Players in RTD2 if RTD2 will start (depends on whether RTD1 will end or not)
Ok, I've got some rules, if you guys find it too much, too hard, just ask, or tell me to remove some rules. Sorry for the wall of text:
Supreme Commander RTD:
For the game itself: you’ll get spawned in (gated in) and you’ll get a small economy right away, to speed things up. NO factory. Your first choice is what you’ll build as factory (you’ll get this factory immediately, no roll of the dice)
Then, you can choose
three Dice actions. One for your economy, one for your army. The third is an action that can be chosen for either of them.
The actions of your ACU change the section of actions The ACU is in.
Dice actions for economy:
Use it to build an army.
Upgrade economy.
Upgrade factories.
Dice actions for army:
Scout a bit around.
Attack.
Dice actions for ACU:
Construct an upgrade (in the economy section)
Attack (in the army section)
All units can move back to base without rolling a dice, there you can repair if your army is damaged.
Two armies (if you have two) can be joined up, without a roll. You can also do that with three, or four.
What happens with tier 1, 2, 3, 4?
In combat:
T1 gives no bonus,
T2 gives a bonus of +2
T3 gives a bonus of +4
T4 gives a bonus of +6
The net. bonus is changed on the tiers that are fighting against each other:
Ex: A T3 army attacks a T2 army: The T3 army now has a +4 – (+2) = +2 bonus.
The size of an army gives a bonus as well.
Very small: no bonus
Small: no bonus
Normal: +1
Large: +1
Very large: +2
etc.
(I have to work this out and it may change if it all gets
too large.)
The size and tier level of the economy matter as well:
The larger the economy, the higher the bonus: Small -> normal -> large -> very large -> Huge. A small economy allows to build units of one type (only land for example), with a large economy, you can build units of two types, and with a very large economy, you can build units of all types.
Constructing T2 units is possible if you don’t have T2 economy (T2 PGens/mexes), but it gives you a -1 penalty. For T3, with T1 economy, the penalty is -4 and trying to build T4 with T1 economy gives a -6 penalty. Having a T2 economy and building T1 units gives a +1 bonus (so that’s just the other way around). The economy cannot be upgraded past T3, but there will be no penalty if you build T4 then.
In order to build higher level stuff, you still need to upgrade the factory. You’ll upgrade all factories at the same time, but it costs points: T1 -> T2: 8 points, T2 -> T3: 24 points. Building T4 units can be done if you have your factories or your commander upgraded to T3. The upgrade of commander is separated from upgrading factories.
Upgrading economy takes the some more points: T1 -> T2: 12 points, T2 -> T3: 30 points
If you start the upgrade, you cannot stop it and I will keep rolling until you’ve met the required amount. Only one economy action will be used per turn. So if you choose to use the third action for economy, it
must be used for something different than teching.
Exceeding the amount with some points gives a nice bonus in the form of units.
COMBAT:
Now in battle, there is no Roll to hit or Roll to dodge, but just a Roll for damage.
If you roll a:
0: Infinite fail, Your units will be destroyed and your opponent gains a bonus or you get a penalty
1: Epic fail, your units will be damaged. (-1 size)
2:Fail, nothing happens
3: Very little success, very little damage dealt by your units (enemy army -1 penalty)
4: Small success, some damage dealt (enemy army -1 size and -1 penalty)
5: Succes, normal damage dealt (enemy army -1 size and -2 penalty)
6: Good success, good damage dealt (enemy army -2 size and -2 penalty)
And so on…
When being attacked, the units damaged will do a counter attack (if that is possible). If the army is “very small”, it cannot become smaller. The penalty will have its effect only in this counter attack.
Two armies can attack at the same moment, and then both deal a counter attack.
I’ll give an army a total HP of ten (so if you roll a 10, or a 6 and 4 in two subsequent turns, the enemy army is dead.)
ECONOMY
When you roll with the factory:
0: You lose the factory
1: You get a -1 penalty with the next turn, if you decide to build units.
2: Nothing happens
3: You’ll get a “very small” army of units you explicitly asked for
4: You’ll get a “small” army of the units you explicitly asked for
5: You’ll get a “small” army of the units you explicitly asked for, backed up by some other units (example in T1: Scouts or AA)
6: You’ll get a “normal army” of the units you explicitly asked for, backed up by some other units
7: You’ll get a “normal army” of the units you explicitly asked for, backed up by many other units (example in T1: Scouts and AA)
8: You’ll get a “large army” of the units you explicitly asked for, backed up by very many other units.
(example in T1: Scouts and AA and Artillery)
9: as in 8, but +1 bonus point for the next roll.
10: as in 8, but +2 bonus points for the next roll.
It does not go higher than 10
ACU UPGRADES
When you roll with the ACU, you cannot roll a 0, otherwise you’d die instantly
(of course, if you want, we can add it)
In combat, the ACU gets no penalty with 1 or 2, for the other numbers, it is just the same.
For upgrading, it is as follows:
1: Fail, the turn is wasted and the ACU cannot do a Dice roll next turn
2: Fail, the turn is wasted
3: Success (upgrade complete as you want)
4: Good success (upgrade better than expected)
5: Very good success (upgrade is very powerful)
6: Incredible success (upgrade is incredible)
7 or 8: you’ll get a +1 or +2 bonus in the next turn, in the same roll as the ACU has done now
(so you rolled a total of 8 during upgrading, you’ll get a bonus of +2 in economy next turn)
Bonuses concerning range and mobile shields:
A bonus for range will be given as well, but only if the player has got radar units (scouts) in his army.
Mobile shields give a +1 bonus to your army (for the seraphim +2 because they’re in T3). The cybran has got mobile stealth, this will give a +1 bonus and remove the opponent’s radar bonus.
Having an omni sensor (only possible if you upgrade the economy to T3) makes you invulnerable to the Cybran’s “Removing radar” effect. They’ll still get the +1 bonus.
And so on, and on and on.
ACU upgrade costs
All factions:
R:
Gun______12__+1 in land army
B:
RAS______20__+1 in economy
Adv RAS__30__+2 in economy
Teleport__40___teleporting ability in known area
Shield____12___+25000 SP/100 SP regen in combat, 250 SP regen when not in combat
Adv Shield 30___+50000 SP/100 SP regen in combat, 500 SP regen when not in combat
L:
T2_______ 12__ total HP changed:
_____________ UEF: 15K and 150 regen/turn
_____________ Cybran: 14K and 200 regen/turn
_____________ Aeon: 14K and 200 regen/turn
_____________ Seraphim: 14K and 150 regen/turn
T3_______30__ All commanders have 18K HP and 250HP/turn regen
Aeon:
R:
Sensor___10__Full range effectiveness in army
B:
Chrono dampener___ 20__ -1 for enemy army and navy, +1 for the own army and navy
Cybran:
R:
torpedo_______ 12__ +1 in navy
maser________ 30__ +2 in land army
B:
stealth_________5__ stealth, enemy radar useless against ACU and army coming with ACU
cloak _________ 40__ cloak, enemy and visual useless against ACU. Cloak still effective for army coming with ACU
UEF:
R:
Regen upgrade_ 12__ Additional +100 regen/sec
B:
TML__________ 12__ Can fire a missile, requires very large economy to support. The missile will be a certain success and take out the building you want down (factories/defence/eco). Countered by TMD in the area.
Billy__________ 35__ Can fire a nuke missile, requires huge and T3 economy to support. The missile will trhow a 6 at the targeted spot. TMD in the area lower its effectiveness to a TML. More TMD will kill it completely
Seraphim:
R:
Regen upgrade_ 12__ Additional +200 regen/turn.
adv regen_____ 25__ +10000 HP. Additional +300 HP regen/turn in combat. +600 regen/turn when not in combat. +1 in land army and navy.
Experimental costs
Code:
MonkeyLord:________35__Stealth, +2 in land army.
Fatboy:____________40__High range (can't be counter-attacked). Can build units, +1 in land army
Galactic Colossus:_50__Omni sensor for units near. +2 in land army. Much HP
Megalith:__________50__Can build units. +2 in land army. Much HP
Ythota_____________45__+3 in land army. When the unit dies, the killing unit or group of units may take damage (1 is no success)
Soul Ripper:_______50__Much HP. +2 in land army. +1 in air. Might do crash damage (5, 6 is success)
CZAR:______________50__Can build units. +2 in land army. +1 in air. Might do crash damage (4, 5, 6 is success)
Ahwassa:___________45__+3 in land army. +1 in air. Might do crash damage (5, 6 is success)
Atlantis:__________20__Can build units, +1 against in fleet, +1 in air.
Tempest:___________45__Can build units, +2 in land army, +3 in navy.
Novax:_____________40__+2 counter attack for any structure.
Mavor:____________100__Rolls at least a 4 when attacking.
Scathis:__________100__Rolls twice, with a 5 as maximum
Paragon:__________100__Economy rolls will always get a +5 bonus
Ylona Oss:________100__Can build a nuke in one turn, launch it in the next (so a two turn cycle). Big blast radius, destroys everything in it