Star Wars Roleplay: Chaos

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My Tendency in Invasions

Well-Known Member
So in the hopes of trying to resolve the issues present within Invasions, I am looking within myself where problems could be likely to exist.


The first thing I would like to analyze, is my tactic-less desire to Charge into combat. I hardly ever consider the defenses or how powerful my unit or character is, I typically always just jump at the chance of combat. If I get bitten, I get bitten.

This is true for me even in video games, in a game like COD for instance, I am one of those people that literally as soon as they spawn run directly to the front lines and shoot until I get killed because I'm in a strategically disadvantaged position. I don't think about it. I just do it. I feel like that I may not be the only one who looks at number and point systems as utterly daunting, and feel like its some sort of obstacle to cross, rather than a bridge between the start of the story to the end.

Stats are for responsible and intellectual writers that can relate and adhere to a code of strategy that places victory to chance and placing yourself in the most advantageous position which increases your chances.

Stats are not for writers who should likely not know the first thing about how actual military tactics works or the likelihood of how things operate in real life. Stats are a touch of realism in a medium, where realism shouldn't be dictated that way. We aren't in a video game, and the vast majority of players aren't going to have intimate knowledge of how warfare is actually conducted, similar to George Lucas, with his naval broadside battles with spaceships and sound in space and weird lasers and starfighters, or gigantic armies clashing against each other by the thousands.

Now, granted, those scenarios were created to emulate past existing conflict strategies and most of it was rule of cool, but despite all of that us the viewers, were not looking at the battlefield as:

  • Elite Unit 1 (Numbers=100) engages Common Enemy Unit 1 (Numbers=500) with a roll of 6 to produce 60% damage, and a roll of 4 to protect from 40% of damage. Elite Unit 1 uses three mobility points to circle around the Common Enemy Unit 1, and then expends another action point to call in an orbital strike.

On a vast scale.

It was:

  • Gigantic Army 1 bumrushes into battle with Enemy Gigantic Army 1, lots of casualties everywhere. Screen pans to main character to explain the importance of victory here, and/or the consequences of failure. Que action sequence where main character looks like a bad ass as he/she tries to accomplish a goal that will help his/her army achieve victory.

Why can't there be a system where we have units engage, but rather than having it as a straight up play for play war of attrition over the same objective, there could be smaller objectives that are meant for PC's to interact with in order to bolster their units chance for victory. This makes the size of your force less relevant and just as likely to claim victory as one that is three times as big. It also means that the level of veterancy is also deteriorated without special considerations.

But here's the thing, who's to say that we don't just organize where all the NPC units will meet, and have the writers that are located at an Objective where they will be fighting, create their own separate objectives to focus on that drives an interactive story along, rather than a path to victory? That way each writer can design their own plot points within an Objective that wouldn't ignore the attributes of each of their forces.

What I am proposing here, is that we create a NPC Unit Convention, where PC's will outline plot-points (or sub-objectives) in an engagement with another NPC Unit, that take into consideration how they see their units operating without explicitly dictating "how much stronger their unit is compared to the enemy" with stats.

Does this make any sense at all?
 
Well-Known Member
Does anyone have any further opinions on my writings here or am I just completely off the mark with what the problem is with Invasions?
 

sabrina

Well-Known Member
Okay my pvp 101 is this,
1: do I care if I win
If no go with the flow
If yes
2: initial attack will be based on what I should know
3: break something that will help your next attack
I.e rebreather, gun, anything that will weaken them
And make them more prone
4 repeat three but with more vigor
5 start looking for a kill
6 kill

This has to be done without meta gaming
 
Well-Known Member
[member="sabrina"] But... this isn't about PVP in the traditional sense, of blow against blow.

I was critiquing the nature of NPC forces as they stand on the board, and how we as writers use them. Some people believe it should be strictly confined to realism, where other people like myself, just aren't cut out for that level of detail.

My proposal was a compromise of the two, by making it a requirement that two engaging NPC unit forces must competitively accomplish sub-objectives that relate to their two different NPC forces, when approaching a larger Objective such as the ones found in an Invasion.

That way, all details relating to two different forces are taken into consideration, and gives them both a fair organized shot to victory, even if one party is not one who is explicitly apt at strategy, or is merely getting used to the setting.

The ultimate goal being inclusivity, fairness, and simplicity through micromanaging.
 
Fatty said:
NPC Unit Convention, where PC's will outline plot-points (or sub-objectives) in an engagement with another NPC Unit, that take into consideration how they see their units operating without explicitly dictating "how much stronger their unit is compared to the enemy" with stats.
I like all of this except for that last bit. It is of my opinion that a character, NPC, etc, are only as good as the person writing them, stats really should not matter ever - especially as this is not a board game, or a game at all. In the same way that you cannot use stats in factory subs beyond what is explicitly mentioned in the templates (i.e; speed, maneuverability, armor quality) it should not be touched upon in general RP or via NPC creation.

I get the idea of what you mean by stating that, but I think it would be best left out, as otherwise it implies stats still exist.
 
Well-Known Member
[member="Lily Kirsche Kuhn"] Sorry, that may be a case of a misplaced word or something. I was suggesting an alternative to stats.

That was supposed to be read as "explicitly dictating how much stronger their unit is compared to the enemy with stats"

I was saying that stats were a problem, and an alternative where sub-objectives and plot points relating to the perceived functionality of each unit would be taken into consideration with their design, was my suggestion.

Does that make sense?
 

sabrina

Well-Known Member
[member="Lily Kirsche Kuhn"] only one question to writing ability, I presume you mean, what they do, not how many words they put in to it.

[member="Fatty"] I do same in unit combat, as it's pvp but in another style
 

sabrina

Well-Known Member
[member="Lily Kirsche Kuhn"] elaborate please, as unsure how you mean. This probably my dyslexia though, as what I am reading is, you mean there skill in word play, not what actions they take.
 
[member="sabrina"]
It is a combination of both the actions taken and the way they are done. Simply stating that A threw a grenade at B is entirely different from a far more elaborate and thought-out approach.
 

sabrina

Well-Known Member
[member="Lily Kirsche Kuhn"]
We will have to agree to disagree to some respect on this. Though I do agree that if some writes, I throw grenade at sabrina. Then that too short, and I would agree with you.
Though as old saying goes, action speaks louder than words.
 

sabrina

Well-Known Member
[member="Lily Kirsche Kuhn"] That's my point, as yours and probably 95% of the board have a bigger working vocabulary than me, grammar is still guess work to me. It has taken three years, to get this bad. Know I am reading what your saying, but I may be wrong. Is that you would judge all things on there ability to write it, know if I am right i would fundamentally against what your saying. As sounds elitist to me, and would put people of joining and some people would leave.

If I am wrong, in what you are saying. Please list it, in numerical order of points, with examples to make yourself easier to follow. Sorry my main reading is instruction manuals, and they come with diagrams make things easy to follow. Do not wish to get lost in translation with you. :)
 

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