RP Simulation Threads- What If

Idea Viability

  • nobody would want to play along if it isn't the real thing

    Votes: 0 0.0%
  • No

    Votes: 0 0.0%
  • Terrible Idea- Pls abandon

    Votes: 0 0.0%

  • Total voters
    9

Legionite

taking a break from TAC Pack
May 20, 2017
2,299
3,823
575
[TAC HQ R&D]
forum.terratechgame.com
An idea on a new type of Kingdom thread that doesn't actually host events that happen, but what would happen in a "What If" situation.

Like the Lemon Wars could be hosted in a "Simulation Thread Role-Play [ST RP]" without actually interfering with normal RP. (Could also just be called a Skirmish)

[ST RP]s would only account for how many Techs the Kingdoms currently had when the [ST RP] began.
More Techs can be made in [ST RP], but any resources gained in [ST RP] stays in its respectful [ST RP].

[ST RP]s would require authorization by most kingdoms to begin.
In more sensitive matters like Kingdom VS Kingdom, and anything related to "creating a new fake kingdom", full authorization of all participants must be validated to continue, or the participating kingdom that didn't validate would have to be left out of the RP (no mentioning of that kingdom in combat-related RP matters).

Vaildation can be done for a kingdom if one of it's citizens mention somewhere on the [ST RP] post that they want to join, unless the Kingdom leader of that kingdom says otherwise.

Version 0.1

Any other suggestions/changes to this?
 
Last edited:

BenBacon

Founder Of Bacon, Inc
Jan 15, 2017
1,562
2,245
525
Gulag
How about when the techs "fight" there is no space or scaling but just the size of the tech in the snapshot?
 

Legionite

taking a break from TAC Pack
May 20, 2017
2,299
3,823
575
[TAC HQ R&D]
forum.terratechgame.com
How about when the techs "fight" there is no space or scaling but just the size of the tech in the snapshot?
That is technically a "set variable" in a [ST RP]/Skirmish of it's own.
These stay the same (do not change after the RP has been confirmed) after being set by the host.

Settable Variables include (Post what you want specifically in the [ST RP]/Skirmish thread):
+ Tech Rescale modifier/ No RP Scale change
+ Fixed new Tech production rates
+ Allow Multi-Techs

+ Enable Missing Shots
+ Average accuracy (based on weapons)
+ Damage modifier
+ Effectiveness of Shields
+ etc.

+ How effective certain weapons are
+ Buffed/Nerfed Megaton Spam
+ Buffed/Nerfed GSO Mini-Mortar Spam
+ etc.

+ Enable/Disable Factors that only exist in RP:
+ Enable/Disable Advanced RP Mech Interaction
+ Enable/Disable Magnet Tech Grabbing and Throwing
+ Enable/Disable Magnet launched Block Shrapnel damage
+ Enable/Disable Jackhammer Tech Launching
+ Enable/Disable AI Interaction and Termination
+ Enable/Disable Main Cannons and Charged Weapons
+ etc.

Not Settable Variables:
- # of past Techs built in a kingdom (to prevent endless combat wars and stuff)
- Anything that wasn't real beforehand suddenly getting a bunch of Tech copies of itself
- Asymmetrical Allowance of turns per Kingdom in a Side VS Side match
- Mad "Insta-Kill Hax" that allows a kingdom to destroy another Tech or army in less than 2 turns without letting the opponent move first
 

BenBacon

Founder Of Bacon, Inc
Jan 15, 2017
1,562
2,245
525
Gulag
That is technically a "set variable" in a [ST RP]/Skirmish of it's own.
These stay the same (do not change after the RP has been confirmed) after being set by the host.

Settable Variables include (Post what you want specifically in the [ST RP]/Skirmish thread):
+ Tech Rescale modifier/ No RP Scale change
+ Fixed new Tech production rates
+ Allow Multi-Techs

+ Enable Missing Shots
+ Average accuracy (based on weapons)
+ Damage modifier
+ Effectiveness of Shields
+ etc.

+ How effective certain weapons are
+ Buffed/Nerfed Megaton Spam
+ Buffed/Nerfed GSO Mini-Mortar Spam
+ etc.

+ Enable/Disable Factors that only exist in RP:
+ Enable/Disable Advanced RP Mech Interaction
+ Enable/Disable Magnet Tech Grabbing and Throwing
+ Enable/Disable Magnet launched Block Shrapnel damage
+ Enable/Disable Jackhammer Tech Launching
+ Enable/Disable AI Interaction and Termination
+ Enable/Disable Main Cannons and Charged Weapons
+ etc.

Not Settable Variables:
- # of past Techs built in a kingdom (to prevent endless combat wars and stuff)
- Anything that wasn't real beforehand suddenly getting a bunch of Tech copies of itself
- Asymmetrical Allowance of turns per Kingdom in a Side VS Side match
- Mad "Insta-Kill Hax" that allows a kingdom to destroy another Tech or army in less than 2 turns without letting the opponent move first
You should put that in the main post, but it might take too long for both kingdoms to agree on something
EDIT: Realized only the host makes the rules
 

Traveel

Well-Known Member
Sep 14, 2017
822
666
495
An idea on a new type of Kingdom thread that doesn't actually host events that happen, but what would happen in a "What If" situation.

Like the Lemon Wars could be hosted in a "Simulation Thread Role-Play [ST RP]" without actually interfering with normal RP. (Could also just be called a Skirmish)

[ST RP]s would only account for how many Techs the Kingdoms currently had when the [ST RP] began.
More Techs can be made in [ST RP], but any resources gained in [ST RP] stays in its respectful [ST RP].

[ST RP]s would require authorization by most kingdoms to begin.
In more sensitive matters like Kingdom VS Kingdom, and anything related to "creating a new fake kingdom", full authorization of all participants must be validated to continue, or the participating kingdom that didn't validate would have to be left out of the RP (no mentioning of that kingdom in combat-related RP matters).

Vaildation can be done for a kingdom if one of it's citizens mention somewhere on the [ST RP] post that they want to join, unless the Kingdom leader of that kingdom says otherwise.

Version 0.1

Any other suggestions/changes to this?
Pretty much a non-canon RP war?