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Phansite Warriors System (Version 1.0)
As I have mentioned a few times in the past, I decided to try and make a Warriors style battle system for the phansite. Any criticisms or questions are very welcome, because I have no idea if this will work or not. That being said, I do have a plan to see how it works either tomorrow or Friday.
Gin
1) Turn system: Players can move (Up to 5 spaces), choose moves in battle or interact with things during this. Each turn is split between allied phase, which is where players and allied forces move, and enemy phase, where GM moves the enemy phase.
Gin
2) Movement System: Each square moved will result in 10 soldiers killed. Approaching an officer will activate enter the battle system. Battle system is the same, except for the terrain system. If a player or Enemy enters the same square as an enemy officer, it will move to the battle phase, with the person who approaches the enemy getting  first strike. Up to 3 officers of each army can enter the same skirmish. After the skirmish has ended, a “X has been defeated by Y” message show up, along with a notification on whether or not it was temporary or not.
Gin
3) Battle system: Typical “Liam’s battle system”. Move description and move. In between phases is cut with a update of the battlefield. (Player phase. Battle Update. Enemy Phase. Map Update. Player Phase)This is largely the same, except for the terrain system mentioned below.
Gin
4) Terrain System: During certain events and objectives, certain terrain effects will be applied to the battle system. Neutral, when no other terrain effects are active, does absolutely nothing to gameplay. Fire, activated by a fire attack or other such effects, will result in a 5% reduction of HP per turn until 30% HP is reached. Both sides affected. Cannonfire, activated in certain scenarios by enemy or allied cannons, will result in a 50% chance to lose 10% of health per turn. Enemy of the cannons only. These are the only three terrains at this time.
Gin
5) Message System: After the enemy phase, the map will be updated with everyone's movements. As well as this, notifications of various events, such as Allied or Enemy reinforcements or changes in Terrain Effects, will appear here. Reinforcements will, in most cases, be marked with a black box around the space they spawn in, with a letter appearing if there are more than one set of reinforcements to say who has appeared and where.
Gin
6) Objective System: When a new objective is activated, a message will appear saying something similar to “-- Objective--” With a description of the objective underneath. This will happen during any phase of the battle. Some objectives are optional and the mandatory objectives will cause a change in battle
Gin
As a side note, I have a few other thoughts about other systems, like the Samurai Warriors Morale System for example, but I can't for the life of me think of how to add them. As said before, criticisms and questions are welcome. With any luck, this works. If not... well, I tried.
The Morale system could be activated by certain actions in a scenario, for example, any random Troops without an officer would get a morale penalty. As for the morale effects itself, think of it as a free heat riser or debilitate, depending on if it’s higher or lower than average, and one that can be further strengthened/weakened.
I'd be willing to help playtest this. Can't wait!
Yeah I second Cait, this'll be awesome!
Well For one, I think this seems more like a Phansite Tactics than a Phansite Warriors. Two, I feel like the battles will be skewed in favor of either the allied forces or enemy forces. I propose a difficulty setting. Along with Player versus player. Three, I hope the objectives aren't extremely basic, like "Go to X", "Capture X Keep" or "Defeat X". Victory should be more realistic. Because, irl, a fight won't necessarily end because an important general is defeated. I think it should at least require defeating a minimum amount of enemies and/or a minimum amount of keeps before missions can be completed.
This seems like a good concept, can't wait to try it out
Gin
Admittedly, I did get the same feeling of it being more Tactics than Warriors. Then again, Godseekers exists. In all seriousness, I may change the name eventually. We'll see. As for objectives, I plan to keep it simple for my test run, but expand on them if it gets past that.
Some terrains you should consider are hills/mountains or any type of elevated terrain. It's hard going uphill and easy going downhill. Watery terrains, like rivers, swamps or flooded plains would slow the troups' movements, being somewhat difficult to cross. Fog could reduce visibility. Forrests could be used for ambushes.
A really cool project you got going in here.