General:
Armies:
Each player has only one army (or one
general however you like to see it).
The army consists of various groups of warriors depending on race.
The size of each group depends on what the player trained.
Defending your kingdom:
At all times your whole army will defend
your kingdom! The defender will not be able to
choose only groups to defend his kingdom!
You have to set a limit to the losses you
are prepared to take when you are attacked. This
will be a percentage of the total health of all
your warriors.
While defending your kingdom, you will
flee from the battle and accept defeat if you lose
more health than you have set. (see above)
Default will be 10% of the HP of your army.
Attacking a kingdom:
When planning a battle the attacker can
select which group of warriors to send to battle.
The attacker can only send the whole troup to
battle.
The attacker can also choose how much of his
army he is prepared to lose in the upcomming battle.
Protection by the Gods:
The Gods does not like battering of the
weak or unfair fights!
The Gods protect players in two ways:
Firstly, a player would only be allowed to
attack someone in a score range of 10k up and down
of him.
Secondly, a kingdom that has lost more than 40%
of its army in 24 hours will be placed under
protection for 24 hours.
A person under protection would not be allowed
to attack or be attacked.
Neither will he be allowed to cast spells or spells be casted on him!
Attributes:
Strength: Damage a warrior can inflict on its target.
Armor: Percentage of the damage a warrior
can absorb without losing health.
Health: Damage a warrior can absorb before dying.
Move speed: Speed at which the warriors can move.
Range: Warriors' ability to attack over a distance.
1 -> Close combat
2-3 -> Short range
4-6 -> Long range
Terrain types:
Right now it would be difficult to incorporate
the terrain types.
Attack types:
Will work on this later, check back at some other time!
The Battle system:
Start of the Battle:
The total number of health for each side is
calculated and stored.
The warriors are lined up at the edge of the battlefield.
The armies start 50 blocks away from each other.
The Turns:
Check who is in range:
Before moving each group will see if there is
an enemy group in range to attack. If so they will
stay stationary, otherwise they will move closer.
Move:
Each group of warriors move closer to the
enemy. There is no center of the battlefield. So if
one player has faster units than the other, the
battle will start more towards the slower player.
Check who is in range again:
Each group check again if any enemy units are in range. If not then the
group will not take part in the next few sections.
Striking
Each group of warriors will attempt to strike all units in their range.
The potential damage is spread out evenly among the targeted units by
number and not size!
Blocking
The total damage dealt to a group will be calculated.
The group will then be able to block a certain percentage of the damage
dealt to them. This percentage is determined by the Armor rating of the group.
Damage Dealing
Damage that was not blocked will be dealt to the group.
The number of deaths in the group are calculated by dividing the total
damage dealt to the group (after blocking) by the Health rating of the group.
The total deaths are subtracted from the group numbers.
If the whole group is dead they will be removed from the list.
Check health of armies:
The total health of each army is determined.
The battle is terminated if one of the players has reached the fleeing
point they have set before hand!
End of the Battle:
The loser is the party who fled first.
If both parties flee after at the end of a turn, the person who lost
the most is the loser, not the person farthest from the target he set!
If the attacker wins he will take the loot he came for, depending on attack type.
Battle Example:
Defender: PshyMorphic
Defender Flee Percentage: 25% losses
Defender Warriors (Name number Str/Arm/Hp/AS/R):
PshyA 300 5/5/5/4/1 (Weak, Fast moving, close range warrior)
PshyB 200 15/10/20/3/2 (Average, Normal speed, short range warrior)
PshyC 100 20/5/15/3/5 (Average, Normal speed, long range warrior)
PshyD 50 30/50/40/2/1 (Strong, Slow moving, short range warrior)
Defender Total Health: (300*5)+(200*20)+(100*15)+(50*40) = 9k Hp
Defender Flee Cutoff: 9k * (1-0.25) = 6750
Attacker: RazM
Attacker Flee Percentage: 30% losses
Attacker Warriors (Name number Str/Arm/Hp/AS/R):
RazMA 400 10/5/5/3/1 (Weak, Normal Speed, Close range warrior)
RazMB 200 10/15/20/3/2 (Average, Normal Speed, Short range warrior)
RazMC 100 20/15/10/3/6 (Average, Normal Speed, Long Range Warrior)
RazMD 75 40/30/30/2/1 (Strong, Slow speed, Close Range Warrior)
Attacker Total Health: (400*5)+(200*20)+(100*10)+(75*30) = 9250
Attacker Flee Cutoff: 9250 * (1-0.3) = 6475
Battle Start.
Line up warriors 50 paces appart. Pshy's Army will move from 0 to 50, while
RazM's army will move from 51 to 1.
Turn 1:
Check who is in range before move
No one so everyone moves closer.
Move Closer
PshyA moves to block 4
PshyB moves to block 3
PshyC moves to block 3
PshyD moves to block 2
RazMA moves to block 48
RazmB moves to block 48
RazMC moves to block 48
RazmD moves to block 49
Check who is in range
No one.
Striking
Blocking
Damage dealing
Check health of armies
Every one is still fine!
Turn 2:
Check who is in range before move
No one yet.
Move Closer
PshyA moves to block 8
PshyB moves to block 6
PshyC moves to block 6
PshyD moves to block 4
RazMA moves to block 45
RazmB moves to block 45
RazMC moves to block 45
RazmD moves to block 47
Check Range
No one yet.
Striking
Blocking
Damage Dealing
Check health of armies
All still fine.
Turn 3:
Check who is in range before move
No one yet
Move Closer
PshyA moves to block 12
PshyB moves to block 9
PshyC moves to block 9
PshyD moves to block 6
RazMA moves to block 42
RazmB moves to block 42
RazMC moves to block 42
RazmD moves to block 45
Check Range
No one.
Striking
Blocking
Damage Dealing
Check health of armies
All still fine.
Turn 4:
Check who is in range before move
No one yet.
Move Closer
PshyA moves to block 16
PshyB moves to block 12
PshyC moves to block 12
PshyD moves to block 8
RazMA moves to block 39
RazmB moves to block 39
RazMC moves to block 39
RazmD moves to block 43
Check Range
No one
Striking
Blocking
Damage Dealing
Check health of armies
All still fine.
Turn 5:
Check who is in range before move
No one yet.
Move Closer
PshyA moves to block 20
PshyB moves to block 15
PshyC moves to block 15
PshyD moves to block 10
RazMA moves to block 36
RazmB moves to block 36
RazMC moves to block 36
RazmD moves to block 41
Check Range
No one
Striking
Blocking
Damage Dealing
Check health of armies
All still fine.
Turn 6:
Check who is in range before move
No one yet.
Move Closer
PshyA moves to block 24
PshyB moves to block 18
PshyC moves to block 18
PshyD moves to block 12
RazMA moves to block 33
RazmB moves to block 33
RazMC moves to block 33
RazmD moves to block 39
Check Range
No one
Striking
Blocking
Damage Dealing
Check health of armies
All still fine.
Turn 7:
Check who is in range before move
No one yet.
Move Closer
PshyA moves to block 28
PshyB moves to block 21
PshyC moves to block 21
PshyD moves to block 14
RazMA moves to block 30
RazmB moves to block 30
RazMC moves to block 30
RazmD moves to block 37
Check Range
PshyA is in RazMB's range
PshyA is in RazMC's range
Striking
RazMB strikes PshyA for 200*10 = 2000 hp
RazMC strikes PshyA for 100*20 = 2000 hp
Blocking
PshyA blocks (4000*5/100) = 200 hp
Damage dealing
PshyA receives 3800 damage, all units die!
Check Health
Pshy's armies total health is now 7500, battle continues!
RazM's army is still at full health.
Turn 8:
Check who is in range before move
No one anymore (PshyA all died)
Move Closer
PshyB moves to block 24
PshyC moves to block 24
PshyD moves to block 16
RazMA moves to block 27
RazmB moves to block 27
RazMC moves to block 27
RazMD moves to block 35
Check Range
RazMA, RazMB and RazMC are in PShyC's range
PshyB and PshyA are in RazMC's range
Striking
PshyC strikes RazMA for 100*20*(400/700) = 1143
PshyC strikes RazMB for 100*20*(200/700) = 571
PshyC strikes RazMB for 100*20*(100/700) = 286
RazMC strikes PshyB for 100*20*(200/300) = 1333
RazMC strikes PshyC for 100*20*(100/300) = 667
Blocking
PshyB blocks (1333*10/100) = 133 hp
PshyC blocks (667*5/100) = 33
RazMA blocks (1143*5/100) = 57
RazMB blocks (571*15/100) = 85
RazMC blocks (286*15/100) = 43
Damage Dealing
PshyB receives 1200, 60 died, 140 left
PshyC receives 634, 42 died, 58 left
RazMA receives 1086, 217 died, 183 left
RazMB receives 486, 24 died, 176 left
RazMC receives 243, 24 died 76 left
Check Health
Pshy's health is 5670, below cutoff, Pshy Flee!
RazM's health is 7445, prepared to continue battle!
Battle end!
Hail King RazM!!!
RazM's victorious army loots Pshy Vault:)
Notes on battle!
Units that are moving faster than the rest of the group can potentially
die a lot quicker like PshyA. This is something the player should manage!
Slow groups could never join the battle in time. Maybe make the distance
between groups shorter!
Range could be a very important factor and should be carefully distributed!
Range should be used in the calculation of the training %.