So does anyone know when we will officially start up the RP? If we could have the start date on the weekend, I'd prefer that. I need some time to come up with units and just get myself oriented with everything.
And it's been a while, so would someone mind refreshing my memory on the rules for siege weapons (building rate, troops to man them, etc.)?
Right, siege weapon rules, here's what I've got.
Each HQ gets one thousand MWE exclusively for siege weapons/crews. (still fits well if you guys want to adopt it)
Each region provides one hundred MWE for siege weapons/crews. (ditto)
Crews are seperate entities from siege weapons. Crews may seperate from their weapons for any reason, and any unit may operate any siege weapon (but with varying degrees of skill and efficacy).
And I think that's most of that. Pretty simple. Ships are the same, except that I think crews are tied to the ship.
Here're the costs from what I remember:
Ladder - 1 MWE for weapon, needs crew to move.
Battering ram - 2 weapon, 4 crew
Siege ram - 4 weapon, 6 crew
Scorpion - 1 weapon, 2 crew
Ballista - 3 weapon, 4 crew
Siege ballista - 6 weapon, 6 crew
Mangonel - 4 weapon, 4 crew
Onager - 5 weapon, 5 crew
Trebuchet - 8 weapon, 7 crew
Unfortunately, I never used ships, so I don't know any of their costs. Lion would know, but I haven't seen him for a while.
Also, I don't currently have plans to leave. I hope to stay around for a while longer, so I should be here to help sort things out.
Thanks for posting these, KitKat! Hmm, ships...Does this sound about right?
Destroyer: 20 NWE. Light, fast ship, good for ramming. Little firepower
Frigate: 30 NWE. Mid-size, balanced ship. Decent mix of speed and firepower
Battleship: 40 NWE. Large, heavy ship loaded with weaponry. Low manueverability.
Siege Ship: 50 NWE. Virtually useless in ship-to-ship combat, but shines when bombarding fortifications.
That's all the ships I remember; anyone got anything else?
Ship rules:
Ship Classes:
Battleship
Worth: 40 (MWEU)
Description: Heavily armed and armored ships with powerful weaponry. Tough, strong, and hard to sink. Their principal drawback is their relative lack of speed and maneuverability, which can leave them vulnerable to boarding.
Weaponry: Ballistae, arbalests, stone throwers, etc.
Frigate
Worth: 30
Description: Moderately armored medium ship that falls in the middle of the light/heavy fast/slow spectrum. Faster than battleships, but unable to take as many hits.
Weaponry: Ballistae, arbalests.
Destroyer
Worth: 20
Description: Light and fast ship, used to ram and board/sink other, slower ships. Not exceptionally durable, but faster than anything else afloat.
Weaponry: Lighter ballistae, arbalests, ram.
Siege ship
Worth: 50+
Description: Large slow ship equipped with catapults and the like, used to bombard shore fortifications. Very slow with strong armor, but minimal anti-ship capabilities. Vulnerable to boarding.
Weaponry: Catapults, possibly trebs or ballistae.
TBC
Part two:
Other information:
Under the above/below stipulations, unarmed dedicated transports are free. Basically, a "transport" is a floating ship-box filled with troops and supplies, heavily armored but unarmed. They're slow, vulnerable, need other ships to protect them, and are used exclusively to move armies by sea.
In addition to the standard list, an "other" class of ships exists. Anything someone comes up with that can't be fit into the existing classes goes here, and all other-types must be approved at the A&U topic before they can be used (like any other custom unit).
A: Option 1 had the majority vote. We will use Lion's list of ships for all ships, and any ship that doesn't fall under one of the categories already made can be submitted to the Armies and Units topic for review. If you plan on having ships, familiarize yourself with the list.
B: Option 1 had the majority vote. Whenever you build a ship, that cost comes straight out of your total HQ budget. The cost covers the ship itself, the weapons, and all the men manning it.
TBC
Last part:
C: Again, Option 1 had the majority vote. Troop transports are completely free, but have no weapons of their own. We didn't set a precise amount for how many troops they could carry, but realism and practicality would dictate 200-250. Keep in mind that archers on a transport ship can fire from the ship at enemies.
D: Option 1 had the majority vote. You can garrison up to 50 land troops onto combat ships. They can defend the ship, board enemy ships, release arrows at enemies, man the weapons, etc. Being land troops, they can disembark to fight on land, unlike the crew. If the ship sinks, so do the men garrisoned on it.
E: Option 1 had the majority vote. You can spend all of your HQ's troop budget on ships, meaning you could have a massive fleet and not a single infantryman for land battles.
F: Option 7 had the majority vote. Each HQ automatically gets 1,000 MWE specifically for building ships, an additional 100 MWE for each coastal region owned, and an additional 200 MWE for each port owned. We will discuss and determine which topics count as ports. Again, all of these troops are specifically for ships, nothing else.
-------------------------------------------------------------------------------------------------------------------------------------------------------
It's a bit confusing, and repetitive. It's EE's, KK's, and Tuvok's notes on them in one document. Sorry.
I drink tea.