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War Overview (Suggestion)

2y
#1
My ideas about how player vs player war could be implemented into MyC2.

How War Is Declared:
After reaching a certain settlement level (2 or 3) the Department of War Building is unlocked,
This allows the settlement to declare war on other settlements, ally with other settlements, and issue demands. Now to declare war a settlement must first send a demands list, this can include materials, money, and unclaiming territory, the next time the opposing territory comes online they are shown the notice, they must comply or reject (this is non binding), if the opposing territory rejects or complies and does not actually follow through then the issuing settlement can declare war (This can only happen after the issued settlement has replied to the demands) This allows the issuing settlement to enter troops into enemy territory. *
*This needs to be worked out, primarily if the opposing settlement is offline.*

How war is fought:
War is primarily a game of economic strength, it is won by the opposing party ceding. The main goal of war is to occupy buildings, this is done by troops doing damage to these buildings (all except a few buildings cannot actually be destroyed**, after war the occupied buildings are unaffected). Each building would have its own value for how much damage it can take before occupation, this is similar to the decay aspect in MyC1. Buildings can be repaired mid battle by using primarily money. When a building is occupied it is functionally nearly identical*** to a building that has been turned off (red on/off button), factories do not produce items, utilities do not produce those utilities, research stations do not produce research, places that produce rovers/troops cannot. This is an attempt to starve out the city and cause the owner to agree to terms. Troops would target other troops first, then it up to attacking settlement to direct them to what buildings. Troops would also be similar to buildings, having a set amount of damage that they can take, however they disappear when defeated.

**Examples of buildings that can actually be destroyed are walls, and bridges, this is to future break down cities ability to continue to function**

***Major examples include Storage which would slowly decay materials that they cannot hold. and Housing which would stop that amount of people from working (if an occupied house holds 4 people, those 4 people would not hold a job, {depending on how the MyC2 engine assigns jobs to workers, this could be cut})***

From an offensive perspective:
Your goal is the quickly occupy key areas of interest and get the enemy to cede. Being constantly at war/being in a war for a long reduces your approval rating and can cause workers to stop going to work. For every troop/unit lost your rating drops slightly, for every troop/unit gained your rating increases slightly.

From a defensive perspective:
Once war is declared on you, you can enter the attacker's territory, you also have the advantage of being able to reoccupy buildings. From a defensive players' perspective, you want to drain the enemy of enough resources that they themselves leave. Buying time is important to reduce public morale.

Aftermath:
Once a side has conceded they can vote to end the war, assuming both sides agree to end the war, the winning side can issue demands, failure to comply can start this all over again. Materials, unclaimed land, money, and units can be given.

Various Other Ideas:
-Make units cost people (these units could be sold for those people back)
-Add buildings to improve approval ratings (propaganda)
-Make units do less damage depending on approval ratings.

Ending Notes:
Obviously, this would need a lot more work but this is (in my mind) an appropriate baseline. GeneralWad has some very cool models that could be perfect for this kind of thing. This would add another layer of player and player interaction. I really do want feedback on this, suggestions, or anything that yall think about this. Thank You!


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2y
#2
These are all good ideas, just adding on the resource drain from building occupation : there could be military units specialized in pillaging, like a military transport rover of some sort. Once an enemy storage facility is occupied, these units would start going back and forth transporting enemy resources to a friendly storage. That way it will take some time to drain the other player's resources.

Also on the aftermath : what do you physically gain from the war ? Apart from domination over the other player ? Buildings ? Settlement ?

There should also be a smurfing prevention (if I use the term right) : if you declare war upon a very weaker enemy, your approval drops super fast and you won't have benefits declaring war.
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Admin of the MC2 translation project
2y
#3
Sobeirannovaocc said:These are all good ideas, just adding on the resource drain from building occupation : there could be military units specialized in pillaging, like a military transport rover of some sort. Once an enemy storage facility is occupied, these units would start going back and forth transporting enemy resources to a friendly storage. That way it will take some time to drain the other player's resources.

Also on the aftermath : what do you physically gain from the war ? Apart from domination over the other player ? Buildings ? Settlement ?

There should also be a smurfing prevention (if I use the term right) : if you declare war upon a very weaker enemy, your approval drops super fast and you won't have benefits declaring war.


All really good ideas, with smurfing prevention some strong deterrent must be in place to prevent one nation from just dominating, admittedly the aftermath is relatively unfleshed out. The original idea is to fulfill the original demands list or some sort of compromise. One thing that could be very dangerous is actually giving up your settlement, as that could lead to a smurfing problem. With the losing side likely in turmoil, they would likely be more willing to cede to the winning nation. Things like joining a nation (if those are added), payouts in resources, or maybe giving the output of factories to the winning nation are all good possibilities.
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