|
Post by Tony, the one and only on Sept 9, 2010 22:36:37 GMT -5
ok so were back on?
|
|
|
Post by Flags_Forever on Sept 10, 2010 0:04:45 GMT -5
Not sure...
|
|
|
Post by Tony, the one and only on Sept 10, 2010 14:42:23 GMT -5
hmmn... y dont yougus continue ill brb in a few days
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 10, 2010 14:45:19 GMT -5
I propose the following: Post your - Staff (no more than 100 at start),
- Infrastructures (no more than 3 at start),
- Money (no more than 500$ at start),
- General Weaponry (just for curiosity, doesn't affect attacks),
- "Special Moves" (can be no more than 3), and
- Qualities and deficiencies (point system) (as I'll list below)
RIGHT NOW! Days are composed of 2 turns. Each turn takes a real day, from midnight to to midnight (in AST). In the first turn, you can do whatever you want. The second turn is in reaction to all events which happened in the first turn, and attacks to other teams/ their infrastructures are forbidden in these. There will be a point system. You start with 15 points you can attribute to your team in - Strength (+1 Str is like +2 people in battle (pib))
- Agility (+5 Ag = +1pib, +60miles per hour when moving)
- Intelligence (+1 Int = -20$ construction expenses; +5 Int = +1pib)
- Alertness (+1 Alr = +2points in building defense) and
- Creativity (+5 Crt = +2pib, -50$ construction expenses, +2points in building defense)
Addition of points is made trough learning (for intelligence and creativity) and training (for everything else). Intelligence takes 2 turns of learning to increase 1 point. Creativity takes 4 turns. Strength and Agility take 3 turns of training to increase 1 point. Alertness takes 6 turns of training to increase 1 point. Learning and training do not need to be continuous (aka, you can stop during certain shifts and continue from when you stopped). When training/learning. Learning/training will also not remove you resources (like staff and materials), but all your actions during that turn have half the expected effect. Earning (legit) money and recruiting work a lot like learning and training. They take resources (staff), but do not cause effect to actions. You gain 50$ per turn for each 10 people you focus on earning money and you gain 5 new people for each person you put recruiting per turn. While recruiting or earning money you can't learn or train, as not your entire staff is able to be active on it. Battles and attacks winners are decided by the perceived amount of people in troops (the people sent + the gains resulted from points). Attacks are made by a team to another's infrastructure. The defendant's perceived troops are defined by the amount of people in the infrastructure + team points + infrastructure's defense points. Battles are pre-announced attacks between teams. They occur in neutral ground. Each team sends info about their attack troops and status to a 3rd party team manager. This team manager will then post all details sent and announce the winner in the end of the first turn Infrastructures cost 50$ per person to create. According to the amount spent, you'll be able to have more or less people inside. Your base can always have all of your army inside, without the need for upgrades. Infrastructures will have "defense points". These are the points talked about above for attacks. These are also the minimum amount of skill points you will need to infiltrate the infrastructure and/or sabotage it. The types of points are the same as skill points, and your limit is 2/3 (two thirds, 66%) of the total skill points you have when building an infrastructure. Upgrades to the building can pass that limit, being each point's cost shared with the cost of 5 persons. On bases, the leader's office had 3 times the defense points of the rest of the building. Other infrastructures which do not belong to teams also have defense points. - Banks/stores/houses increase defense points by 2 Str, 5 Int and 6 Crt for each 100$ (worth) you want to steal.
- Other infrastructures soon.
Special moves are moves unique and related to your team that will give you an advantage in relation to the other team. This might be a temporary or permanent addition of points, a speedup in learning/training certain things, etc. At last (for now that I can remember), a team header must be posted on the top of each action commands of a turn. Team XYZ People: NUMBER; Money: $$$; Total Skill Points: NUMBER Strength (Str): NUMBER; Agility (Ag): NUMBER; Intelligence (Int): NUMBER; Alertness (Alr): NUMBER; Creativity (Crt): NUMBER. Buildings:
- NAME; NUMBER OF PEOPLE IN IT; Str: NUMBER; Ag: NUMBER; Int: NUMBER; Alr: NUMBER; Crt: NUMBER
Special Skills:
- SKILL #1: DESCRIPTION
- SKILL #2: DESCRIPTION
- SKILL #3: DESCRIPTION
[b]Team[/b] XYZ [b]People:[/b] NUMBER; [b]Money:[/b] $$$; [b]Total Skill Points:[/b] NUMBER [b]Strength (Str):[/b] NUMBER; [b]Agility (Ag):[/b] NUMBER; [b]Intelligence (Int):[/b] NUMBER; [b]Alertness (Alr):[/b] NUMBER; [b]Creativity (Crt):[/b] NUMBER. [b]Buildings:[/b] [ul][li][b]NAME[/b]; [b]NUMBER OF PEOPLE IN IT[/b]; [b]Str:[/b] NUMBER; [b]Ag:[/b] NUMBER; [b]Int:[/b] NUMBER; [b]Alr:[/b] NUMBER; [b]Crt:[/b] NUMBER[/li][/ul][b]Special Skills:[/b] [ul][li][b]SKILL #1:[/b] DESCRIPTION [/li][li][b]SKILL #2:[/b] DESCRIPTION [/li][li][b]SKILL #3:[/b] DESCRIPTION[/li][/ul] I think this system would allow us to make our own game without the need for a game master. And so we would be capable of controlling ourselves for awhile. Have in mind, in all these proposals, that if someone makes something unfair (for example, unfairly good special skills), the majority should be able to force an unfair case to be fixed (by either giving more power or less power).
|
|
|
Post by Tony, the one and only on Sept 10, 2010 14:57:41 GMT -5
^simplify all of the above into a point by point rule chart so everyone can easilly understand it
|
|
|
Post by Flags_Forever on Sept 10, 2010 15:13:36 GMT -5
I propose the following: Post your - Staff (no more than 100 at start),
- Infrastructures (no more than 3 at start),
- Money (no more than 500$ at start),
- General Weaponry (just for curiosity, doesn't affect attacks),
- "Special Moves" (can be no more than 3), and
- Qualities and deficiencies (point system) (as I'll list below)
RIGHT NOW! Days are composed of 2 turns. Each turn takes a real day, from midnight to to midnight (in AST). In the first turn, you can do whatever you want. The second turn is in reaction to all events which happened in the first turn, and attacks to other teams/ their infrastructures are forbidden in these. There will be a point system. You start with 15 points you can attribute to your team in - Strength (+1 Str is like +2 people in battle (pib))
- Agility (+5 Ag = +1pib, +60miles per hour when moving)
- Intelligence (+1 Int = -20$ construction expenses; +5 Int = +1pib)
- Alertness (+1 Alr = +2points in building defense) and
- Creativity (+5 Crt = +2pib, -50$ construction expenses, +2points in building defense)
Addition of points is made trough learning (for intelligence and creativity) and training (for everything else). Intelligence takes 2 turns of learning to increase 1 point. Creativity takes 4 turns. Strength and Agility take 3 turns of training to increase 1 point. Alertness takes 6 turns of training to increase 1 point. Learning and training do not need to be continuous (aka, you can stop during certain shifts and continue from when you stopped). When training/learning. Learning/training will also not remove you resources (like staff and materials), but all your actions during that turn have half the expected effect. Earning (legit) money and recruiting work a lot like learning and training. They take resources (staff), but do not cause effect to actions. You gain 50$ per turn for each 10 people you focus on earning money and you gain 5 new people for each person you put recruiting per turn. While recruiting or earning money you can't learn or train, as not your entire staff is able to be active on it. Battles and attacks winners are decided by the perceived amount of people in troops (the people sent + the gains resulted from points). Attacks are made by a team to another's infrastructure. The defendant's perceived troops are defined by the amount of people in the infrastructure + team points + infrastructure's defense points. Battles are pre-announced attacks between teams. They occur in neutral ground. Each team sends info about their attack troops and status to a 3rd party team manager. This team manager will then post all details sent and announce the winner in the end of the first turn Infrastructures cost 50$ per person to create. According to the amount spent, you'll be able to have more or less people inside. Your base can always have all of your army inside, without the need for upgrades. Infrastructures will have "defense points". These are the points talked about above for attacks. These are also the minimum amount of skill points you will need to infiltrate the infrastructure and/or sabotage it. The types of points are the same as skill points, and your limit is 2/3 (two thirds, 66%) of the total skill points you have when building an infrastructure. Upgrades to the building can pass that limit, being each point's cost shared with the cost of 5 persons. On bases, the leader's office had 3 times the defense points of the rest of the building. Other infrastructures which do not belong to teams also have defense points. - Banks/stores/houses increase defense points by 2 Str, 5 Int and 6 Crt for each 100$ (worth) you want to steal.
- Other infrastructures soon.
Special moves are moves unique and related to your team that will give you an advantage in relation to the other team. This might be a temporary or permanent addition of points, a speedup in learning/training certain things, etc. At last (for now that I can remember), a team header must be posted on the top of each action commands of a turn. Team XYZ People: NUMBER; Money: $$$; Total Skill Points: NUMBER Strength (Str): NUMBER; Agility (Ag): NUMBER; Intelligence (Int): NUMBER; Alertness (Alr): NUMBER; Creativity (Crt): NUMBER. Buildings:
- NAME; NUMBER OF PEOPLE IN IT; Str: NUMBER; Ag: NUMBER; Int: NUMBER; Alr: NUMBER; Crt: NUMBER
Special Skills:
- SKILL #1: DESCRIPTION
- SKILL #2: DESCRIPTION
- SKILL #3: DESCRIPTION
[b]Team[/b] XYZ [b]People:[/b] NUMBER; [b]Money:[/b] $$$; [b]Total Skill Points:[/b] NUMBER [b]Strength (Str):[/b] NUMBER; [b]Agility (Ag):[/b] NUMBER; [b]Intelligence (Int):[/b] NUMBER; [b]Alertness (Alr):[/b] NUMBER; [b]Creativity (Crt):[/b] NUMBER. [b]Buildings:[/b] [ul][li][b]NAME[/b]; [b]NUMBER OF PEOPLE IN IT[/b]; [b]Str:[/b] NUMBER; [b]Ag:[/b] NUMBER; [b]Int:[/b] NUMBER; [b]Alr:[/b] NUMBER; [b]Crt:[/b] NUMBER[/li][/ul][b]Special Skills:[/b] [ul][li][b]SKILL #1:[/b] DESCRIPTION [/li][li][b]SKILL #2:[/b] DESCRIPTION [/li][li][b]SKILL #3:[/b] DESCRIPTION[/li][/ul] I think this system would allow us to make our own game without the need for a game master. And so we would be capable of controlling ourselves for awhile. Have in mind, in all these proposals, that if someone makes something unfair (for example, unfairly good special skills), the majority should be able to force an unfair case to be fixed (by either giving more power or less power). I like it. But again, bonuses when the Commander's on the field.
|
|
Flappy
Star
Grrr! But not really....
Posts: 577
|
Post by Flappy on Sept 10, 2010 15:39:47 GMT -5
Wow, this game really evolved...good job guys!
|
|
|
Post by Flags_Forever on Sept 10, 2010 16:44:19 GMT -5
Refining radicallyblue's setup: You have 10 points to assign to five categories, being: - Strength (Str): Your troops ability to inflict damage. 1 Str= +1% damage inflicted
- Defense (Def): Your troops ability to withstand damage. 1 Def= -1% damage sustained
- Speed (Spd): Your troops rate of movement. 1 Spd= +1 Attacks
- Skill (Skl): Your troops ability to construct fortifications. 1 Skl= -10$ off construction cost.
- Intelligence (Int): Your troops ability to strategize. 1 Int= -1 Attacks by enemy.
You can train any stat you choose, but only one per turn. It will increase by 1 point for each person assigned to training(a maximum of 5). Types of fortifications: - Castles
Building Cost: 150$ Stamina: 75% Minimum Personnel: 20
- Forts
Building Cost: 150$ Stamina: 50% Minimum Personnel: 10
- Outposts
Building Cost: 50$ Stamina: 25% Minimum Personnel: 5
Fortifications have their own Stamina, added on to the Stamina of those manning it. You start out with 1000$ in funds. Funds increase by 100$ for each person assigned to fund raising(a maximum of 10) every turn. You start out with 100 personnel. Personnel increase by 10 for each person assigned to Recruitment(a maximum of 10) every turn. Here's a modified template: Team: TEAM NAME Commander: NAME, TITLE Personnel: # Funds: $ Stamina:% Str: # Def: # Spd: # Skl:# Int:# Fortifications:- NAME
Personnel: # Stamina:%
Special Skills:- SKILL #1: DESCRIPTION
- SKILL #2: DESCRIPTION
- SKILL #3: DESCRIPTION
Training: STAT, # Fund-raising: % Recruitment: #
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 10, 2010 18:25:59 GMT -5
Refining radicallyblue's setup: You have 10 points to assign to five categories, being: - Strength (Str): Your troops ability to inflict damage. 1 Str= +1% damage inflicted
- Defense (Def): Your troops ability to withstand damage. 1 Def= -1% damage sustained
- Speed (Spd): Your troops rate of movement. 1 Spd= +1 Attacks
- Skill (Skl): Your troops ability to construct fortifications. 1 Skl= -10$ off construction cost.
- Intelligence (Int): Your troops ability to strategize. 1 Int= -1 Attacks by enemy.
You can train any stat you choose, but only one per turn. It will increase by 1 point for each person assigned to training(a maximum of 5). Types of fortifications: - Castles
Building Cost: 150$ Stamina: 75% Minimum Personnel: 20
- Forts
Building Cost: 150$ Stamina: 50% Minimum Personnel: 10
- Outposts
Building Cost: 50$ Stamina: 25% Minimum Personnel: 5
Fortifications have their own Stamina, added on to the Stamina of those manning it. I think Castles should be "Headquarters". Oh, how do we define the percentage of damage inflicted/sustained when making battles? How do "Attacks" (influenced by speed and intelligence) influence the damage inflicted/sustained in battle? How is stamina calculated and how does it affect the troop's life? I'll attempt to solve it: Attack/defense percentages are: ( ( Your troop / ( your troop + opponent's troop ) ) * 100 ) +/- any bonus from points, etc Stamina starts at 100% for each section of the troop. The stamina increases 10% for every 4 days (8 turns) when under 100%. It decreases when there is an attack, and if it below 50% it will naturally decrease by 5% each turn. Stamina below 50% will also remove 1% of other capabilities for each 1% of stamina lost. Attack percentages will remove defense, and when this is worn out, stamina. The first troop to reach 0% stamina is the one to lose. Having in mind that no attacks can be made on the second turn of the day, this is when armies should try and recover stamina and increase attack/defense. When below 50% (or not fast enough of a recovery), stamina will need to be recovered by doctors, which need to be trained. A doctor takes 2 days (4 turns) to teach (can be taught at the same time skills are improved) and can fully recover the stamina of 100 people in one turn (or 2 turns when below 50%). Attack/Defense recoveries/upgrades can be bought for 10$ per 1%. The building's stamina will translate in defense (not stamina) increases for the guards inside. When the guards defense (which includes the building stamina) reaches 0%, the building was demolished, automatically translating in a up to 50% stamina damage to all people inside it (just enough for people to reach 50% stamina and not a bit whatsoever under). _________ About speed and intelligence, I think they could add +1% attack for friends and -1% attack for foes respectively. I also think that making a spacial plant of the buildings, headquarters, etc would allow for a more creative use of speed (for traveling far distances) and to add a nerve element to battles (doctors would need to be fast enough to move injured people to and from hospitals for a stamina recovery system to work and an emergency retreat would be dangerous as well due to the lack of stamina, and therefore, speed). About the legend, having in mind it will need to be visible in all actions, I think a more compact version would be good: Team: TEAM NAME; Commander: NAME, TITLE Personnel: #; Doctors: #; Funds: $; Stamina: % Str: #; Def: #; Spd: #; Skl: #; Int: # Fortifications:- NAME; Personnel: #; Attack: %; Defense: %; Stamina: %
Special Skills:- SKILL #1: DESCRIPTION
- SKILL #2: DESCRIPTION
- SKILL #3: DESCRIPTION
Training: STAT, # (Doctor: #) Fund-raising: # (+$); Recruitment: # (+#). [b]Team:[/b] TEAM NAME; [b]Commander:[/b] NAME, TITLE [b]Personnel:[/b] #; [b]Doctors:[/b] #; [b]Funds:[/b] $; [b]Stamina:[/b] % [b]Str:[/b] #; [b]Def:[/b] #; [b]Spd:[/b] #; [b]Skl:[/b] #; [b]Int:[/b] #
[b]Fortifications:[/b] [ul][li][b]NAME[/b]; [b]Personnel:[/b] #; [b]Attack:[/b] %; [b]Defense:[/b] %; [b]Stamina:[/b] %[/li][/ul][b]Special Skills:[/b] [ul][li][b]SKILL #1:[/b] DESCRIPTION [/li][li][b]SKILL #2:[/b] DESCRIPTION [/li][li][b]SKILL #3:[/b] DESCRIPTION[/li][/ul][b]Training:[/b] STAT, # (Doctor: #) [b]Fund-raising:[/b] # (+$); [b] Recruitment:[/b] # (+#). The code in fund-raising and recruitment is: # of people doing it (amount going to be received)
|
|
|
Post by Flags_Forever on Sept 10, 2010 21:18:37 GMT -5
I like it. Any thing else we should add into this? And are we still going to look for a game master?
|
|
|
Post by SwimFellow on Sept 10, 2010 23:25:21 GMT -5
^Yeah. I would be the game master, but I don't have enough time.
|
|
|
Post by Tony, the one and only on Sept 11, 2010 14:03:45 GMT -5
if i had a clue obout how you want this done, and some dice, i would
|
|
|
Post by Tony, the one and only on Sept 11, 2010 14:04:25 GMT -5
^simplify all of the above into a point by point rule chart so everyone can easilly understand it
|
|
|
Post by SwimFellow on Sept 12, 2010 11:46:46 GMT -5
Agreed.
|
|
|
Post by landostarchaser on Sept 12, 2010 11:59:20 GMT -5
So like this?
Team: Cowboys Commander: Jet McCal Personnel: 100 Funds: $100 Stamina:100% Str: 2 Def: 1 Spd: 3 Skl: 4 Int: 0
Fortifications: Sheriff Office Personnel: 1-15 Stamina:100%
Special Skills: Sharpshooter: Two- Seven kills with one bullet I'm still thinking of more SKILL #2: DESCRIPTION SKILL #3: DESCRIPTION
Training: Skl, 2 Fund-raising: ?? Recruitment: 5
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 12, 2010 12:56:41 GMT -5
After finding some inconsistencies, I'll try and fix them here. (...) Attack/defense percentages are: ( ( Your troop / ( your troop + opponent's troop ) ) * 100 ) +/- any bonus from points, etc Stamina starts at 100% for each section of the troop. The stamina increases 10% for every 4 days (8 turns) when under 100%. It decreases when there is an attack, and if it is below 50% it will naturally decrease by 5% each turn. Stamina below 50% will also remove 1% of other capabilities for each 1% of stamina lost. Attack percentages will remove defense, and when this is worn out, stamina. The first troop to reach 0% stamina is the one to lose. Having in mind that no attacks can be made on the second turn of the day, this is when armies should try and recover stamina and increase attack/defense. When below 50% (or not fast enough of a recovery), stamina will need to be recovered by doctors, which need to be trained. A doctor takes 2 days (4 turns) to teach (can be taught at the same time skills are improved) and can fully recover the stamina of 100 people in one turn (or 2 turns when below 50%). Attack/Defense recoveries/upgrades can be bought for 10$ per 1%. The building's stamina will translate in defense (not stamina) increases for the guards inside. The building's stamina is a intermediary mechanism between the guards' defense and stamina. When building stamina decreases, guards stamina decreases by half. When the building's stamina reaches 0%, the building was demolished, automatically translating in a up to 50% stamina damage to all people inside it (just enough for people to reach 50% stamina and not a bit whatsoever under). Speed and intelligence, I add +1% attack for friends and -1% attack for foes respectively. (...) Special Skills, besides a nice description, must translate in some sort of special (arbitrary or constant) increase or decrease in friend's or foe's skills (Strength, Defense, Speed, Skill, Intelligence) or attack/defense (+/- x% Attack/Defense for friends/foes)
Training for certain skill happens universally (this is to make attack and defense calculation easier and less bothersome), being the only exception training for doctor. When training a skill, all of the attacks have half the expected outcome (attack is half the original percentage, but defense is still same), and speed skill is rendered useless (too busy to be fast). This does not happen when training to doctor, but people training for doctor can not join battles.About the legend: Team: TEAM NAME; Commander: NAME, TITLE Personnel: #; Doctors: #; Funds: $; Overall Stamina: % * Str: #; Def: #; Spd: #; Skl: #; Int: # Fortifications:- NAME; Personnel: #; (Attack: %; Defense: %; )Stamina: %; Building Stamina: %;
Special Skills:- SKILL #1: DESCRIPTION
- SKILL #2: DESCRIPTION
- SKILL #3: DESCRIPTION
Training: STAT (Doctor: #) Fund-raising: # (+$); Recruitment: # (+#). [b]Team:[/b] TEAM NAME; [b]Commander:[/b] NAME, TITLE [b]Personnel:[/b] #; [b]Doctors:[/b] #; [b]Funds:[/b] $; [b]Overall Stamina:[/b] % [b]Str:[/b] #; [b]Def:[/b] #; [b]Spd:[/b] #; [b]Skl:[/b] #; [b]Int:[/b] #
[b]Fortifications:[/b] [ul][li][b]NAME[/b]; [b]Personnel:[/b] #; ([b]Attack:[/b] %; [b]Defense:[/b] %; )[b]Stamina:[/b] %; [b]Building Stamina:[/b] %;[/li][/ul][b]Special Skills:[/b] [ul][li][b]SKILL #1:[/b] DESCRIPTION [/li][li][b]SKILL #2:[/b] DESCRIPTION [/li][li][b]SKILL #3:[/b] DESCRIPTION[/li][/ul][b]Training:[/b] STAT (Doctor: #) [b]Fund-raising:[/b] # (+$); [b] Recruitment:[/b] # (+#). The code in fund-raising and recruitment is: # of people doing it (amount going to be received) * - Overall Stamina is defined by (Each Troop's Stamina * number of soldiers in troop)/Total amount of people Ex: Troop #1 (20 people): 50% stamina; Troop #2 (70 people): 70% stamina; Headquarter guards and habitants (100 people): 100% stamina.
( 50*20 + 70 * 70 + 100 * 100 ) / 190 = 83% Overall Stamina
Battle Labels: (used for troops in battle) Personnel: #; Doctors: #; Funds: $; Str: #; Def: #; Spd: #; Skl: #; Int: # Attack: %; Defense: %; Stamina: %;
That way, landostarchaser, your label should be: Team: Cowboys; Commander: Jet McCal, Head Coboyer...ish? Personnel: 100; Doctors: 0; Funds: $100; Overall Stamina: 100% Str: 2; Def: 1; Spd: 3; Skl: 4; Int: 0
Fortifications:
- Sheriff Office; Personnel: 1*; Stamina: 100%; Building Stamina: 50% (counts as a fort);
Special Skills:
- Sharpshooter:: 2 to 7 kills with one bullet (2 to 7% random attack increase) (for example, you just need to translate it in a way we can use for calculation)
Training: Skl (No doctors being trained) Fund-raising: No funds being raised atm; Recruitment: 5 (+25**). * Being the Sherif office your headquarters (until you create another), it can accommodate any amount of people you want. In this case you're telling us that, in this turn, there is only 1 person in there. Other buildings you build will have a limit on the amount of people it can accommodate according to how much you spend on making it/upgrading it. ** Those are the people you'll gain next round for the 5 people you have recruiting.
|
|
|
Post by Flags_Forever on Sept 12, 2010 16:54:11 GMT -5
Team: Drgons; Commander: Narga, the Dragon God Personnel: 100; Doctors: 5; Funds: $1000; Overall Stamina: 100%; Str: 3; Def: 3; Spd:[3] #; Skl:[/1] #; Int: #
Fortifications:
- Castle Deghinsea; Personnel: 80; (Attack: 80%; Defense: 80; )Stamina: 80%; Building Stamina: 100%;
Special Skills:
- Dragon Breath: Troops breath lightning, fire, or poison, ignoring Def and inflicting 10% damage to target. Costs 5% stamina. Can only be used every 10 turns.
- Healing Mist: Troops breath healing mist on their allies, restoring 20% stamina. Can not attack until next turn. Can only be used once per engagement.
- Revelation: Int training in an additional +2 Increase. Cannot be trained on consecutive turns. Costs $10
Training: Int, 5 (-$10, will gain +7 Int on next turn) (Doctor: 5) Fund-raising: 5 (+$50); Recruitment: 5 (+50). Look good?
|
|
|
Post by Sean on Sept 12, 2010 16:55:08 GMT -5
It does look great, I wish I could figure out how to play!
|
|
|
Post by landostarchaser on Sept 12, 2010 17:09:45 GMT -5
Team: Cowboys; Commander: Jet McCal, Head Coboyer...ish? Personnel: 100; Doctors: 0; Funds: $100; Overall Stamina: 100% Str: 2; Def: 1; Spd: 3; Skl: 4; Int: 0
Fortifications: Sheriff Office; Personnel: 1*; Stamina: 100%; Building Stamina: 50% (counts as a fort);
Special Skills: Sharpshooter:: 2 to 8 kills with one bullet, 2 to 8 % stamina cost; may use ever 10 turns Drunken Fool:: Increases resistance to pain (def) by 25%; 10% stamina lost; May use before every engagement Giddy Up:: Removes me from any dangerous situation ( increase in agility +5) 30% stamina cost
Training: Skl, 1 doctor Fund-raising: $10; Recruitment: 5 (+25**).
|
|
|
Post by SwimFellow on Sept 12, 2010 19:33:46 GMT -5
I can't figure this out, we need it to be a little bit simpler.. This is very confusing.
|
|