Well, Canada wont fight the USA, but we dont fight with them, or any of the sorts, we are quite neutral most of the time.
also, he didnt go across the entire pasific like your sugesting, let alone boat all the way there in that little dingy, Its missing info, not needed to be changed, he would have done other things, where the highlighted story ends is when he is in the boat, getting away from the monster that is attacking him.
and the Nuclear Winter, what difference would that make to a Canadian that is far enough north, or to anyone who lives in a cold land?
And as if Australia would be able to deal with the cold, they live in a warm land I think, Canadaians and Rusians alike are more use to the cold that Austrailia.
Your asking for Realism, yet not making much of it yourselves. Ironic?
PS, im not going to give up that easly, its not in my nature.
i beg to differ with your point of view. Not to mention all the treaties you've been signing since WWII... Every single enemy of the United States has nukes pointed at Canada. Its is downright naive to assume otherwise. but its not a big deal. I hear this sort of talk all the time!
and nuclear winter would trigger the next ice age (due to initiate within the next 50-100 years or shorter). the atmosphere would undergo many aerosol transformations and there would be no more canada... just a quarter mile of partially glaciated snow after 200 years
Let me start by saying that this system is NOT A MOD. This Is for mature RP players that wish to use minecraft as a platform for their adventures while relaying mostly on their imaginations.
SMWS is an ideology, its a lot like "whitelisting" or playing with "X" texture pack, it does nothing by it self.
Disclaimer: I don't master the english language so errors will be made that, I promise.
This edition of SMWS is focus on post apocalyptic servers working almost in vanilla state running the 1.3 official update. Also this can be called the "QUICK and EASY GUIDE TO SMWS"
I am in Alpha with this project still , be patient.
THIS what the begging of the CORE RULES BOOK will kind look like.
Note: Inspiration was taken from several different sources. The final product however is a creation of my own.
The basic parts of a battle executed with the SMWS rules.
Factors that MATTER: Players LVL. Terrain. Army size and units. Luck (using a dice). Pictures & forums integration. Action points.
Players: If the server is running MCMMO then that can be used to determined the basic amount of AP (Action points the player gets each turn) If not, every 10 regular minecraft levels the player gets .5 AP. Any number of players can battle at any time. The rules are the same turns are taken clockwise or by rolling a dice. (higher number goes first and so on)
Terrain: It determines the general difficulty of a particular action. High ground provides a positive *bonus* modifier, low ground provides a negative modifier.
Note: Difficulty is determined by the a simple 0-100 scale. 100 being IMPOSSIBLE, 0 being My grandma pawns noobs. Variables, modifiers and bonus will be explained later.
Army size and units: Here is were minecraft really shines. You will have to build your army, gathering resources from the world. This means that from now on things have a reason for existing. When was the last time you had walls so high around your city that it took you 3 days to build and 10.000 Stone blocks? Why would you do it? maybe for looks… sure but that sucks. Now those walls will make it very hard for your enemy to take your town. What if you add water around your walls? or Lava? the harder you work the bigger the bonus. The book on army and units will be released shortly. (that talks about general rules for building , upgrading, and leveling units. Both mobile offensive unites and regular buildings that provide benefits and such)
Luck: This game depends on Serious RP players taking the rules seriously, so if you are playing with a friend you can roll a dice for each other trough Skype or what not. If you are playing agains a stranger A mod will roll the dice for you.
The forums: The battle will take place inside the server, you will place your units, spend your AP (action points), count the blocks, take a picture, post it on the forums and wait. Rinse and repeat. IT TAKES TIME TO WAGE WAR so if you just want to use the amazing minecraft physics engine for crappy pVp then go ahead . This is not for the clicklikecrazy ADD children. Depending on how good your army is and how sharp your strategy you can end a battle in one round or make it last for days. The fun is in the journey.
Basic Rules: I will explain the rules by showing you actual "gameplay". In this scenario Army A has decided to take over one of the outpost from Army B.
First Step, define the terrain The terrain basic size is a 50 block radius around the user that plays as the "Defender". This is how long a basic tank round travel, with no upgrades. Look at the picture the torches show that distance. You will see that the out post is about 50 blocks from the tank and mechanized chariot. http://desmond.image...png&res=landing
Step two, set up the Units. The defender must set up his units each outpost has a basic unit number. Calling for reinforcements takes 9 days if they have to walk , less if you are using transport units (more on that later). This outpost only has 1 ranged soldier. Trough Rp can be determined that the one soldier "alerted" the town or other outposts and they may or may not send reinforcements. TO set up the outpost you must place your soldier (basic soldier is build with 1 pumpkin head and 1 lapis azuli block for body) and a chest with the armor and food for that soldier. if that soldier dies in combat you loose everything in that chest to your enemy. (the ranger for this example has all armor leather a bow and 2 pork chops ) http://desmond.image...png&res=landing http://desmond.image...png&res=landing last but not least , this is the Outpost form player B http://desmond.image...png&res=landing
Attacker: The attacker will have to build the units at the border of the "stage" so 50 blocks from the enemy base or outpost. Mechanize units are EXPENSIVE, we are after all in a post apocalyptic world. Each mechanized CONSUMES power cells. One power cell (diamonds) will power up to 5 units for 10 battles. Each mechanized unit also CONSUMES Rounds, 1 block of iron symbolizes 1 round. The units for this example are 1 tank rank 1 lvl 1 , and a mechanized chariot lvl 1 rank 1. The chariot is built out of 6 or seven wood planks , a couple fences and 2 iron blocks. it also has for this battle a good supply of ammo. (unit special ability each block of iron equals 3 rounds) . The other unit is a tank. The tank is build out of 6 blocks of gold and 12 blocks of iron. It can shoot from 50 blocks with 35%accuracy (unit special ability immune to regular infantry attacks). http://desmond.image...png&res=landing http://desmond.image...png&res=landing http://desmond.image...png&res=landing http://desmond.image...png&res=landing http://desmond.image...png&res=landing
Step tree Flip a coin, choose a number, roll a dice, what ever you need to do to decide who goes first. It's a clear advantage to go first, and some items will give you that advantage but more on that later.
Step four Uncover any ambushes. In this example there are no ambushes. But once the players are ready to start its time to reveal any possible ambushes the defender player has. (this is for now just an ability a defender player has) for this the ambush must of be set up way before hand. So if player B build lets say a trap of lava when he build the outpost, HE MUST HIDE IT, it can not be seen , it has to be actually ****ing hidden . Because the attack can come from anywhere in a 50 block radio, ambushes are hard to set up. It really is a lucky thing. Maybe the terrain could help a little if your outpost is at the top of a mountain but in most regular biomes , seting up ambushes won't be all that easy. An ambush can end a battle before it even begins. If the ambush is a huge lava hole that swallows the attacking player the defender doesn't get any of the enemy items and they are just lost forever. If the ambush is something else , then the attacking player may start with damage units or maybe even no rounds at all. (more on ambushes later) Note: airplanes avoid ambushes, they are lunch from "base" and use different rules but more on that later.
Step five Combat begins. For this example player A will begins the attack. Player A has 5 action points because he is lvl 40 in regular minecraft LVL , we know this because he will post a picture of that in the forums. He decides to attack with the tank from where the tank sits, so it only costs 1 action point. Chance of hitting the target 35% difficulty of the action based on terrain and weather… "average" … total difficulty of the dice roll 75.
Player A decides to burn a second action point to roll an extra dice, the best dice will be the winner of that ONE ACTION. The player could also just shoot another round but then again that takes more resources. The player A is good friend with player B they trust each other so player B will roll dice for player A . The first roll is 54 the second roll 77. This means that the attack fell in "range 1" average damage. The objective was the outpost door (determined before hand) because the door is dual iron door it has 200 life, regular tank round damage 50 , roll was "average damage" so the doors are at 150 life. Over all life of the outpost (based on size and shape and material each building holds different HP) 1000 - 50 = 950
It doesn't matter if the tank is very close or very far. The power is determined by the round and the tank , so distance in this case increases just the chance of hitting the target.
Player A still has 3 AP left so he moves his mechanized chariot to 20 blocks, that usually costs 1 AP and has a difficulty of 15 on leveled ground , but to be sure it happens as he is planning player A uses 2 AP(low difficulty actions avoid rolling or using enough AP based on a chart) , with 1 AP left He "saves it" for later . Each saved AP rolls over for half its value. So next turn player A will have 5.5 AP.
Step six Counter attack. The defending player now has a chance to do … very little, he only has 1 ranged soldier that has 100 life his best shot will be to take cover and wait to kill the driver of the mechanized chariot ( mechanized units must have at least 1 NPC driving it , so the attacking player needs a chest for each NPC with each NPC armor and food)
Player B only has 3.5 action points because he is a new player only lvl 12 that is mainly focused on trading but has double-cross a raider (player A) by selling him false information. Player B has a great base and he is quite rich by now even tho his is a new player , but his outposts are rather poorly defended. Player B decides to use 2 AP to dig "simple trench" that provides 65% coverage. Now player B will dig a hole for his soldier and put him in there. Then he rolls over his last AP.
Step 7 Player A does the same thing again and gets similar results. The door is now at 100 life and the outpost at 900. He has consumed 2 rounds from the tank (one last turn one this tune) but only used 1 AP this time. He now moves the MC (mechanized chariot) closer to Player B Ranger , 20 blocks closer (only uses 1 Ap and rolls a 20 so the "movement" happens with no problems). The MC has a maximum attack range of 12 blocks so he can attack the Ranger. Player A has 3.5 Ap left and decides to use "basic machine-gun fire" to neutralize the Ranger soldier. The Ranger armor gives him 20% coverage plus the trench gives him 65% , because both units are lvl 1 rank 1 (3 rank per lvl) they don't have "special counter movements" or "special rounds" or anything special so the modifiers are very simple. the difficulty for this action is 35 based on the distance (really close = avg dif.) plus 85% from damage reduction. SO player B roles 3 dices (for player A, whom uses 3 ap), Player A decided to go "all in". The higher dice will be the winner. (special abilities achieved later in the game do things like "dice don't cancel each other but now you add all the numbers, etc" ). The highest roll is 92. This is a GREAT ROLL , it falls in category II , damage is multiplied (categories are determined by how far from the difficulty lvl you got, so if difficulty is 35 every 20 points you rank up a category, very hard actions will cap at category I ) Regular machine-gun damage is 35 * rank II (for good dice roll) = 70 . now remember , DAMAGE REDUCTION WAS 85% . SO 75 * .85 = 59.9 The Ranger is now at 100 - 59.9 = 40.5 HP ( that's a basic wound modifier , gets higher as you get closer to 0 life ) Player A has no more turns.
Step 8 Player B is quite done really So he calls of the battle , surrenders , and doesn't loose any PLAYER LIFE , just the outpost and the materials and the one soldier that now is a SLAVE, that can be traded or used a soldier. Players have PLAYER LIFE . In our server death is permanent, meaning you LOOSE EVERYTHING. so is a good thing at times to take it easy and admit defeat. Lets say player B wanted to fight it trough, great dice rolls could of help him and maybe holding the outpost till reinforcements arrived would of saved him to. But he didn't care for that one place and soldier. But If he wanted to fight to the end player B has 2 options:
OPTION 1 : loose 5 PLAYER LIFE HP (if he looses the battle, Ranger died outpost is burned), a player has 20 HP in total , so he can last 4 regular battles with out healing himself (having a hospital in your town heals you faster between battles) OPTION 2 : call a HERO. A HERO is a player and they are as good as the character at that moment. SO if Player B has diamond armor and sword he can join the battlefield at any point calling a HERO, it takes every single AP the player has so at times is wise to do it not. But as a last "hail mary pass" it may save you. Heroes use half the AP , have twice the life and the modifiers depend on their levels, can move twice as long and can damage mechanized units, and even sabotage them. Based on "home resources" so if your home base has a lab, a research centre , a library and a scholar employed (another real player! ) you may have enough knlolodge to sabotage a tank or a turret or what not.
Step 9 Player A takes the loot and the prisioners, the tank and the MC get 1 rank, and unlock new abilities, (all in the book of units) so now the tank is LVL 1 tank 2 , so is the MC (mechanized chariot). Because everything is in the forums, there are records of battles and events that will prove that next time the player X comes in with a tank lvl 3 rank 3 , HE or SHE actually has that tank and what not. Player B looses no PL (player life) but has lost some terrain and it may be time to re thing strategies.
Done with the example!
SMWS goes a lot further than just battle. If you wish to be neutral and never fight you can build an sell units from the book of units, scout areas and look for hidden traps, then sell that info, trade slaves or write books and sell them as blue prints. (players are encourage to create their own units, that must be pre approved by the SMWS designated manager or admins) it adds, intensity, economics, RP warfare and so much depth to an other wise, regular Minecraft server.
This is the BETA OF SMWS project so please comment away, if you are just a **** with nothing good to say then keep it to yourself. This is only meant to be used by those that wish to experience a more intense minecraft experience.
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The pictures didn't work for some reason, so just click on the links to see what it looks like . The books will be added to the main Server forum. Along side with the events and what not. There is a major even on page 30 I think , maybe 31 , everything is getting lost so TJ is the "unofficial server web page" the one we should start using??
A very good start! and what a great idea to have for our server!
a couple change suggestions: rounds should be produced in mass (just like a factory). 1 gold ingot, 20 iron ingot ingots and 2 gunpowder per 10 rounds or whatever. also, it should take 40 blocks of iron per tank (not the actual physical representation, just the purchase. tanks should be a rarity and i can gather 108 iron ingots a day easily) we could have inventory lists managed by a few central admins that inspect changes. changes take place during set intervals (to be discussed). we could define the dimensions of a tank (or any destructive vehicle so we have set ways to build them in battle). then subtract the resources it takes to represent them in battle from the entire cost of the vehicle. ex: it may take 25 blocks to represent but 40 to build, so you would pay 15 to the admin plus the gold cost (depending on your empire's production costs)
I have several bits to add. We should probably start by defining terms ranging from empire classification to technology trees and such. The dimensions i list may seem daunting, but to be an empire it should take weeks of well rounded work. and the server is HUGE It should be realistic, and conquering i believe should take a long time. an empire should start with growing its food. then population, then expansion, then resources, then technology. every empire should be self sustained
example list:
unseen citizenry: the masses of the wastes. 15 citizens can be added weekly per player (maybe more but we should cap it somewhere)
soldiers: employed by the city or empire. 1 professional soldier per 5 citizens allowed (modified by total citizenry)
militia: special ability but will decrease morale (maybe one empire does not suffer decreased morale for militia). allows half the population in the area of battle to be converted into soldiers temporarily, but these soldiers can gain from no training bonuses and suffer a 20% battle efficiency (to be discussed)
scouts: used to scout, and spy, foremost recruitment of unseen citizenry
technology tree: a list of technologies discovered by the empire
production costs: cost to produce technology
energy: created from a power cell, redstone, or battery generator used in production or transmission (electric grids are too impossible to define
railway: transportation used to modify transit of anything. raider modifier present (to be yet discussed)
road: transportation pathway for units that modify transit. raider modifier also present
Morale modifier: any modifier that increases performance in battle or production.
food: any food animal or plant used for consumption. plant consumption gives no morale bonus. meat supplementation gives a 15% morale boost if no morale modifiers are present beyond a sewer system. 10% boost in conjunction with any morale modifier
Empire, any collection of: 2 large cities, 5 medium cities, or 7 small cities; or any combination of 120 houses or more. a single city state suffers a 50% loss in trade, research speed, and morale
villager: any craftsman from farmer to bartender not employed by a military force.
irradiated cattle: capable of producing 1 bucket of milk per day while healthy, no milk if not healthy. cannot be slaughtered for gain beyond the farmer if not healthy.
House: any building with rooms specified for living. needs a place to prepare and store food, and a room to sleep. must be logical size for number of occupants. contains an oven, bed, and 1 chest per occupant. contains any number of morale boosters.
Homestead: any collection of two or less houses, 15 food plots per villager, No walls or towers.
Animal farm: any collection of a house, 2 barns (feed and machinery for one, animals for the other), and 40 plots of wheat per healthy cattle. 30 plots per unhealthy cattle. three healthy cattle are needed for meat production (produces meat for 5 soldiers per cattle per year), needs a water source and a fenced range. the range must be 400 square blocks at first, with an extra 20 per animal after the first 4. anything smaller and the animals will be deemed unhealthy; resulting in no positive food for anyone but the farmer.
barracks: quarters for soldiers. may have morale modifiers. kitchen, mess hall, and meeting room needed. minimum soldier number is to keep city safe from raiders.
sewer system: any underground drainage system with hook+ups to each building in any location, must have a sinkhole 50 blocks deep or 50 blocks from any farms if 25 blocks deep or less. must be 8 blocks per villager in any layout. causes positive morale. an admin woul be needed to verify
public restrooms: sanitation is a must! even wild animals know to poop away from their food and water! this must be any building designed with you in mind 25 blocks from a settlement and 40 from any patch of workable land. no morale bonus
Village: any collection of 4 or more houses, 15 food plots per villager, and a water source. no walls or towers
Fortified village: a village with 10-19 houses, 15 food plots per villager, 20 per stationed soldier, a tavern, and any combination of defensive measures. public restrooms outside city walls or sewer system required.
Small city: 20-34 houses, same food and entertainment requirements as fortified village, barracks needed (15 soldier minimum) large public water source, public restrooms outside city walls or a sewer system needed.
medium city: 35-49 houses, double the entertainment standards of a city or will suffer morale loss. no one will live there if there is no single entertainment area. walls and a barracks needed (25 soldier minimum) sewer system required
large city: 50+ houses after 60 houses triple entertainment standards needed. extra large public water source needed. sewer system required. walls and a barracks are needed (35 soldier minimum).
i have a lot more to type but i think some feedback is needed at this point.
okay so after talking to loki i have decided to research some programming (i am already learning C so why not java!). I want to make ways to craft real radios, make new friggen AI, new monsters, guns, lasers etc... stuff like that. a more complicated system would benefit our server and give us an edge. why go to all this trouble? because im laid off and have nothing better to do until i get a new job or my old one back. also, i would love to see this server go somewhere. i will report back with my findings!
The feed back is that you just been recruited to work with me and who ever else has great ideas and a good deal of patience to figure this whole thing out.
I will email you my Skype, so we can chat in real time and get immediate feedback.
Whoa. That seems very detailed (I got to about Step 4 before I TL;DR'd) an pretty awesome, but it also seems very complicated. A little simplification would do wonders IMO; all those damage modifiers, for instance. That said, it nice work! I can't say I'll use it myself, but still.
Rollback Post to RevisionRollBack
Christianity in a nutshell: We have all sinned, so we deserve eternity in hell. But God (God the Father, God the Son, and the Holy Spirit) loved us so much he sent His Son to die for us, to take the punishment meant for us. All we need to do is accept it, and we have heaven headed our way.
Whoa. That seems very detailed (I got to about Step 4 before I TL;DR'd) an pretty awesome, but it also seems very complicated. A little simplification would do wonders IMO; all those damage modifiers, for instance. That said, it nice work! I can't say I'll use it myself, but still.
It will be a very simple system very hard to master. Me and a few others are working on it and no, it won't be for everyone. Some people will only take part on the intense trading and driving economy that such a system will bring to the server and some people will stagy completely on the side lines. And both scenarios are ok. The Idea is that SMWS will give to those than want to have really different experience the opportunity to have it.
A lot is changing and fast and I hope to have a working system by the time the official webpage goes live.
Great skin really, the story not so much. Give your paragraphs better format. Make it easier to read and work on the details, it looks like a first draft. Its Australia doesn't have beaches right now, we are playing on a tundra like scenario. It may be one very small very far away plot of sand but nowhere that you or character could be right now.
Great you are in. I liked the story, the skin was modified correctly and you are the first mutant we have XD
Welcome to the wastelands
Status : ACCEPTED
Awesome! Am I completely alone, or are there certain mobs who are mostly passive to me. I really hope I am not 100%, COMPLETELY alone where each mob is aggro on me. Even other Mutants ( ).
I also hope that it is okay that I used the "Miners Need Cool Shoes" Armory and a pre-made skin (along with Paint.NET to darken the pre-made skin. The Hoodie and Pants are both from the armory).
One more, when the Original Post says " If you die, that sucks, you’re dead. You CANNOT come back and you must make a new character, which means making a new bio, 2 paragraphs, and getting a new skin. Until you do say hello to the banhammer." Does that mean you can keep making apps until you get perma-banned, or you make so many apps before you are banned for good?
You are alone as the first official "mutant" faction member, zombies will attack you like they attack any other player.
The skin that I saw was ok, it was black mostly. I don't care were it came from.
RP death is permanent. And you will be "ban" from using that character. A few character already died because they either RP battle to death or they wanted to create new , more interesting character. Perma ban is for dangerous players, dicks and awful Rp'ers. Not for players that just died Rp'ing.
Good to have with us.
If you are looking for "benefits" on being a mutant , read more about SMWS on page 30 , is the new RP battle system OPTIONAL for those that wish to use it
cheersLOKI. Can you make the section in the official forums for SMWS ?? I have people working on it already and we want to put all that info somewhere.
How about a "Features" Page instead? Then once you sign up i'll just mod you. BTW, webs doesn't like Gmail
Wait i don't get it. Can i write on the features page? the forum was just so the people working with me can put all the info in once place and we don't over load this forum with that stuff I mean , I can just start a new post under general and that would be fine , but I thought Specific "sub forum" would give us the possibility of having the "battles " (future battles that is ) in order . So in the SWMS sub forum you post your battle , and then we mod that (we is me and the other ppl working on this project ) Do you see what I mean? does it make sense ? maybe I am not explaining good enough . I wrote all day today Im tired , lol
so I feel a tad bit akward saying his on the forums, but frankly i've had no luck on the server. I'll just go right out and say it: I want to have an in-game, rp, on the server child. I already have a subject to be the child, BUT (!) can not find anyone willing and wanting to be the father.
1: this is highly serious. for the sake of rp please be mature about it.
2: I have guidelines and morals. Frankly im not just gonna give first come, first serve... (BE MATURE PEOPLE)
3: please do not quote and comment and tear up the forums. if you are intersted, pm me with the following informaion.
real age:
real first name:
minecraft account name:
Minecraft account name:xoutnoob10
Country of Residence and Time Zone:what you mean
Do you have any experience roleplaying?idk
Why are you applying?i want to try it out
Have you ever been banned and if so why?no
Do you agree with the rules?yes
Will you destroy/steal/grief admin created structures?no
Will you use Last Days texture pack?i cant use tex packs
In Character (ICi dont know what to on this just apply it
Name:
Faction (Optional):
How old is your character:
How does your character act?
Does your character have any family or close friends?
Is your character educated (Read and write)?
Does your character have any special skills or proficiencies?
Does your character have any weaknesses?
Does your character hate or fear anything?
Your character’s story so far (At LEAST 5 paragraphs):
Provide an example of a role-play situation with some dialog (At least 2 paragraphs):
Describe what your character looks like and provide a picture of the skin:
I believe I can predict the future on that one....
Rollback Post to RevisionRollBack
Christianity in a nutshell: We have all sinned, so we deserve eternity in hell. But God (God the Father, God the Son, and the Holy Spirit) loved us so much he sent His Son to die for us, to take the punishment meant for us. All we need to do is accept it, and we have heaven headed our way.
scratch the unearthly blue stripes at the bottom of you pants and it looks pretty solid!. i like that we have a mutant app
dude... !!!
Dude XD that was from 3 years ago , when I USED to play that game XD 6 likes so far, is a hit !
http://en.wikipedia....da#21st_century
i beg to differ with your point of view. Not to mention all the treaties you've been signing since WWII... Every single enemy of the United States has nukes pointed at Canada. Its is downright naive to assume otherwise. but its not a big deal. I hear this sort of talk all the time!
and nuclear winter would trigger the next ice age (due to initiate within the next 50-100 years or shorter). the atmosphere would undergo many aerosol transformations and there would be no more canada... just a quarter mile of partially glaciated snow after 200 years
Let me start by saying that this system is NOT A MOD. This Is for mature RP players that wish to use minecraft as a platform for their adventures while relaying mostly on their imaginations.
SMWS is an ideology, its a lot like "whitelisting" or playing with "X" texture pack, it does nothing by it self.
Disclaimer: I don't master the english language so errors will be made that, I promise.
This edition of SMWS is focus on post apocalyptic servers working almost in vanilla state running the 1.3 official update. Also this can be called the "QUICK and EASY GUIDE TO SMWS"
I am in Alpha with this project still , be patient.
THIS what the begging of the CORE RULES BOOK will kind look like.
Note: Inspiration was taken from several different sources. The final product however is a creation of my own.
The basic parts of a battle executed with the SMWS rules.
Factors that MATTER:
Players LVL.
Terrain.
Army size and units.
Luck (using a dice).
Pictures & forums integration.
Action points.
Players: If the server is running MCMMO then that can be used to determined the basic amount of AP (Action points the player gets each turn) If not, every 10 regular minecraft levels the player gets .5 AP. Any number of players can battle at any time. The rules are the same turns are taken clockwise or by rolling a dice. (higher number goes first and so on)
Terrain: It determines the general difficulty of a particular action. High ground provides a positive *bonus* modifier, low ground provides a negative modifier.
Note: Difficulty is determined by the a simple 0-100 scale. 100 being IMPOSSIBLE, 0 being My grandma pawns noobs. Variables, modifiers and bonus will be explained later.
Army size and units: Here is were minecraft really shines. You will have to build your army, gathering resources from the world. This means that from now on things have a reason for existing. When was the last time you had walls so high around your city that it took you 3 days to build and 10.000 Stone blocks? Why would you do it? maybe for looks… sure but that sucks. Now those walls will make it very hard for your enemy to take your town. What if you add water around your walls? or Lava? the harder you work the bigger the bonus. The book on army and units will be released shortly. (that talks about general rules for building , upgrading, and leveling units. Both mobile offensive unites and regular buildings that provide benefits and such)
Luck: This game depends on Serious RP players taking the rules seriously, so if you are playing with a friend you can roll a dice for each other trough Skype or what not. If you are playing agains a stranger A mod will roll the dice for you.
The forums: The battle will take place inside the server, you will place your units, spend your AP (action points), count the blocks, take a picture, post it on the forums and wait. Rinse and repeat. IT TAKES TIME TO WAGE WAR so if you just want to use the amazing minecraft physics engine for crappy pVp then go ahead . This is not for the clicklikecrazy ADD children. Depending on how good your army is and how sharp your strategy you can end a battle in one round or make it last for days. The fun is in the journey.
Basic Rules: I will explain the rules by showing you actual "gameplay". In this scenario Army A has decided to take over one of the outpost from Army B.
First Step, define the terrain
The terrain basic size is a 50 block radius around the user that plays as the "Defender". This is how long a basic tank round travel, with no upgrades. Look at the picture the torches show that distance.
You will see that the out post is about 50 blocks from the tank and mechanized chariot.
http://desmond.image...png&res=landing
Step two, set up the Units.
The defender must set up his units each outpost has a basic unit number. Calling for reinforcements takes 9 days if they have to walk , less if you are using transport units (more on that later). This outpost only has 1 ranged soldier. Trough Rp can be determined that the one soldier "alerted" the town or other outposts and they may or may not send reinforcements. TO set up the outpost you must place your soldier (basic soldier is build with 1 pumpkin head and 1 lapis azuli block for body) and a chest with the armor and food for that soldier. if that soldier dies in combat you loose everything in that chest to your enemy. (the ranger for this example has all armor leather a bow and 2 pork chops )
http://desmond.image...png&res=landing
http://desmond.image...png&res=landing
last but not least , this is the Outpost form player B
http://desmond.image...png&res=landing
Attacker: The attacker will have to build the units at the border of the "stage" so 50 blocks from the enemy base or outpost. Mechanize units are EXPENSIVE, we are after all in a post apocalyptic world. Each mechanized CONSUMES power cells. One power cell (diamonds) will power up to 5 units for 10 battles. Each mechanized unit also CONSUMES Rounds, 1 block of iron symbolizes 1 round. The units for this example are 1 tank rank 1 lvl 1 , and a mechanized chariot lvl 1 rank 1. The chariot is built out of 6 or seven wood planks , a couple fences and 2 iron blocks. it also has for this battle a good supply of ammo. (unit special ability each block of iron equals 3 rounds) . The other unit is a tank. The tank is build out of 6 blocks of gold and 12 blocks of iron. It can shoot from 50 blocks with 35%accuracy (unit special ability immune to regular infantry attacks).
http://desmond.image...png&res=landing
http://desmond.image...png&res=landing
http://desmond.image...png&res=landing
http://desmond.image...png&res=landing
http://desmond.image...png&res=landing
Step tree
Flip a coin, choose a number, roll a dice, what ever you need to do to decide who goes first. It's a clear advantage to go first, and some items will give you that advantage but more on that later.
Step four
Uncover any ambushes. In this example there are no ambushes. But once the players are ready to start its time to reveal any possible ambushes the defender player has. (this is for now just an ability a defender player has) for this the ambush must of be set up way before hand. So if player B build lets say a trap of lava when he build the outpost, HE MUST HIDE IT, it can not be seen , it has to be actually ****ing hidden . Because the attack can come from anywhere in a 50 block radio, ambushes are hard to set up. It really is a lucky thing. Maybe the terrain could help a little if your outpost is at the top of a mountain but in most regular biomes , seting up ambushes won't be all that easy.
An ambush can end a battle before it even begins. If the ambush is a huge lava hole that swallows the attacking player the defender doesn't get any of the enemy items and they are just lost forever. If the ambush is something else , then the attacking player may start with damage units or maybe even no rounds at all. (more on ambushes later)
Note: airplanes avoid ambushes, they are lunch from "base" and use different rules but more on that later.
Step five
Combat begins.
For this example player A will begins the attack. Player A has 5 action points because he is lvl 40 in regular minecraft LVL , we know this because he will post a picture of that in the forums. He decides to attack with the tank from where the tank sits, so it only costs 1 action point. Chance of hitting the target 35% difficulty of the action based on terrain and weather… "average" … total difficulty of the dice roll 75.
Player A decides to burn a second action point to roll an extra dice, the best dice will be the winner of that ONE ACTION. The player could also just shoot another round but then again that takes more resources. The player A is good friend with player B they trust each other so player B will roll dice for player A . The first roll is 54 the second roll 77. This means that the attack fell in "range 1" average damage. The objective was the outpost door (determined before hand) because the door is dual iron door it has 200 life, regular tank round damage 50 , roll was "average damage" so the doors are at 150 life. Over all life of the outpost (based on size and shape and material each building holds different HP) 1000 - 50 = 950
It doesn't matter if the tank is very close or very far. The power is determined by the round and the tank , so distance in this case increases just the chance of hitting the target.
Player A still has 3 AP left so he moves his mechanized chariot to 20 blocks, that usually costs 1 AP and has a difficulty of 15 on leveled ground , but to be sure it happens as he is planning player A uses 2 AP(low difficulty actions avoid rolling or using enough AP based on a chart) , with 1 AP left He "saves it" for later . Each saved AP rolls over for half its value. So next turn player A will have 5.5 AP.
Step six
Counter attack.
The defending player now has a chance to do … very little, he only has 1 ranged soldier that has 100 life his best shot will be to take cover and wait to kill the driver of the mechanized chariot ( mechanized units must have at least 1 NPC driving it , so the attacking player needs a chest for each NPC with each NPC armor and food)
Player B only has 3.5 action points because he is a new player only lvl 12 that is mainly focused on trading but has double-cross a raider (player A) by selling him false information. Player B has a great base and he is quite rich by now even tho his is a new player , but his outposts are rather poorly defended. Player B decides to use 2 AP to dig "simple trench" that provides 65% coverage. Now player B will dig a hole for his soldier and put him in there. Then he rolls over his last AP.
Step 7
Player A does the same thing again and gets similar results. The door is now at 100 life and the outpost at 900. He has consumed 2 rounds from the tank (one last turn one this tune) but only used 1 AP this time. He now moves the MC (mechanized chariot) closer to Player B Ranger , 20 blocks closer (only uses 1 Ap and rolls a 20 so the "movement" happens with no problems). The MC has a maximum attack range of 12 blocks so he can attack the Ranger. Player A has 3.5 Ap left and decides to use "basic machine-gun fire" to neutralize the Ranger soldier.
The Ranger armor gives him 20% coverage plus the trench gives him 65% , because both units are lvl 1 rank 1 (3 rank per lvl) they don't have "special counter movements" or "special rounds" or anything special so the modifiers are very simple. the difficulty for this action is 35 based on the distance (really close = avg dif.) plus 85% from damage reduction. SO player B roles 3 dices (for player A, whom uses 3 ap), Player A decided to go "all in". The higher dice will be the winner. (special abilities achieved later in the game do things like "dice don't cancel each other but now you add all the numbers, etc" ).
The highest roll is 92. This is a GREAT ROLL , it falls in category II , damage is multiplied (categories are determined by how far from the difficulty lvl you got, so if difficulty is 35 every 20 points you rank up a category, very hard actions will cap at category I ) Regular machine-gun damage is 35 * rank II (for good dice roll) = 70 . now remember , DAMAGE REDUCTION WAS 85% . SO 75 * .85 = 59.9 The Ranger is now at 100 - 59.9 = 40.5 HP ( that's a basic wound modifier , gets higher as you get closer to 0 life )
Player A has no more turns.
Step 8
Player B is quite done really So he calls of the battle , surrenders , and doesn't loose any PLAYER LIFE , just the outpost and the materials and the one soldier that now is a SLAVE, that can be traded or used a soldier. Players have PLAYER LIFE . In our server death is permanent, meaning you LOOSE EVERYTHING. so is a good thing at times to take it easy and admit defeat.
Lets say player B wanted to fight it trough, great dice rolls could of help him and maybe holding the outpost till reinforcements arrived would of saved him to. But he didn't care for that one place and soldier. But If he wanted to fight to the end player B has 2 options:
OPTION 1 : loose 5 PLAYER LIFE HP (if he looses the battle, Ranger died outpost is burned), a player has 20 HP in total , so he can last 4 regular battles with out healing himself (having a hospital in your town heals you faster between battles)
OPTION 2 : call a HERO. A HERO is a player and they are as good as the character at that moment. SO if Player B has diamond armor and sword he can join the battlefield at any point calling a HERO, it takes every single AP the player has so at times is wise to do it not. But as a last "hail mary pass" it may save you. Heroes use half the AP , have twice the life and the modifiers depend on their levels, can move twice as long and can damage mechanized units, and even sabotage them. Based on "home resources" so if your home base has a lab, a research centre , a library and a scholar employed (another real player! ) you may have enough knlolodge to sabotage a tank or a turret or what not.
Step 9
Player A takes the loot and the prisioners, the tank and the MC get 1 rank, and unlock new abilities, (all in the book of units) so now the tank is LVL 1 tank 2 , so is the MC (mechanized chariot).
Because everything is in the forums, there are records of battles and events that will prove that next time the player X comes in with a tank lvl 3 rank 3 , HE or SHE actually has that tank and what not.
Player B looses no PL (player life) but has lost some terrain and it may be time to re thing strategies.
Done with the example!
SMWS goes a lot further than just battle. If you wish to be neutral and never fight you can build an sell units from the book of units, scout areas and look for hidden traps, then sell that info, trade slaves or write books and sell them as blue prints. (players are encourage to create their own units, that must be pre approved by the SMWS designated manager or admins) it adds, intensity, economics, RP warfare and so much depth to an other wise, regular Minecraft server.
This is the BETA OF SMWS project so please comment away, if you are just a **** with nothing good to say then keep it to yourself. This is only meant to be used by those that wish to experience a more intense minecraft experience.
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The pictures didn't work for some reason, so just click on the links to see what it looks like . The books will be added to the main Server forum. Along side with the events and what not. There is a major even on page 30 I think , maybe 31 , everything is getting lost so TJ is the "unofficial server web page" the one we should start using??
Cheers
a couple change suggestions: rounds should be produced in mass (just like a factory). 1 gold ingot, 20 iron ingot ingots and 2 gunpowder per 10 rounds or whatever. also, it should take 40 blocks of iron per tank (not the actual physical representation, just the purchase. tanks should be a rarity and i can gather 108 iron ingots a day easily) we could have inventory lists managed by a few central admins that inspect changes. changes take place during set intervals (to be discussed). we could define the dimensions of a tank (or any destructive vehicle so we have set ways to build them in battle). then subtract the resources it takes to represent them in battle from the entire cost of the vehicle. ex: it may take 25 blocks to represent but 40 to build, so you would pay 15 to the admin plus the gold cost (depending on your empire's production costs)
I have several bits to add. We should probably start by defining terms ranging from empire classification to technology trees and such. The dimensions i list may seem daunting, but to be an empire it should take weeks of well rounded work. and the server is HUGE It should be realistic, and conquering i believe should take a long time. an empire should start with growing its food. then population, then expansion, then resources, then technology. every empire should be self sustained
example list:
unseen citizenry: the masses of the wastes. 15 citizens can be added weekly per player (maybe more but we should cap it somewhere)
soldiers: employed by the city or empire. 1 professional soldier per 5 citizens allowed (modified by total citizenry)
militia: special ability but will decrease morale (maybe one empire does not suffer decreased morale for militia). allows half the population in the area of battle to be converted into soldiers temporarily, but these soldiers can gain from no training bonuses and suffer a 20% battle efficiency (to be discussed)
scouts: used to scout, and spy, foremost recruitment of unseen citizenry
technology tree: a list of technologies discovered by the empire
production costs: cost to produce technology
energy: created from a power cell, redstone, or battery generator used in production or transmission (electric grids are too impossible to define
railway: transportation used to modify transit of anything. raider modifier present (to be yet discussed)
road: transportation pathway for units that modify transit. raider modifier also present
Morale modifier: any modifier that increases performance in battle or production.
food: any food animal or plant used for consumption. plant consumption gives no morale bonus. meat supplementation gives a 15% morale boost if no morale modifiers are present beyond a sewer system. 10% boost in conjunction with any morale modifier
Empire, any collection of: 2 large cities, 5 medium cities, or 7 small cities; or any combination of 120 houses or more. a single city state suffers a 50% loss in trade, research speed, and morale
villager: any craftsman from farmer to bartender not employed by a military force.
irradiated cattle: capable of producing 1 bucket of milk per day while healthy, no milk if not healthy. cannot be slaughtered for gain beyond the farmer if not healthy.
House: any building with rooms specified for living. needs a place to prepare and store food, and a room to sleep. must be logical size for number of occupants. contains an oven, bed, and 1 chest per occupant. contains any number of morale boosters.
Homestead: any collection of two or less houses, 15 food plots per villager, No walls or towers.
Animal farm: any collection of a house, 2 barns (feed and machinery for one, animals for the other), and 40 plots of wheat per healthy cattle. 30 plots per unhealthy cattle. three healthy cattle are needed for meat production (produces meat for 5 soldiers per cattle per year), needs a water source and a fenced range. the range must be 400 square blocks at first, with an extra 20 per animal after the first 4. anything smaller and the animals will be deemed unhealthy; resulting in no positive food for anyone but the farmer.
barracks: quarters for soldiers. may have morale modifiers. kitchen, mess hall, and meeting room needed. minimum soldier number is to keep city safe from raiders.
sewer system: any underground drainage system with hook+ups to each building in any location, must have a sinkhole 50 blocks deep or 50 blocks from any farms if 25 blocks deep or less. must be 8 blocks per villager in any layout. causes positive morale. an admin woul be needed to verify
public restrooms: sanitation is a must! even wild animals know to poop away from their food and water! this must be any building designed with you in mind 25 blocks from a settlement and 40 from any patch of workable land. no morale bonus
Village: any collection of 4 or more houses, 15 food plots per villager, and a water source. no walls or towers
Fortified village: a village with 10-19 houses, 15 food plots per villager, 20 per stationed soldier, a tavern, and any combination of defensive measures. public restrooms outside city walls or sewer system required.
Small city: 20-34 houses, same food and entertainment requirements as fortified village, barracks needed (15 soldier minimum) large public water source, public restrooms outside city walls or a sewer system needed.
medium city: 35-49 houses, double the entertainment standards of a city or will suffer morale loss. no one will live there if there is no single entertainment area. walls and a barracks needed (25 soldier minimum) sewer system required
large city: 50+ houses after 60 houses triple entertainment standards needed. extra large public water source needed. sewer system required. walls and a barracks are needed (35 soldier minimum).
i have a lot more to type but i think some feedback is needed at this point.
Done. Wait... are other mutants I find going to be what Minecraft would normally call "Zombies", or am I a loner both ways?
The feed back is that you just been recruited to work with me and who ever else has great ideas and a good deal of patience to figure this whole thing out.
I will email you my Skype, so we can chat in real time and get immediate feedback.
great work
Whoa. That seems very detailed (I got to about Step 4 before I TL;DR'd) an pretty awesome, but it also seems very complicated. A little simplification would do wonders IMO; all those damage modifiers, for instance. That said, it nice work! I can't say I'll use it myself, but still.
It will be a very simple system very hard to master. Me and a few others are working on it and no, it won't be for everyone. Some people will only take part on the intense trading and driving economy that such a system will bring to the server and some people will stagy completely on the side lines. And both scenarios are ok. The Idea is that SMWS will give to those than want to have really different experience the opportunity to have it.
A lot is changing and fast and I hope to have a working system by the time the official webpage goes live.
Cheers.
Great skin really, the story not so much. Give your paragraphs better format. Make it easier to read and work on the details, it looks like a first draft. Its Australia doesn't have beaches right now, we are playing on a tundra like scenario. It may be one very small very far away plot of sand but nowhere that you or character could be right now.
Status : PENDING
Great you are in. I liked the story, the skin was modified correctly and you are the first mutant we have XD
Welcome to the wastelands
Status : ACCEPTED
Awesome! Am I completely alone, or are there certain mobs who are mostly passive to me. I really hope I am not 100%, COMPLETELY alone where each mob is aggro on me. Even other Mutants ( ).
I also hope that it is okay that I used the "Miners Need Cool Shoes" Armory and a pre-made skin (along with Paint.NET to darken the pre-made skin. The Hoodie and Pants are both from the armory).
One more, when the Original Post says " If you die, that sucks, you’re dead. You CANNOT come back and you must make a new character, which means making a new bio, 2 paragraphs, and getting a new skin. Until you do say hello to the banhammer." Does that mean you can keep making apps until you get perma-banned, or you make so many apps before you are banned for good?
Probably will end up coming on soon.
You are alone as the first official "mutant" faction member, zombies will attack you like they attack any other player.
The skin that I saw was ok, it was black mostly. I don't care were it came from.
RP death is permanent. And you will be "ban" from using that character. A few character already died because they either RP battle to death or they wanted to create new , more interesting character. Perma ban is for dangerous players, dicks and awful Rp'ers. Not for players that just died Rp'ing.
Good to have with us.
If you are looking for "benefits" on being a mutant , read more about SMWS on page 30 , is the new RP battle system OPTIONAL for those that wish to use it
cheersLOKI. Can you make the section in the official forums for SMWS ?? I have people working on it already and we want to put all that info somewhere.
Thanks I know you swamp with your other project!
Cheers
Also, players may attack you on sight :l
How about a "Features" Page instead? Then once you sign up i'll just mod you. BTW, webs doesn't like Gmail
And yeah, HELLA SWAMPED.
Wait i don't get it. Can i write on the features page? the forum was just so the people working with me can put all the info in once place and we don't over load this forum with that stuff I mean , I can just start a new post under general and that would be fine , but I thought Specific "sub forum" would give us the possibility of having the "battles " (future battles that is ) in order . So in the SWMS sub forum you post your battle , and then we mod that (we is me and the other ppl working on this project ) Do you see what I mean? does it make sense ? maybe I am not explaining good enough . I wrote all day today Im tired , lol
1: this is highly serious. for the sake of rp please be mature about it.
2: I have guidelines and morals. Frankly im not just gonna give first come, first serve... (BE MATURE PEOPLE)
3: please do not quote and comment and tear up the forums. if you are intersted, pm me with the following informaion.
real age:
real first name:
minecraft account name:
Characters name:
Characters age:
Characters personality:
Characters strengths and weaknesses:
Characters faction:
Characters job/income?:
Characters skills:
please send all that if you are interested. please reply with ALL of the info above. not sure what else to put so, yeah. pm me.
Country of Residence and Time Zone:what you mean
Do you have any experience roleplaying?idk
Why are you applying?i want to try it out
Have you ever been banned and if so why?no
Do you agree with the rules?yes
Will you destroy/steal/grief admin created structures?no
Will you use Last Days texture pack?i cant use tex packs
In Character (ICi dont know what to on this just apply it
Name:
Faction (Optional):
How old is your character:
How does your character act?
Does your character have any family or close friends?
Is your character educated (Read and write)?
Does your character have any special skills or proficiencies?
Does your character have any weaknesses?
Does your character hate or fear anything?
Your character’s story so far (At LEAST 5 paragraphs):
Provide an example of a role-play situation with some dialog (At least 2 paragraphs):
Describe what your character looks like and provide a picture of the skin: