Confrontation
FOG: Footsteps of Ghosts :: In Character :: Advanced Role-Playing :: Advanced Out of Character Discussion :: Archived Advanced OoC Topics
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Confrontation
Confrontation
Confrontation is a new style of pbp roleplaying where players make strategic decisions in real time that effect the game in various ways. This is not my first time to set-up and master one of these roleplays, so don't worry, you're in good hands.
The following set of game-play instructions are long and confusing, but if you have any questions, then please post here or PM me directly. I will be happy to dampen anything that you having trouble understanding.
Objective
The objective of Confrontation is simple...defeat all enemy players on the seven continents of the world. The world is not like earth; so the continents are different, but instead of having names, they are just dubbed C1-C7 (to keep things simple). Players set up bases on continents and build strike forces to destroy enemy bases and defend their own. The game will require dice to play. Forumotion has this availability, we just need to talk to the admins to activate it. For now, just sit back and read the instructions.
Base Construction
Base construction is a key element in playing Confrontation. Bases provide you with Ground Control (GC) and give you the ability to create Strike Forces (SF). The more bases a player has on the map, the harder it is for them to be defeated.
To construct a base, you must have at least 1,000 Credits in the bank (the economy will be explained later ) and at least one Strike Force (see Strike Forces). Base construction is considered a Move. Moves are made after each Turn (after all players are finished making their moves). You can construct an infinite number of bases, as long as you have the necessary credits to build them. Whenever you build a base, it should be labeled with a number for future identification and Strike Force Certification (SFC).
Strike Forces
Strike Forces are another primary element for gameplay success. You cannot attack other players without them, so their importance is obvious. Strike forces are constructed at bases and require 200 Credits per force. Only one SF may be constructed per base per turn. This means that if you build a SF at Base 1 on during Turn 4, then you cannot construct another SF at Base 1 until Turn 5. However, you may construct a SF at Base 2 at the same time you constructing a SF at Base 1. Thus, another base building strategy comes into light. The more bases you have in the world, the faster you can build up your SFs.
When you construct a SF, then it is identified by which base you built it from and which strike force it is among the entirety you have. This identified by a hyphenated number. If you constructed your third overall SF at Base 2, then that SF is identified as so:
3-2
The first number is the overall SF number (the third SF to be created by the player). The second number is the Base ID that it was constructed at (the second base constructed by the player).
Why is this important? Because if you lose a base...then every SF created at that base is also lost. So if Base 2 is destroyed by the enemy, then SF 3 is also destroyed because it was constructed at Base 2. Sucks doesn't it? This ensures a balance between Bases and SFs, so there isn't a giant power surge between bases and strike forces.
Another element of SFs is the fact that they are used to construct bases. To build a base, you must have at least one SF that is not occupied already with a Move. Using a Strike Force to construct a base counts as a Move (as previously stated in the Base Construction brief).
Tiers
Tier pretty much means "level". In Controntation, your bases and SFs can upgrade from Tier 1 (the initial tier) to Tier 2 (the top tier). Tier level determines how many die cubes a player can use in battles. If you have a Tier 2 base, then you may use two dice in defending. If you have a Tier 2 SF, then you may use two dice when attacking. Can you guess how many dice you're allow for Tier 1 bases and SFs?That's right, only one die.
Upgrading from Tier 1 to Tier 2 requires 1,000 Credits for both bases and SFs.
Attacking and Defending
Now for the part you've all been waiting for...how to really play Confrontation.
Attacking...
Attacking requires the use of the Dice system. To attack an enemy they must have a base on the same continent as you. If you are on C2 and your enemy is on C3, then you cannot attack them until you move your Strike Force to C3 (moving SFs will be explained later).
To attack an opponent, you must roll your dice with a post detailing which Strike Force is attacking which enemy base (use the identification numbers...that's why they're there). The defender (the player you are attacking) must then roll their own dice (UPON THEIR MOVE, not immediately after the attacking player posts). Unlike how the game Risk does it, the victor is determined in the blink of an eye. The greater roll, obviously, determines the victor. If the defender rolls a 3 and the attacker rolls a 5, then the base is destroyed and the SF remains on the map. However, let's say that the rolls are flopped, to where the defender rolls the 5 and the attacker rolls the 3. If this is true, then the attacker loses his SF and the base remains on the map.
Strategy Tip: To ensure your attack is successful, then upgrade your attacking SF to Tier 2 so that you may use two dice and increase your probability of rolling a high number.
Defending...
Defending was pretty much explained above, but here's a few strategy tips to keep in mind:
1. Be sure you've upgraded your defending base to Tier 2. If you are lucky enough to make you move after your enemy decides to move to attack you, then upgrading to Tier 2 should be your highest priority.
2. Activate a defensive a Strategic Structure to defend your base and temporarily allow you access to two dice, or (as an alternative) restrict your opponent to only using one die. If you have not constructed a Strategic Structure, then do so immediately to ensure future defenses (or attacks for that matter) may be more successful.
Strategic Structures
Strategic Stuctures (SS) are ways to greatly enhance either your SFs, your GC, or just blow a hole in the enemy all together. There are three SS that you may build. Only one of each my be constructed per player.
Force Field Generator (Defensive) [5,000 Credits] - This SS allows your targeted bases to use Tier 2 dice rolls (two dice) when they are attacked. This SS is a permanent until the attack move on your targeted base is over with. You may use this SS as many times as you wish (as with all the SS) but requires a recharge time of 4 Turns after the effected Turn has passed (also as with all the SS).
Special Strike Deployment (Defensive) [6,000 Credits] - This SS allows you to temporarily downgrade an enemy SF to Tier 1 from Tier 2. This will come in handy if an enemy SF is about to attack you and you have time to react. The SS wears off after the effected Turn.
Super Weapon (Offensive) [10,000 Credits] - The design, make, model, and color scheme of this bad ass bad boy is up to you. Whether or not you choose for your Super Weapon to be a nuclear bomb, or a zombie invasion is completely under the jurisdiction of your imagination. The result of using the Super Weapon SS is the total and utter destruction/decimation/annihilation/devouring/bafflement of one enemy base. As with the other Strategic Structures, your Super Weapon requires a recharge time of 4 Turns after the effected Turn has passed.
To construct a SS, just select the base that you wish for it to be positioned at and deduct the necessary Credits from your bank. If the base holding your SS is destroyed, then....bye-bye SS.
Credits
The economy of the game is simple. You gain an additional 500 Credits per Turn. For each Base that you destroy you gain 1,500 Credits. To victor go the spoils, right?
Just keep track of your spending by announcing your remaining Credits at the bottom of your posts (after deducting any spending from the Moves made in that post).
Diplomacy
Keep your friends close, but your enemies closer.
Though hat saying sounds cool to hear, it has nothing to do with this next section. I just thought it'd be cool to type. *cough*
You can choose to ally with other players but there are restrictions when doing so. Once you ally, you are considered ONE player, thus you share the same Credits and Strategic Structures (which puts a damper on how many you may build). HOWEVER, each of you are allowed to make your own moves, so long as it does not involve the following:
- Constructing a SF with a base already constructing a SF in the same Turn.
Activation of a SS that has already been activated in that Turn.
Moving or using a Strike Force to construct a base when the SF in question has already been issued a Move order.
Moving Strike Forces
Moving a Strike Force is only necessary when you want to attempt to occupy or invade another continent. To do so, just say your moving a particular SF from, let's say, C3 to C4. This counts as a Move. When the Turn changes then your SF will arrive on the designated continent. You can only move SFs to continents adjacent to the one they are currently positioned on.
Strategy Tip: You should move more than one Strike Force (preferably constructed from different bases) to detour/thwart a possible SS activation used in prevention of your SFs attacking bases. SFs won't be able to do anything else until they arrive on the continent after the move order. Moving more than one SF at the same time ensures that one is always at full Tier level (in case of a Special Strike Deployment), or alive (in case of a Super Weapon strike against a SFs home base).
To post your Move orders, etc., just simply describe to us what it is that you're doing. I honestly don't care at the moment for a specific chart of actions, so long as you are attentive to what has happened and what's about to happen, and that your post is clear, concise, and easily defines what it is that you are doing.
Epic skirmishes between players may be reenacted in an actual roleplay later if you wish. I'd love to be apart of that. In fact, I may do my own reenactments based off of the events that happen in this game (if it gains enough interest).
Finally, feel free to being posting your thoughts or suggestions for game improvement. I'll get in touch with onenitedrive or Fate Foretold about the Dice System after I get some sleep.
Good night!
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FOG: Footsteps of Ghosts :: In Character :: Advanced Role-Playing :: Advanced Out of Character Discussion :: Archived Advanced OoC Topics
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