Post by Katdoral on Apr 18, 2013 15:21:10 GMT -5
Propositions:
As it is now:
Unit Type
Total Melee
Total Missile
Total Hits
total Move
Total Morale
Defense
Missile Defense
Charging Melee Bonus
Advanced Trainings:
Melee
Missile
Defense
Morale
Specializations:
Berserk
Scout
Shield Formation
Toughness
Experience Level:
Green
Standard
Veteran
Armor Type:
None
Light
Medium
Heavy
Muster Cost
Maint. Cost
Changes Proposed:
Remove most of these stats, as they are somewhat unnecessary under the new system, and replace with the following:
Unit Type:
Archer 4 VP
Artillerist 7 VP
Cavelry 5 VP
Infantry 2 VP
Irregular 1 VP
Pikemen 3 VP
Unit Size: Is the actual number of individuals in any given unit. VP's = total individuals divided by 12, rounded down.
Unit Magic: Describes the number of magic items used within that unit. There are 5 catagories for this. 1) None. 2) Any of significance. (+1 VP) 3) 2% of soldiers have magic items. (+2 VP) 4) 3% of soldiers have magic items. (+3 VP) 5) 11% of soldiers have magic items. (+5 VP)
Equipment Quality: The quality of non-magical items a unit is outfitted with. There are 3 catagories. 1) Poor. (-2 VP) 2) Average. (+/- 0 VP) 3) Masterwork. (+2 VP)
Unit experience: This is a number between 1 and 20, 1 being the lowest level and 20 being the highest. (VP = current experience)
Unit Discipline: The level of discipline within the unit, there are 4 catagories. 1) Mob. (-2 VP) 2) Trained. (+/- 0 VP) 3) Disciplined. (+1 VP) 4) Highly Disciplined. (+2 VP)
Unit Armor Class: There are 6 catagories. 1) <9. (-2 VP) 2) 10 to 12. (+/- 0 VP) 3) 13 to 15. (+1 VP) 4) 16 to 18. (+2 VP) 5) 19 to 21. (+3 VP) 6) 22 and above. (+4 VP)
Unit Base Attack: There are 7 catagories. 1) 1 to 3. (+1 VP) 2) 4 to 7. (+2 VP) 3) 8 to 11. (+3 VP) 4) 12 to 14. (+4 VP) 5) 15 to 19. (+5 VP) 6) 20 to 25. (+6 VP) 7) 26 and above. (+8 VP)
Average Movement: There are 6 catagories. 1) <10. (-3 VP) 2) 10'. (-2 VP) 3) 20'. (-1 VP) 4) 30'. (+/- 0 VP) 5) 40'. (+1 VP) 6) 50'. (+2 VP)
Leadership: The level of competence of captains, lieutants, and other command staff. There are 7 catagories. 1) 3 to 9. (-2 VP) 2) 10 to 11. (+/- 0 VP) 3) 12 to 13. (+1 VP) 4) 14 to 15. (+2 VP) 5) 16 to 17. (+3 VP) 6) 18 to 19. (+4 VP) 7) 20 and above. (+5 VP)
Victory Points: Victory points are the measure by which we determine how effective any unit is. The higher this number, the more effective it is overall. One simply needs to add up all of the above. The system allows for easy tracking of additional modifiers not covered above.
Muster Cost: The muster cost of a unit is it's desired Total Victory Points multiplied by 222 (In gold pieces)
Maint. Cost: This is the part I'm sure everyone will love. The maint. cost is simply the muster cost divided by 25, rounded down. Which means, in most situations the main. cost will be much lower then it is currently.
Muster Time: This number represents how long it will take for any unit, either at initial muster or due to training, will take to complete. It is determined by dividing the muster cost by 1000, rounding down, to represent the number of turns. In the case of training, simply subtract the current muster from the expected new muster due to the training, and then calculate time.
I've been working on this while at the hospital with my mom, so feel free to bring up any concerns or questions you may have.
As it is now:
Unit Type
Total Melee
Total Missile
Total Hits
total Move
Total Morale
Defense
Missile Defense
Charging Melee Bonus
Advanced Trainings:
Melee
Missile
Defense
Morale
Specializations:
Berserk
Scout
Shield Formation
Toughness
Experience Level:
Green
Standard
Veteran
Armor Type:
None
Light
Medium
Heavy
Muster Cost
Maint. Cost
Changes Proposed:
Remove most of these stats, as they are somewhat unnecessary under the new system, and replace with the following:
Unit Type:
Archer 4 VP
Artillerist 7 VP
Cavelry 5 VP
Infantry 2 VP
Irregular 1 VP
Pikemen 3 VP
Unit Size: Is the actual number of individuals in any given unit. VP's = total individuals divided by 12, rounded down.
Unit Magic: Describes the number of magic items used within that unit. There are 5 catagories for this. 1) None. 2) Any of significance. (+1 VP) 3) 2% of soldiers have magic items. (+2 VP) 4) 3% of soldiers have magic items. (+3 VP) 5) 11% of soldiers have magic items. (+5 VP)
Equipment Quality: The quality of non-magical items a unit is outfitted with. There are 3 catagories. 1) Poor. (-2 VP) 2) Average. (+/- 0 VP) 3) Masterwork. (+2 VP)
Unit experience: This is a number between 1 and 20, 1 being the lowest level and 20 being the highest. (VP = current experience)
Unit Discipline: The level of discipline within the unit, there are 4 catagories. 1) Mob. (-2 VP) 2) Trained. (+/- 0 VP) 3) Disciplined. (+1 VP) 4) Highly Disciplined. (+2 VP)
Unit Armor Class: There are 6 catagories. 1) <9. (-2 VP) 2) 10 to 12. (+/- 0 VP) 3) 13 to 15. (+1 VP) 4) 16 to 18. (+2 VP) 5) 19 to 21. (+3 VP) 6) 22 and above. (+4 VP)
Unit Base Attack: There are 7 catagories. 1) 1 to 3. (+1 VP) 2) 4 to 7. (+2 VP) 3) 8 to 11. (+3 VP) 4) 12 to 14. (+4 VP) 5) 15 to 19. (+5 VP) 6) 20 to 25. (+6 VP) 7) 26 and above. (+8 VP)
Average Movement: There are 6 catagories. 1) <10. (-3 VP) 2) 10'. (-2 VP) 3) 20'. (-1 VP) 4) 30'. (+/- 0 VP) 5) 40'. (+1 VP) 6) 50'. (+2 VP)
Leadership: The level of competence of captains, lieutants, and other command staff. There are 7 catagories. 1) 3 to 9. (-2 VP) 2) 10 to 11. (+/- 0 VP) 3) 12 to 13. (+1 VP) 4) 14 to 15. (+2 VP) 5) 16 to 17. (+3 VP) 6) 18 to 19. (+4 VP) 7) 20 and above. (+5 VP)
Victory Points: Victory points are the measure by which we determine how effective any unit is. The higher this number, the more effective it is overall. One simply needs to add up all of the above. The system allows for easy tracking of additional modifiers not covered above.
Muster Cost: The muster cost of a unit is it's desired Total Victory Points multiplied by 222 (In gold pieces)
Maint. Cost: This is the part I'm sure everyone will love. The maint. cost is simply the muster cost divided by 25, rounded down. Which means, in most situations the main. cost will be much lower then it is currently.
Muster Time: This number represents how long it will take for any unit, either at initial muster or due to training, will take to complete. It is determined by dividing the muster cost by 1000, rounding down, to represent the number of turns. In the case of training, simply subtract the current muster from the expected new muster due to the training, and then calculate time.
I've been working on this while at the hospital with my mom, so feel free to bring up any concerns or questions you may have.