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by Peoples republic of chinese provinces. . 28 reads.

RRR War System. (REVAMPED)

OVERVIEW:

Realistic Roleplay Region war system to “rp” wars.

-We will simulate this with Chat GPT. Also, The Overseer of War in RRR will be the ones who simulate the battle, so, if you don’t know the Overseer of War, you have to trust that they will give you the right results.

- A country's strength depends on defense forces, arms manufacturing, weaponization, and scientific advancement. See the strength document for more information.
The formula is here: Total Military Strength (TMS) = ( Defense force in % (DF) x [ Arms Manufacturing (AM) x Scientific Advancement in % (SA) ] ) x Weaponization (W). In abbreviated terms: TMS = ( DF in % x [AM x SA in %] ) x W
All countries will have a minimum strength of 15,000,000. Their strength will be added to the 15,000,000 if they don’t already exceed this minimum. The maximum TMS you can have is 1 billion

- Overseer Patching: The overseer can cancel attacks even though they were “technically allowed” to prevent loopholes and unfair advantages.
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HOW WAR WORKS:

There will be 20 battles, for which there will be 10 offensive actions and 10 defensive actions (the offensive and defensive will alternate). See military actions (scroll down) for more information. The offensive always wins the first battle (landing the troops).

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EXAMPLE OF WAR:

Nation A: sends in 1000 soldiers (Scroll down to TMS Scale for more information) and 3 battleships. Nation B has already stationed 500 soldiers and 2 destroyers. The battle continues on. Battle one is won in favor of nation A with 200 soldiers and 2 battleships remaining.

Nation B: sends in 100 soldiers and 3 bombers. The battle continues. Battle 2 is won in favor of Nation B with 50 soldiers and 3 bombers remaining.

Battles continue until the last offensive and defensive battle…

Nation A: sends in 500 soldiers and 15 bombers. Nation B has 10,000 soldiers stationed there Nation A wins.

Peace Treaties are signed, and war is done.

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RULES:

-If you are in the AN, you have to write a declaration of war (see diplomatic actions Pt.1 for more information) and post it to the RMB. The overseer will review it and decide what perks you have. The Judge of AN will then review if the declaration of war is constitutional. If you do not do this, it will be counted as an illegal declaration of war.

-If you illegally declare war and commit war crimes against a country in the AN, you lose protection from AN and you get the “legally declaring war perk” or the “war crimes perk.” War crimes will be listed in AN resolutions or other official documents.

- Unofficial allies can give a percentage below or equal to 25% of their TMS to aid the defense or the offense unless you have a treaty or alliance with them that says otherwise. If you do have a treaty or alliance that allows the allies to increase given troops, the max troops that can be given is 75% of their total TMS.

-In a war, there can only be ¼ of the entire region fighting in it unless the overseer allows more.

-The offense cannot use more than 75% of their TMS and the defense can use 100% of their
TMS

- If the offensive side is inactive in a war (not posting an attack in the forums), the overseer will decide the outcome of the battle (in favor of the offensive). If the offensive is inactive in a war, the overseer will decide the outcome of the battle (in favor of the defensive).

-Each Military action can only be used 5 times in a war.
-All unclaimed land has a TMS of 15,000,000. Unclaimed land borders will be their in-real-life (IRL) counterpart.

-In battle, please use real-life weapons to make the simulation easier or say what fictional weapons are based on. If you do not do this, the overseer will apply the weapons.

-You can only use WMDs if you have the policy, but if you reject the use of WMDs, you can’t use WMDs.

-Please write in a factbook how you want to divide your military and what troops you have, you can edit this every month, also, please announce that you did this in the RMB or telegram it to the People's Republic of Chinese Provinces. The deadline for this before we set it to the default (33% for everything) is by the end of February.

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MILITARY ACTIONS:

These are the military actions the offensive and defensive can use.

Each action is considered one battle

For each action, the maximum TMS you can use is 15% of your TMS for each battle.

Counter-offensives are counted as offensives for the defense.
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1. Guerilla Warfare - DEFENSIVE ONLY.

Using territorial features to hide and ambush soldiers

Gains the ambush perk.
ONLY works with ground invasions (vehicles and infantry).

2. Ground invasion - OFFENSIVE/COUNTER - OFFENSIVE ONLY.

Using vehicles and infantry to take a city or place of interest (POI)

Gains the offensive perk.
Can only deploy ground forces (vehicles and infantry).

3. Stationing - BOTH CAN DO.

Stationing troops on a POI to defend it or set it up for an attack.

- Can be done before a war in POIs.
- Can ONLY station troops in a place where you either have captured or already own.

4. Covert Operations - OFFENSIVE/COUNTER - OFFENSIVE ONLY.

Operations that attack certain buildings like missile silos, are done with stealth and don’t require a lot of troops.

- can ONLY attack a singular building or unit.
- Gains the ambush perk
- Can only send in 10 soldiers.

5. Air raids - OFFENSIVE/COUNTER - OFFENSIVE ONLY

Operations that use Flights to destroy objectives or POIs.

-Stealth bombing/Stealth Fighters gain the ambush perk, but fewer bombers are to be deployed.
-Can ONLY use Fighters and stealth/normal bombers.
-Can be defended by Anti-Air.
-Non-stealth raids gain the offensive perk.

6. Artillery/Missile/Torpedo strikes (NOT WMD’S) - OFFENSIVE/COUNTER - OFFENSIVE ONLY

Using artillery or Missiles to attack cities or buildings, can be done from a long distance.

-Gains the offensive perk, might get a chance of getting the ambush perk.
-Can be used from a long distance (can’t be stopped unless the artillery is ambushed).

7. Naval Blockades - BOTH CAN DO

Using the Navy to block movements of trade and help.

-Blocks reinforcements from entering (Could stop the Stationing action)
-Puts the sanction effect (per port cities) on the opposition unless the blockade is either removed or destroyed.
-May stop the military action of Stationing (scroll up to military action #3)
-IS NOT PERMANENT (will be called back after 5 battles unless it is removed or destroyed).

8. Intercepting - DEFENSE ONLY

Intercepts missiles and torpedoes.

-Can only be done with interceptors.
-Has a chance to stop the attack, and the chance increases the more advanced the weaponry is.

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SPECIAL MILITARY ACTIONS

WMD strike - BOTH CAN DO

Deploying Nuclear Missiles or other WMDs onto the opposition's land.

-WMD’s strikes can be only used ONCE in a war.
-WMD’s strike automatically ends the battle.
-A black dot will be added to the map, making it inhospitable.
-MUST HAVE BENEFIT ONE TO USE.

Government-funded coup - OFFENSIVE ONLY.

Staging a coup to try and overthrow the government.

-If successful, the country becomes a puppet nation.
-A rare chance of this happening, but the chance may increase due to corruption.
-Can only be used ONCE in a war

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PERKS:

Perks can be buffs or debuffs.

Perks are decided by the military actions you choose.
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Offensive Perk: 5% more TMS can be deployed per battle.

Ambush Perk: 25% of the opposition TMS is taken away (ONLY FOR THE BATTLE THAT THIS APPLIES TO).

Sanction Perk: 2% of your TMS is taken away per battle this is applied to.

Base on Mars: 2% of your total TMS gets added to your TMS (steady income of TMS even if you do not do issues). Also, your nation cannot be fully invaded unless the invader has a base on Mars.

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SCIENTIFIC ADVANCEMENT (SA) BENEFITS

Scientific Advancement (SA) is used to decide what weapons or benefits you unlock based on your scientific advancement value, here is the scale:

Scientific Advancement Scale (ALWAYS UNLOCKED ONCE GOTTEN):
0-50: Cold War era weapons (1950's - 2000's)
50-100: Modern-era weapons (Weapons we have now)
EXTRA BENEFITS:
Benefit 1: 200+: You can use WMDs (see SA benefits for more information).
Benefit 2: 300+: Base on Mars. (see SA benefits for more information).
Benefit 3: 400+: Futuristic weapons (see SA benefits for more information).
THERE MIGHT BE EXTRA BENEFITS AFTER THIS.

Cold War era weapons - nations with this benefit and this benefit can only use weapons from the cold war, if you have more advanced weaponry, you can still use this for cheaper units. (Scroll down to the TMS scale for more information)

Modern-era weapons - nations with this benefit and this benefit only can use weapons from modern times. If you have more advanced weaponry, you can still use this for cheaper units.
(Scroll down to the TMS scale for more information)

Futuristic weapons - nations with this benefit and this benefit only can use weapons from the future, weapons from the future will be decided by the overseer. This is the best weaponry a nation can go to (Scroll down to TMS scale for more information)

WMD usage - Gives you the ability to build and use WMDs (scroll down to TMS scale for more information). Scroll up to military actions for how to use it in a war scenario.

Base on Mars - Allows you to colonize and build bases on Mars. Also grants you the Base on Mars perk (see perks for more information)

TMS SCALE:

How much TMS it takes to make each unit (if you have unlocked them)
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Army:
One soldier (Cold War weaponry) - 50 TMS
One soldier (Modern weaponry) - 100 TMS
One soldier (Futuristic weaponry) - 200 TMS
One Tank (Cold War weaponry) - 500 TMS
One Tank (Modern weaponry) - 1,000 TMS
One Tank (Futuristic weaponry) - 2,000 TMS
One Transport Vehicle (Cold War weaponry) - 100 TMS
One Transport Vehicle (Modern weaponry) - 250 TMS
One Transport Vehicle (Futuristic weaponry) - 500 TMS
One Anti-Air/Tank (Cold War weaponry) - 250 TMS
One Anti-Air/Tank (Modern weaponry) - 500 TMS
One Anti-Air/Tank (Futuristic weaponry) - 1,000 TMS
One Artillery (Cold War weaponry) - 1,000 TMS
One Artillery (Modern weaponry) - 1,500 TMS
One Artillery (Futuristic weaponry) - 3,000 TMS
One Missile Silo (cold war weaponry) - 10,000 TMS
One Missile Silo (Modern weaponry) - 15,000 TMS
One Missile Silo (Futuristic weaponry) - 20,000 TMS
One Interceptor (Cold War weaponry) - 15,000 TMS
One Interceptor (Modern weaponry) - 20,000 TMS
One Interceptor (Futuristic weaponry) - 25,000 TMS
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Navy:
One sailor (Cold War weaponry) - 50 TMS
One sailor (Modern weaponry) - 100 TMS
One sailor (Futuristic weaponry) - 200 TMS
One Frigate (Cold War weaponry) - 250 TMS
One Frigate (Modern weaponry) - 500 TMS
One Frigate (Futuristic weaponry) - 1,000 TMS
One Destroyer (Cold War weaponry) - 750 TMS
One Destroyer (Modern weaponry) - 1,000 TMS
One Destroyer (Futuristic weaponry) - 1,500 TMS
One Cruiser (Cold War weaponry) - 1,500 TMS
One Cruiser (Modern weaponry) - 1,750 TMS
One Cruiser (Futuristic weaponry) - 2,000 TMS
One Battleship (Cold War weaponry) - 2,500 TMS
One Battleship (Modern weaponry) - 2,750 TMS
One Battleship (Futuristic weaponry) - 3,000 TMS
One Submarine (Cold War weaponry) - 1,500 TMS
One Submarine (Modern weaponry) - 1,750 TMS
One Submarine (Futuristic weaponry) - 2,000 TMS
One Aircraft Carrier (Cold War weaponry) - 5,000 TMS
One Aircraft Carrier (Modern weaponry) - 7,500 TMS
One Aircraft Carrier (Futuristic weaponry) - 10,000 TMS
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Air:
One pilot (Cold War weaponry) - 50 TMS
One pilot (Modern weaponry) - 100 TMS
One pilot (Futuristic weaponry) - 200 TMS
One Recon Plane (Cold War weaponry) - 500 TMS
One Recon Plane (Modern weaponry) - 750 TMS
One Recon Plane (Futuristic weaponry) - 1,000 TMS
One Recon Drone (Cold War weaponry) - 750 TMS
One Recon Drone (Modern weaponry) - 1,000 TMS
One Recon Drone (Futuristic weaponry) - 1,250 TMS

One Fighter Plane (Cold War weaponry) - 1,500 TMS
One Fighter Plane (Modern weaponry) - 1,750 TMS
One Fighter Plane (Futuristic weaponry) - 2,000 TMS
One Bomber Plane (Cold War weaponry) - 2,500 TMS
One Bomber Plane (Modern weaponry) - 2,750 TMS
One Bomber Plane (Futuristic weaponry) - 3,000 TMS
One Helicopter (Cold War weaponry) - 1,750 TMS
One Helicopter (Modern weaponry) - 2,000 TMS
One Helicopter (Futuristic weaponry) - 2,500 TMS
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WMD’s (SPECIAL) :
One WMD Warhead (Cold War weaponry) - 100,000 TMS
One WMD Warhead (Modern weaponry) - 150,000 TMS
One WMD Warhead (Futuristic weaponry) - 200,000 TMS
One WMD Missile Truck (Cold War weaponry) - 25,000 TMS
One WMD Missile Truck (Modern weaponry) - 50,000 TMS
One WMD Missile Truck (Futuristic weaponry) - 75,000 TMS
One WMD Bomber (Cold War weaponry) - 50,000 TMS
One WMD Bomber (Modern weaponry) - 75,000 TMS
One WMD Bomber (Futuristic weaponry) - 100,000 TMS
One WMD Submarine (Cold War weaponry) - 75,000 TMS
One WMD Submarine (Modern weaponry) - 100,000 TMS
One WMD Submarine (Futuristic weaponry) - 125,000 TMS
One WMD Silo (cold war weaponry) - 10,000 TMS
One WMD Silo (Modern weaponry) - 15,000 TMS
One WMD Silo (Futuristic weaponry) - 20,000 TMS
One WMD Interceptor (Cold War weaponry) - 150,000 TMS
One WMD Interceptor (Modern weaponry) - 200,000 TMS
One WMD Interceptor (Futuristic weaponry) - 300,000 TMS

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Peoples republic of chinese provinces

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