You can't intercept messages easily, if at all.
11) Post in a logbook form. Say what you did that day. For battles, you may make several posts a day saying what you did in battle.
12) If you are banned, any continued posts other than those contesting the ban except when noted otherwise will be marked for Disruptive Posting.
13) Having multiple armies under multiple accounts will result in an automatic ban. NO EXCEPTIONS. In other words, if you have multiple accounts, they must all be in charge of the same army and you must also inform us.
14) Respect the war moderator He exercises arbitrary power, and may state exceptions to the rules if the situation is appropriate.
15) If a war mod is found incompetent/unfair, a vote will be taken by users that meet these requirements:
15a) Have participated in at least one previous topic.
15b) Are at least user level 20.
15c) Have at least 1 unit.
15d) Have not previously been declared banned or defeated by the war mod.
The war mod will be stripped of his powers, and a replacement will be found immediately.
18) No War Mod may make any changes to Rules unless his changes are approved by an official vote.
19) Random events are often given out by the war moderator. Every player receives an equal amount, unless there is a reason that the war moderator does not believe a certain player should receive an event(such as questions over whether or not their most recent move actually happened, hence affecting many things about what could happen in an event to them). These events are not to be too drastic (such as an entire base collapsing without a suitable reason, volcano rising underneath someone’s base, etc.), yet may be effective enough to create notable change.
20) You must post everything you're working on in your logs.
21) When you post in your log, it is not public knowledge. When you send a letter, it cannot be intercepted easily. Point is, just because someone has it in their logs for all to see, it doesn't mean that you can act as though your character knows it. For example, if someone is plotting to betray you behind your back, you can't act as though you know it.
22) No arguing. This wastes space on the board. Whatever the War-mod says, goes.
23) To keep it the game as easy as possible, please leave as many out of Mario characters or influences outside the topic as possible.
24) When posting projects in your logs, keep in mind that the top limit for active projects at any one time is four. This keeps it fair so that one person doesn't have 25 projects going at once to build up his army quickly. However, feel free to keep completed projects up, so we can see that you have them.
25) You may only have 3 allies total.
26) before you can go on a quest, you must have been here for at least a real-time week.
===
Bandit Group Rules
===
27) Bandit Groups are group of 5 characters. These can be unique and/or Original characters, baring the Mario theme in mind.
27a) Their hero status is not standard, 80 Days quest per Hero or a week long quest is acceptable to gain their Hero Status.
28) Bandit May wield 'Legendary Items' 1 each, these can unique yet fair powers. To make up for less Numbers.
28a) This Item may not be stolen, and dissapears upon the Bandits Death.
29) Bandits can have 5000 Elite (Not Uber Units) along side them.
29a) No additional troops can be gained in anyway. However Civillians will still come to inhabit the Bandits Home Island every week.
30) Bandits, can make No Technology aside from Armour Upgrades, or Magic Updates. They may however make War Transport as described in Rules 7C.
===
Mercenary
===
31) Mercenaries travel alone, doing knock-off jobs for armies for their survival.
32) Mercenaries can wield Legendary Items also.
33) Mercenaries to make up for being alone can obtain Super Hero status, which is the strength of 3 Heroes, which is huge.
34) They can Join Wars bit it's reccomended to try and blend in with an army to avoid being isolated.
35) Mercenaries can Also a have a single seater personal Uber Transport method, instead of the ones outlined in rules 7c.
36) No troops at all Can be gained, aside from 10,000 Elite Units. Also civillians come to Island as per normal.
==
37) Remember, Be fair, Do not god-mod and try to keep Mario-orientated or related.
28) Have fun.
1) BE REALISTIC. If you have a powerful enough army, you can destroy another army easily! If you attack with a volcanic eruption, methinks the enemy will die!
===
ARMY PLAYER RULES
===
2) You may start out with up to 5,000 troops, and further advance to, but not surpass an army limit of 200,000. Armies may only be recruited through a realistic way (i.e. Taming Yoshis, Paying Hammer Bros, and planting Pirahna plants, etc.).
3) One day in-game is 6 hours out-of-game.
4) You are allowed to gain 500 units every game day (2,000 every real day). However, you do not have to post every game day. If you do not post, you may make up all the troops that would have arrived between your latest log and the current one. Therefore, if you do not make a log for 48 hours, you are allowed to gain 4,000 units in your next log. However, if you make a log but do not add troops to it, that is too bad.
4a) Armies are entitled to 'Uber Units' however these are hard to come by and you may only have 1 'type' of troop that can be uber at anyone time. Do not let the title of 'Uber' mislead you, these are strength of only 5 or 6 troops. To obtain these a 30 day project must be completed to obtain them, you can gain them as normal, but not surpassing 10,000 of them.
5) You may only control up to two (2) sets of "main character(s)" at the start, known as your General (Main Leader) and a Captain (Side-leader). From then on, every ten thousand troops after the ten thousand troops mark is breached will allow one extra captain, with up to captains maximum. (There is only one of the 'main' characters)
5a) Generals can be defined as "major or unique characters." Regardless of what rank you give to a major/unique character, said character must still be counted as a general. The same rule applies for "companions" as well.
5b) If you have gained your generals in a legal fashion, then you need not get rid of them, even if losses in battle or some other situation reduce your troop amount to below the amount necessary to originally gain that general.
5c) Creative choices for generals are encouraged. However, any sign of giving “godly” powers to a general will be seen as an invitation to the War Mod allowing him to take away the god-general AND one other general of the War Mod’s choice. If your idea of a new general is questionable, please consult the War Mod before deciding. The exceptions to this rule are ‘Hero’ characters, outlined in rule 6.
6) One ‘Hero’ character is allowed per player. This unit may transcend normal limits, and is much more difficult to kill. These characters can take down swaths of troops without much fear and is only easy to conquer by great numbers or another Hero. They may also make use of technology that other troops cannot, such as Frog Suits or FLUDD. They are not invincible, however, and should not be treated as such.
6a) Alternatively, players may choose to create several ‘Champions’, lesser heroes without powers as great as heroes, but considerably higher than normal units. Their power decreases the more you have, with the limit being ten.
6b) Heroes and Champions do not count among General and troop limits.
6c) When a Hero dies, the player may not gain another for twenty out of game days. For Champions, the time is ten days.
6d) In order to gain a hero/champions, you must set out on a in-game quest. This quest can be anything you wish, from gathering certain materials to assassinating a certain character. However, the quest you wish to take up must be approved by the war-mod before beginning it. At the end of the quest, you may begin building your hero/champions. You may also do a 100 day Project.
Timing will be used for building structures, researching technologies, and other appropriate events such as rituals. When any of these are completed, state what they do, and how it can be destroyed. That is out-of-game knowledge, until figured out in-game.
6e) Project lengths very, generally uber projects are frowned upon, but should you wish to complete one, then It will have to be described in full before initiating the project.
6F) All other projects may go ahead, and it is up to the war mod and/or users to pick up on any god modding potential.
===
All
===
7) The only place people may have a base is on the Mushroom Seas. This is a fictional Sea and you must create an Island., this can be anything theme you want from a Huanted Isle to a buzzing space age metropolis. You may have as many bases as you wish, provided it is reasonable, regardless of whether you have a general there or not. However, remember that spreading troops thin is a bad idea and leads to easily being conquered. If you have an idea of where to put a base when no area is available, give a suggestion, and if it's okay with the War-mod, then it goes.
7b) Islands regardless of wether your an army, mercenary or Bandit Groups can attract civillians. You Gain 1000 Civillians every week, so staying longer can encourage more profitable benefits.
0 Villagers- Your Base is an encampment
2000 Villagers- Your base is a Hamlet
5000- Your Base is a village
7000- Your Base is a Town
9000- Your Base is a City
12000- Your base is fort
15000- Your base is a Keep
17000- Your base is a Castle
20000- Your Base is a Fortress
23000- Your base is a Kingdom
27000- Your Base is a Empire
Armies, mercs and Bandit Groups are entitled to civillians and gains 1000 each week, Civillians can be killed in battle to demote your status, and are fully non-combatant. They do not count among troop count in Armies or Bandit Groups.
Benefits of turning your Island into an Empire are:-
Armies-
May gain 300 troops a Day, If troop cap already reached. Then 9 Days of every 40 Days worth of projects.
Bandit Groups-
The option to have one Super Hero (Legend) and demote other four to Champions becomes available. OR Two heroes can dual weild Legendary weapons
Mercenaries-
Allows duel weidl of legendary Items, and the option to attack an Uber Defence/Attack to transport method.
7c) Being on a sea, transport obviously is needed. Here is the general Criteria.
Small Rowboats, Bi-planes, Water Walkers etc- 25 Days
Large Boats, Zepplins and Hover Tanks etc- 40 Days
Airships, Submarines, Galleons- 60 Days
Create-A-Transport- 75 Days (To prevent Uberising)
8) Battles are not timed, but turn based. You make an action, and wait for a response. In an attack or defending situation, the war moderator will determine casualties. Numbers will be realistic, i.e. 1,000 Hammer Bros could destroy a fort that has only 100 Goomba with little to no casualties.
8a) To prevent being attacked when away from your Home Island(s) all classes may make base defences to help protect their growing populace. Things such as Walls, Gates, Pitfalls and Cameras are fine and don't need much research, More deadly defences take a longer amount of time such as Turrets etcetera. Any queries, ask the War Moderator.
8b) In the event that someone who is attacked does not respond within seventy-two hours, that person automatically loses the battle. The attacker, in turn, suffers minimal casualties.
9) To make this less of an argument, no troop transformations, such as those from Flowers or Mushrooms, will be allowed. Transformations and character merges that appear within the Mario series are allowed
10) Read ALL posts that you haven't yet before posting, so you know what is happening. Keep messages that go between allies between allies. You can't intercept messages easily, if at all.
11) Post in a logbook form. Say what you did that day. For battles, you may make several posts a day saying what you did in battle.
12) If you are banned, any continued posts other than those contesting the ban except when noted otherwise will be marked for Disruptive Posting.
13) Having multiple armies under multiple accounts will result in an automatic ban. NO EXCEPTIONS. In other words, if you have multiple accounts, they must all be in charge of the same army and you must also inform us.
14) Respect the war moderator He exercises arbitrary power, and may state exceptions to the rules if the situation is appropriate.
15) If a war mod is found incompetent/unfair, a vote will be taken by users that meet these requirements:
15a) Have participated in at least one previous topic.
15b) Are at least user level 20.
15c) Have at least 1 unit.
15d) Have not previously been declared banned or defeated by the war mod.
The war mod will be stripped of his powers, and a replacement will be found immediately.
18) No War Mod may make any changes to Rules unless his changes are approved by an official vote.
19) Random events are often given out by the war moderator. Every player receives an equal amount, unless there is a reason that the war moderator does not believe a certain player should receive an event(such as questions over whether or not their most recent move actually happened, hence affecting many things about what could happen in an event to them). These events are not to be too drastic (such as an entire base collapsing without a suitable reason, volcano rising underneath someone’s base, etc.), yet may be effective enough to create notable change.
20) You must post everything you're working on in your logs.
21) When you post in your log, it is not public knowledge. When you send a letter, it cannot be intercepted easily. Point is, just because someone has it in their logs for all to see, it doesn't mean that you can act as though your character knows it. For example, if someone is plotting to betray you behind your back, you can't act as though you know it.
22) No arguing. This wastes space on the board. Whatever the War-mod says, goes.
23) To keep it the game as easy as possible, please leave as many out of Mario characters or influences outside the topic as possible.
24) When posting projects in your logs, keep in mind that the top limit for active projects at any one time is four. This keeps it fair so that one person doesn't have 25 projects going at once to build up his army quickly. However, feel free to keep completed projects up, so we can see that you have them.
25) You may only have 3 allies total.
26) before you can go on a quest, you must have been here for at least a real-time week.
===
Bandit Group Rules
===
27) Bandit Groups are group of 5 characters. These can be unique and/or Original characters, baring the Mario theme in mind.
27a) Their hero status is not standard, 80 Days quest per Hero or a week long quest is acceptable to gain their Hero Status.
28) Bandit May wield 'Legendary Items' 1 each, these can unique yet fair powers. To make up for less Numbers.
28a) This Item may not be stolen, and dissapears upon the Bandits Death.
29) Bandits can have 5000 Elite (Not Uber Units) along side them.
29a) No additional troops can be gained in anyway. However Civillians will still come to inhabit the Bandits Home Island every week.
30) Bandits, can make No Technology aside from Armour Upgrades, or Magic Updates. They may however make War Transport as described in Rules 7C.
===
Mercenary
===
31) Mercenaries travel alone, doing knock-off jobs for armies for their survival.
32) Mercenaries can wield Legendary Items also.
33) Mercenaries to make up for being alone can obtain Super Hero status, which is the strength of 3 Heroes, which is huge.
34) They can Join Wars bit it's reccomended to try and blend in with an army to avoid being isolated.
35) Mercenaries can Also a have a single seater personal Uber Transport method, instead of the ones outlined in rules 7c.
36) No troops at all Can be gained, aside from 10,000 Elite Units. Also civillians come to Island as per normal.
==
37) Remember, Be fair, Do not god-mod and try to keep Mario-orientated or related.
28) Have fun.