- Joined
- Jul 10, 2007
- Messages
- 6,306
When Fate Industries is finished with its map servicing, it will begun one of its own maps.
Oh crappo, I forgot about technology and scientists : O
The map will be run on many core systems designed by Fate Industries including MOP - Multiple Objects and Properties
TAC - Tactics and Combat
PAC - Physics and Collision
With this combination, the following is allowed:
Complete Multi-Instancing with unique data types for each instance.
A full 3D combat environment that requires skills. Imagine combat in the highest degree (dodging, aiming, reaction time, etc).
Full tactics including energy consumption (can be food, power sources, etc. Can either be replenished or not. It is whatever the user intends).
Complete physics and Collision (brings the tactics and combat engines up to a new level using basic vector analysis)
The Final Dominion
As you can imagine from the core systems list above, this will be an intense strategy/combat style game. It will allow full customization of each and every unit in your arsenal. The object of the game is much like risk requiring you to take over all countries of the world. The countries have cities, capitols, and so forth. In essence, you are creating your own country (everyone's country is based upon what cities they control). There are no set countries and territories.
The Land
The land only has a few cities upon it. Most of the cities you will build yourself as you work to expand your empire. You start out in one of these cities (your choice). From here, you can increase your fame (giving you more influence) by helping the people within the city or the government. You may also establish your own small unit. You may not command more than one unit without officers below you. Each unit must have an officer at the head otherwise it cannot attack or move. It will simply disintegrate (the troops will leave).
A city has different aspects to it.
Farms provide food to the citizens and the armies within. More farms and more power to the farms allow you to have a larger army and a larger city. Without farms, army morale drops and people leave your city. Low food also gives rise to thieves, bandits, and revolutionists. Revolutionists attempt to overthrow your government with their own army.
Markets give your city gold to raise armies, pay troops, pay officers, pay for repairs, etc. A city must derive their income from the taxes on the markets. Markets may have housing, food, etc. All aspects of the market are important. With a weak housing market, people can't afford to live in the city. With a weak food market, people can't afford the food even if there is a large amount of food going in (the farmers make cash). Markets rise and fall. To create a stable market, the govt must constantly be funding it and warding off thieves, bandits, etc.
A police force is also required. This can either be a military power in the city (creating bunkers etc) or an actual police force. A military power isn't usually needed unless the city is on the front line. A military power lowers the want to stay in the city.
Order within the city is fully based on the force (police/military) holding the city together. A low order gives rise to revolutionists, rebels, thieves, bandits, and so forth. It also allows enemy forces easier access into the city (destruction of property without even knowing they are there). Increasing the guards of the city, patrolling the city, etc, is a way to increase order. Order is based upon every part of your city.
Keep in mind that enemy officers may sneak into your city spreading rumors, killing people, and what not attempting to lower order. By increasing the guards around your city and patrolling your city, you can find these officers.
An enemy officer may also plant spies in your city. These spies constantly lower order and damage parts of your city. They may spread fires etc. An officer may place a spy down based upon their abilities. The higher the ability, the more difficult the spy. Multiple spies can lead to true chaos.
An enemy force may also send massive amounts of officers to specific cities (sneaking in). They may plant spies and spread destruction themselves. If this is not controlled with quick precision, it can lead to full chaos causing your city to collapse. This makes it extremely easy to capture.
A cities defense is based upon both the forces of the city (an army is a more powerful force than the police force, but is still more suggested for the front lines as it chokes the city) and the walls/gates of the city. If an army were to attack, the walls, gates, defensive structures etc would prevent the army from skipping your forces entirely and going for the heart of the city. Imagine if they took over the city while you were trying to defend it? You would have nowhere to go, food would be cut off, etc. A good strategy is to create a food supply based outside of the city and protect it that way if a city is taken, it can be taken back without troops abandoning you.
A city is taken when the government facility is destroyed. The more government facilities you build, the harder it is to take. These structure have extremely low defense and health, so it is somewhat pointless. It is better to build defensive structures. To take the city back, you must beat the opposing force if there is no government facility yet. This is why you really need to have supply depots outside of the city. If you have no defensive structures, it is easier for an enemy to take and defend a city. The minute your government facilities fall, you must defeat the enemy commander to get the city back. You lose something as soon as the military power protecting it falls.
An army is not enough to defend a city. You must have walls so that the enemy cannot run past you. They will still focus on your walls more than your troops, but you will be able to beat them off before they make it through. Keep your defensive structures in repair, and if it is an overwhelming force, attempt to outlast them. Remember, they don't have constant food like you. Destroy their shipment of food etc. You may also want to destroy any of their allied cities so that food cannot get to them.
All armies must travel along a road. All cities must be built on a road. If there is no road, you need to build a road there ; P.
You cannot destroy roads. When armies don't travel on a road, you have massive casualties and morale drop. It is possible to go without a road, but it is a terrible decision to do this.
To quickly defeat an enemy force, you should focus on the commanders so that their units are easy to route. Killing a commander is a massive blow to morale. As morale drops, units get weaker and even begin to run away. When morale hits 0, all but the bravest will have run. Killing an enemy commander will make morale instantly drop to 0. Enemy commanders give off morale. The closer their units are, the more morale the unit gets from the commander.
The more commanders, the higher the morale and the more places that can be attacked.
An officer may also have sub-officers, and those may also have sub-officers. An army is lead by 1 general. That general typically has 1 unit and many officers under it. Those officers have officers under them. Each officer may only have 1 unit. Based upon their rank and ability, the amount of officers they may have under them can vary. The higher the rank, the more officers they are allowed under them.
You cannot see the entire battle field. You can only see in the range of your single unit (your main character). Messengers are vital to run your empire and to winning a war. Without messengers, you cannot relay commands on to your sub-officers. This means they will act on their own. They will not know the entire battle front, so enemy tactics may cripple you. Your forces may be split and overrun one by one. Multiple messengers are suggested as enemies may track them down and kill them. They may even replace your messengers with spies that feed false information and give false commands. This can easily lead to allies attacking other allies. Your army could tear itself apart. Your forces can even be turned against you.
With spies, your own military unit may even fight itself. They may even think you are a spy disguised as there commander.
Order within your military makes it harder for them to be convinced, but you can see where you can tear yourself apart.
When you are creating an army, you may set it up to have different strengths and weaknesses based on the units you establish. You can see this from the examples above. A unit may have an extremely weak force, but then again, it may not even need a strong force. Its power may be in its spies. Then again, if you have a lot of messengers, spies can be easily found out. If you send three messengers off and only one is captured and replaced with a spy, that spy will have a different message from the other two. This tells whoever you sent the message to that he is a spy. If they are even, the general kills both of them and does his own thing. Your message is not sent -.-. If the spies outnumber your own messengers, then... the spy message is sent and your messengers are killed. The spies are sent back feeding your false information and the chaos begins unless the general sends some of his own messengers along with the spies.
The whole goal is to overpower spies with messengers.
If the army you are facing has a strong military power, many messengers aren't even needed. You will only need enough to get at least one through without being killed or captured.
Magic also serves a part in all of this. Magicians have a great deal of power but are extremely hard to find.
You may not train and create your own officers except for your main character. All officers are found in the world. You may execute them when they are captured, attempt to employ them, build your relations with them, etc. Officers may or may not join your army. The only things that bind them to you is your friendship with them and, if they are under your command, their loyalty to you. To increase loyalty, you need to give them rewards such as gold, otherwise they could easily turn into a spy or even leave your side. Be careful who you employ. You never know how an officer will feel about you. You cannot see how much of a friend they are to you and you cannot see their loyalty to you. If you employ anyone, they could very well be a spy or someone conspiring against you.
When you begin a fight, all of your officers could turn against you and kill you.
Another factor in the game is your main character's age. The older they are, the higher stats they can start out with and the more skills they can start out with. However, the older they are, the less time they have on the world. It is suggested that you start out young and join another force so that you may increase your talents faster than if you started out older. The easiest road to travel on is starting out at a medium age.
You need to decide for yourself. Your officer will live based on their health. If they get a lot of wounds, they could die from their injuries. If they eat poorly, their life span may go down. You need to judge how long you think the game will be. The more accurate you are, the better off you will be. You need to make them old enough that they will last to the very end of the game. If they die, it is game over for you. An officer under your ranks will take over and continue your empire, but you will not be in control of anything. You may watch and hope they do well, but that is all you can do.
You can form alliances with other forces, but be wary. They can betray you at any time. If they are far spread out, the word to betray you may take longer unless it was carefully planned out. Just be careful with whom you choose to ally with.
Much of what I said relies on you being the sovereign. You may pretty much be anyone in the game. A merchant, an officer, a soldier, etc. It is all based on how you distribute your stats. You get an amount of stats based on your age. Abilities open to you based on your stats and your experience in that field.
There is also fame. Fame makes everything easier to do because people know who you are. The max fame is when everybody knows who you are and every accomplishment you have ever done. This is when you become a legend of the land.
The lowest fame is when nobody knows who you are at all. If you even know one person, you have a little bit of fame ;p. The average person may only have about 20-40 fame. A ruler may get up to 500-800. A legend may have 2000.
You may save your main character. When you start a new game, you can start off with their experiences. Start them off very young and train them up to be perfect. Save them when they are at the perfect age (about 30). Start them when they are children. Live out their life.
In the first few games you play, you aren't really going to be participating in politics or war unless you start yourself off at a later age. I really wouldn't recommend this because you won't be near the power of those who started off at birth =). In this way, this game can act both as an RPG and a regular game.
Also, keep in mind that your fame saves as well ; ). You can create whoever you want. They may be incredible at politics. You can also save their highest position meaning you start the game out at that position. When you start a new officer at a higher age, you can also start out at that position if your stats and abilities were distributed properly. Positions are open to you based upon the officer you built ^_^.
Make a team with your friends and compete in clan matches. Maybe one of you is a merchant so that you can quickly create strong economies. Another is a warrior to provide quick order. Another is a ruler to lead your armies.
Team dynamics are essential to victory. Victory can be a variety of things. It may not be ruling all the land. Maybe you want to be an incredible merchant supplying most of everything to every force? This is a lot of power in its own way.
There are many types of power. Choose which one you want to be amazing at and go for it. When you spread yourself out too much, you will not be great at anything.
When you focus too much, you won't be able to do enough to be really great.
If you just suck at the game, your stats are going to be incredibly low.
Everything in the game requires intense amounts of skill. If you are going to be a leader, you need to deal with city politics, economies, war, etc. If you are going to be an officer, you need to deal with everything assigned to you, combat, and running your own unit along with officers under you. If you are going to be a soldier, you need to deal with combat. If you are a merchant, you are dealing with other customers, investing your gold, etc.
Everything requires a large amount of skill. The higher the position you go for, the harder it is going to be to be great at that position. The hardest thing you can be is a ruler as it requires just about everything. This means you need an incredible build and you need a lot of skill. Practice on default characters first so that you can raise your skills at whatever you want to be great at. From here, create your own perfect character, build him up, and use your own skills to make sure that he gets the most stats possible.
The goal of the game is to make sure you win at whatever you do. If you are a soldier, you must not be killed. Just be great at combat and know how to follow orders. If you are a spy, you must know how to mimic the enemy precisely. Everything requires skill... nothing is automated. Your allies (the AI) have skill based on your skill. The more morale, the better they fight (strong leadership) etc. If you have a weak economy, low order, low morale, and so forth, everything under your command is gong to be weak.
This is the first project Fate Industries will design.
Hopefully, it will be a masterpiece.
Oh crappo, I forgot about technology and scientists : O
The map will be run on many core systems designed by Fate Industries including MOP - Multiple Objects and Properties
TAC - Tactics and Combat
PAC - Physics and Collision
With this combination, the following is allowed:
Complete Multi-Instancing with unique data types for each instance.
A full 3D combat environment that requires skills. Imagine combat in the highest degree (dodging, aiming, reaction time, etc).
Full tactics including energy consumption (can be food, power sources, etc. Can either be replenished or not. It is whatever the user intends).
Complete physics and Collision (brings the tactics and combat engines up to a new level using basic vector analysis)
The Final Dominion
As you can imagine from the core systems list above, this will be an intense strategy/combat style game. It will allow full customization of each and every unit in your arsenal. The object of the game is much like risk requiring you to take over all countries of the world. The countries have cities, capitols, and so forth. In essence, you are creating your own country (everyone's country is based upon what cities they control). There are no set countries and territories.
The Land
The land only has a few cities upon it. Most of the cities you will build yourself as you work to expand your empire. You start out in one of these cities (your choice). From here, you can increase your fame (giving you more influence) by helping the people within the city or the government. You may also establish your own small unit. You may not command more than one unit without officers below you. Each unit must have an officer at the head otherwise it cannot attack or move. It will simply disintegrate (the troops will leave).
A city has different aspects to it.
Farms provide food to the citizens and the armies within. More farms and more power to the farms allow you to have a larger army and a larger city. Without farms, army morale drops and people leave your city. Low food also gives rise to thieves, bandits, and revolutionists. Revolutionists attempt to overthrow your government with their own army.
Markets give your city gold to raise armies, pay troops, pay officers, pay for repairs, etc. A city must derive their income from the taxes on the markets. Markets may have housing, food, etc. All aspects of the market are important. With a weak housing market, people can't afford to live in the city. With a weak food market, people can't afford the food even if there is a large amount of food going in (the farmers make cash). Markets rise and fall. To create a stable market, the govt must constantly be funding it and warding off thieves, bandits, etc.
A police force is also required. This can either be a military power in the city (creating bunkers etc) or an actual police force. A military power isn't usually needed unless the city is on the front line. A military power lowers the want to stay in the city.
Order within the city is fully based on the force (police/military) holding the city together. A low order gives rise to revolutionists, rebels, thieves, bandits, and so forth. It also allows enemy forces easier access into the city (destruction of property without even knowing they are there). Increasing the guards of the city, patrolling the city, etc, is a way to increase order. Order is based upon every part of your city.
Keep in mind that enemy officers may sneak into your city spreading rumors, killing people, and what not attempting to lower order. By increasing the guards around your city and patrolling your city, you can find these officers.
An enemy officer may also plant spies in your city. These spies constantly lower order and damage parts of your city. They may spread fires etc. An officer may place a spy down based upon their abilities. The higher the ability, the more difficult the spy. Multiple spies can lead to true chaos.
An enemy force may also send massive amounts of officers to specific cities (sneaking in). They may plant spies and spread destruction themselves. If this is not controlled with quick precision, it can lead to full chaos causing your city to collapse. This makes it extremely easy to capture.
A cities defense is based upon both the forces of the city (an army is a more powerful force than the police force, but is still more suggested for the front lines as it chokes the city) and the walls/gates of the city. If an army were to attack, the walls, gates, defensive structures etc would prevent the army from skipping your forces entirely and going for the heart of the city. Imagine if they took over the city while you were trying to defend it? You would have nowhere to go, food would be cut off, etc. A good strategy is to create a food supply based outside of the city and protect it that way if a city is taken, it can be taken back without troops abandoning you.
A city is taken when the government facility is destroyed. The more government facilities you build, the harder it is to take. These structure have extremely low defense and health, so it is somewhat pointless. It is better to build defensive structures. To take the city back, you must beat the opposing force if there is no government facility yet. This is why you really need to have supply depots outside of the city. If you have no defensive structures, it is easier for an enemy to take and defend a city. The minute your government facilities fall, you must defeat the enemy commander to get the city back. You lose something as soon as the military power protecting it falls.
An army is not enough to defend a city. You must have walls so that the enemy cannot run past you. They will still focus on your walls more than your troops, but you will be able to beat them off before they make it through. Keep your defensive structures in repair, and if it is an overwhelming force, attempt to outlast them. Remember, they don't have constant food like you. Destroy their shipment of food etc. You may also want to destroy any of their allied cities so that food cannot get to them.
All armies must travel along a road. All cities must be built on a road. If there is no road, you need to build a road there ; P.
You cannot destroy roads. When armies don't travel on a road, you have massive casualties and morale drop. It is possible to go without a road, but it is a terrible decision to do this.
To quickly defeat an enemy force, you should focus on the commanders so that their units are easy to route. Killing a commander is a massive blow to morale. As morale drops, units get weaker and even begin to run away. When morale hits 0, all but the bravest will have run. Killing an enemy commander will make morale instantly drop to 0. Enemy commanders give off morale. The closer their units are, the more morale the unit gets from the commander.
The more commanders, the higher the morale and the more places that can be attacked.
An officer may also have sub-officers, and those may also have sub-officers. An army is lead by 1 general. That general typically has 1 unit and many officers under it. Those officers have officers under them. Each officer may only have 1 unit. Based upon their rank and ability, the amount of officers they may have under them can vary. The higher the rank, the more officers they are allowed under them.
You cannot see the entire battle field. You can only see in the range of your single unit (your main character). Messengers are vital to run your empire and to winning a war. Without messengers, you cannot relay commands on to your sub-officers. This means they will act on their own. They will not know the entire battle front, so enemy tactics may cripple you. Your forces may be split and overrun one by one. Multiple messengers are suggested as enemies may track them down and kill them. They may even replace your messengers with spies that feed false information and give false commands. This can easily lead to allies attacking other allies. Your army could tear itself apart. Your forces can even be turned against you.
With spies, your own military unit may even fight itself. They may even think you are a spy disguised as there commander.
Order within your military makes it harder for them to be convinced, but you can see where you can tear yourself apart.
When you are creating an army, you may set it up to have different strengths and weaknesses based on the units you establish. You can see this from the examples above. A unit may have an extremely weak force, but then again, it may not even need a strong force. Its power may be in its spies. Then again, if you have a lot of messengers, spies can be easily found out. If you send three messengers off and only one is captured and replaced with a spy, that spy will have a different message from the other two. This tells whoever you sent the message to that he is a spy. If they are even, the general kills both of them and does his own thing. Your message is not sent -.-. If the spies outnumber your own messengers, then... the spy message is sent and your messengers are killed. The spies are sent back feeding your false information and the chaos begins unless the general sends some of his own messengers along with the spies.
The whole goal is to overpower spies with messengers.
If the army you are facing has a strong military power, many messengers aren't even needed. You will only need enough to get at least one through without being killed or captured.
Magic also serves a part in all of this. Magicians have a great deal of power but are extremely hard to find.
You may not train and create your own officers except for your main character. All officers are found in the world. You may execute them when they are captured, attempt to employ them, build your relations with them, etc. Officers may or may not join your army. The only things that bind them to you is your friendship with them and, if they are under your command, their loyalty to you. To increase loyalty, you need to give them rewards such as gold, otherwise they could easily turn into a spy or even leave your side. Be careful who you employ. You never know how an officer will feel about you. You cannot see how much of a friend they are to you and you cannot see their loyalty to you. If you employ anyone, they could very well be a spy or someone conspiring against you.
When you begin a fight, all of your officers could turn against you and kill you.
Another factor in the game is your main character's age. The older they are, the higher stats they can start out with and the more skills they can start out with. However, the older they are, the less time they have on the world. It is suggested that you start out young and join another force so that you may increase your talents faster than if you started out older. The easiest road to travel on is starting out at a medium age.
You need to decide for yourself. Your officer will live based on their health. If they get a lot of wounds, they could die from their injuries. If they eat poorly, their life span may go down. You need to judge how long you think the game will be. The more accurate you are, the better off you will be. You need to make them old enough that they will last to the very end of the game. If they die, it is game over for you. An officer under your ranks will take over and continue your empire, but you will not be in control of anything. You may watch and hope they do well, but that is all you can do.
You can form alliances with other forces, but be wary. They can betray you at any time. If they are far spread out, the word to betray you may take longer unless it was carefully planned out. Just be careful with whom you choose to ally with.
Much of what I said relies on you being the sovereign. You may pretty much be anyone in the game. A merchant, an officer, a soldier, etc. It is all based on how you distribute your stats. You get an amount of stats based on your age. Abilities open to you based on your stats and your experience in that field.
There is also fame. Fame makes everything easier to do because people know who you are. The max fame is when everybody knows who you are and every accomplishment you have ever done. This is when you become a legend of the land.
The lowest fame is when nobody knows who you are at all. If you even know one person, you have a little bit of fame ;p. The average person may only have about 20-40 fame. A ruler may get up to 500-800. A legend may have 2000.
You may save your main character. When you start a new game, you can start off with their experiences. Start them off very young and train them up to be perfect. Save them when they are at the perfect age (about 30). Start them when they are children. Live out their life.
In the first few games you play, you aren't really going to be participating in politics or war unless you start yourself off at a later age. I really wouldn't recommend this because you won't be near the power of those who started off at birth =). In this way, this game can act both as an RPG and a regular game.
Also, keep in mind that your fame saves as well ; ). You can create whoever you want. They may be incredible at politics. You can also save their highest position meaning you start the game out at that position. When you start a new officer at a higher age, you can also start out at that position if your stats and abilities were distributed properly. Positions are open to you based upon the officer you built ^_^.
Make a team with your friends and compete in clan matches. Maybe one of you is a merchant so that you can quickly create strong economies. Another is a warrior to provide quick order. Another is a ruler to lead your armies.
Team dynamics are essential to victory. Victory can be a variety of things. It may not be ruling all the land. Maybe you want to be an incredible merchant supplying most of everything to every force? This is a lot of power in its own way.
There are many types of power. Choose which one you want to be amazing at and go for it. When you spread yourself out too much, you will not be great at anything.
When you focus too much, you won't be able to do enough to be really great.
If you just suck at the game, your stats are going to be incredibly low.
Everything in the game requires intense amounts of skill. If you are going to be a leader, you need to deal with city politics, economies, war, etc. If you are going to be an officer, you need to deal with everything assigned to you, combat, and running your own unit along with officers under you. If you are going to be a soldier, you need to deal with combat. If you are a merchant, you are dealing with other customers, investing your gold, etc.
Everything requires a large amount of skill. The higher the position you go for, the harder it is going to be to be great at that position. The hardest thing you can be is a ruler as it requires just about everything. This means you need an incredible build and you need a lot of skill. Practice on default characters first so that you can raise your skills at whatever you want to be great at. From here, create your own perfect character, build him up, and use your own skills to make sure that he gets the most stats possible.
The goal of the game is to make sure you win at whatever you do. If you are a soldier, you must not be killed. Just be great at combat and know how to follow orders. If you are a spy, you must know how to mimic the enemy precisely. Everything requires skill... nothing is automated. Your allies (the AI) have skill based on your skill. The more morale, the better they fight (strong leadership) etc. If you have a weak economy, low order, low morale, and so forth, everything under your command is gong to be weak.
This is the first project Fate Industries will design.
Hopefully, it will be a masterpiece.