Mass Combat (And Recent Developments In My Game)
Posted: Wed Sep 26, 2007 12:48 pm
Ok, so I've been wanting to get some good rules for mass combat for some time now and I decided to write up some of my own. Now I can tell you right now, they suck, lol and I'd like some feedback on it and some help refining or if anyone's got some other mass combat rules, that would be great.
What I'm looking for is something that takes into account total MDC, total firepower, level and experience as well as psionic, magical, and other augmentation as well as class. I don't want a group of 20 level 6 Vagabonds to be able to take on a group of 20 level 6 headhunters easily. This is what I have so far:
For determining the fight treat each army or group as their own individual character.
MDC: Add up all MDC from all units
Damage: I have a few ideas for this. My first was just to make the damage 10% of the MDC of that team. Another idea was to just add up the average damage for all units (Glitterboys would have like a damage of 105...etc) and that's the damage for the team. The problem I run into with the second method though is that I need the damage to scale with the damage the army has taken. What I was thinking was just determine the percentage of the team's damage in relation to their MDC. So a group of 10 Glitterboys might have an MDC of 7700 and a total damage rating of 1050 which is about 13% of the team's MDC and just have the damage scale with that. So lets just say the team's MDC is reduced to 6800, then the damage would be 884.
Bonuses: As determining combat is like normal combat, bonuses are needed to represent which team may have an edge. My first idea was to just average up all of the bonuses for the team and use that. The second idea was to just look at the average level and other small determining factors to apply bonuses. What I've got for this so far is as follows:
+1 for every two levels for the average of the group
+1 for terrain advantage
+1 for morale
+1 for being a trained soldier (Men at arms classes)
+2 for being a higher trained soldier. (Commandos and Special Forces)
+3 for being a natural soldier, elite of the elite...etc.
+4 for being born to fight. No other purpose. (Combat robots, Spartans...etc)
+3 for being magic (magic is a major advantage)
+2 for being psionic (This may change, but it still provides an advantages)
+1-3 for augmentation (juicers, crazies...etc)
...etc.
Any suggestions?
Now based on this, as in my game the Mechanoids are having a second shot at earth, what do you think their bonuses would be?
What I'm looking for is something that takes into account total MDC, total firepower, level and experience as well as psionic, magical, and other augmentation as well as class. I don't want a group of 20 level 6 Vagabonds to be able to take on a group of 20 level 6 headhunters easily. This is what I have so far:
For determining the fight treat each army or group as their own individual character.
MDC: Add up all MDC from all units
Damage: I have a few ideas for this. My first was just to make the damage 10% of the MDC of that team. Another idea was to just add up the average damage for all units (Glitterboys would have like a damage of 105...etc) and that's the damage for the team. The problem I run into with the second method though is that I need the damage to scale with the damage the army has taken. What I was thinking was just determine the percentage of the team's damage in relation to their MDC. So a group of 10 Glitterboys might have an MDC of 7700 and a total damage rating of 1050 which is about 13% of the team's MDC and just have the damage scale with that. So lets just say the team's MDC is reduced to 6800, then the damage would be 884.
Bonuses: As determining combat is like normal combat, bonuses are needed to represent which team may have an edge. My first idea was to just average up all of the bonuses for the team and use that. The second idea was to just look at the average level and other small determining factors to apply bonuses. What I've got for this so far is as follows:
+1 for every two levels for the average of the group
+1 for terrain advantage
+1 for morale
+1 for being a trained soldier (Men at arms classes)
+2 for being a higher trained soldier. (Commandos and Special Forces)
+3 for being a natural soldier, elite of the elite...etc.
+4 for being born to fight. No other purpose. (Combat robots, Spartans...etc)
+3 for being magic (magic is a major advantage)
+2 for being psionic (This may change, but it still provides an advantages)
+1-3 for augmentation (juicers, crazies...etc)
...etc.
Any suggestions?
Now based on this, as in my game the Mechanoids are having a second shot at earth, what do you think their bonuses would be?