Post any suggestions you have for modifying the RP here. This is an OOC thread.
2 posters
Suggestions to RP (OOC)
Melutar- Commandant
- Alliance : WFF
Posts : 1533
Join date : 2009-09-27
Age : 32
Location : Tonder's BED.cuz Tonder's sexy
Character sheet
RPG Nation Name: Salacion Empire
RPG Nation Ruler: Melutar
- Post n°1
Suggestions to RP (OOC)
Melutar- Commandant
- Alliance : WFF
Posts : 1533
Join date : 2009-09-27
Age : 32
Location : Tonder's BED.cuz Tonder's sexy
Character sheet
RPG Nation Name: Salacion Empire
RPG Nation Ruler: Melutar
- Post n°2
Re: Suggestions to RP (OOC)
Follow the following OWF rules:
*Your in-game navy is directly used in CNRP with added multipliers. Established here (http://forums.cybernations.net/index.php?showtopic=72353)
Official Multipliers for Naval units are issued on the basis of both Infrastructure, and Technology. Inorder to utilize a multiplier you must meet both of the requirements.
0-4,000 Infra, 0-500 tech: No multiplier
4,001-5,000 Infra, 501-1,000 tech: x2
5,001-6,000 Infra, 1,001-2,000 tech: x3
6,001-7,500 Infra, 2,001-3,500: x4
7,501-Infinity Infra, 3,501-Infinity: x5
*Your in-game air force is counted as your CNRP airforce. However, once you become a "developed" nation, one plane may count as one squadron.
*When engaging in a CNRP war, the out come should be decided before hand by the participants. In cases of rather obvious out comes, common sense can be used, but with larger nations, fortified nations and older RPers coming to an agreement before hand is a much easier and less hateful path than the OOC mud slinging which most wars devolved into.
*The amount of nukes (warheads) you have is equal to your in game level of warheads. Everyone with standard nukes has fission bombs(max 500kt) Weapons research complexes give you hydrogen bombs (keep them within reason not tens of megaton warheads), and neutron weapons. This decision was reached by consulting with the GMs and at their urging.
*Also, large Fuel air explosive bombs, chemical weapons, large EMP weapons, and biological weapons are capped at 50 and equal to the number of CMs you have in game.
Third World Nation (0-299 tech)
Your technology level is very low, and are developing your own way in the world. You have cold war technology*, and any tech you recieve from other nations (weapons, aircraft, etc.) is not easily maintained without help. It's much like what buying tech from other nations is now IRL. You may design items appropriate to the period.
*{1980-90ish}
Modern Nation (300-1499 tech)
Your technology has reached a modern level, and you can build anything military-wise that currently exists*. You may design items appropriate to the period.
*{not in alpha testing, so laser plane and the walking robot buzzing thing is out while the F-35 is in}
First World Nation (1500+ tech)
Inventions start coming from your nation, and you can build anything your heart can imagine*. You're still limited to IG levels of soldiers, tanks, nukes, CMs, etc. Now, beyond this your tech level still matters for your army efficency, but a lot less. Design statistics will matter less as there is an efficiency formula for your armies
*{To a technological limit of the year 2020, of course, within the rules of what can and cannot exist in CNRP, so no mechs, lasers, or rods from god}
Design statistics will matter less as there is an efficiency formula for your armies, showing how relatively effective they are.
*Your in-game navy is directly used in CNRP with added multipliers. Established here (http://forums.cybernations.net/index.php?showtopic=72353)
Official Multipliers for Naval units are issued on the basis of both Infrastructure, and Technology. Inorder to utilize a multiplier you must meet both of the requirements.
0-4,000 Infra, 0-500 tech: No multiplier
4,001-5,000 Infra, 501-1,000 tech: x2
5,001-6,000 Infra, 1,001-2,000 tech: x3
6,001-7,500 Infra, 2,001-3,500: x4
7,501-Infinity Infra, 3,501-Infinity: x5
*Your in-game air force is counted as your CNRP airforce. However, once you become a "developed" nation, one plane may count as one squadron.
*When engaging in a CNRP war, the out come should be decided before hand by the participants. In cases of rather obvious out comes, common sense can be used, but with larger nations, fortified nations and older RPers coming to an agreement before hand is a much easier and less hateful path than the OOC mud slinging which most wars devolved into.
*The amount of nukes (warheads) you have is equal to your in game level of warheads. Everyone with standard nukes has fission bombs(max 500kt) Weapons research complexes give you hydrogen bombs (keep them within reason not tens of megaton warheads), and neutron weapons. This decision was reached by consulting with the GMs and at their urging.
*Also, large Fuel air explosive bombs, chemical weapons, large EMP weapons, and biological weapons are capped at 50 and equal to the number of CMs you have in game.
Third World Nation (0-299 tech)
Your technology level is very low, and are developing your own way in the world. You have cold war technology*, and any tech you recieve from other nations (weapons, aircraft, etc.) is not easily maintained without help. It's much like what buying tech from other nations is now IRL. You may design items appropriate to the period.
*{1980-90ish}
Modern Nation (300-1499 tech)
Your technology has reached a modern level, and you can build anything military-wise that currently exists*. You may design items appropriate to the period.
*{not in alpha testing, so laser plane and the walking robot buzzing thing is out while the F-35 is in}
First World Nation (1500+ tech)
Inventions start coming from your nation, and you can build anything your heart can imagine*. You're still limited to IG levels of soldiers, tanks, nukes, CMs, etc. Now, beyond this your tech level still matters for your army efficency, but a lot less. Design statistics will matter less as there is an efficiency formula for your armies
*{To a technological limit of the year 2020, of course, within the rules of what can and cannot exist in CNRP, so no mechs, lasers, or rods from god}
Design statistics will matter less as there is an efficiency formula for your armies, showing how relatively effective they are.
Melutar- Commandant
- Alliance : WFF
Posts : 1533
Join date : 2009-09-27
Age : 32
Location : Tonder's BED.cuz Tonder's sexy
Character sheet
RPG Nation Name: Salacion Empire
RPG Nation Ruler: Melutar
- Post n°3
Re: Suggestions to RP (OOC)
First post of every RP thread is reserved for a summary. Things get way to confusing way to fast and no matter how much I ask nobody explains wtf is going on.
Guest- Guest
- Post n°5
Re: Suggestions to RP (OOC)
Do you guys just wanna wait till after christmas and new years to start over cause i haven't gotten a chance to clear out the topics. Because then we are all going to be inactive for that entire week and ima nuke you all >.>. So yes?
Melutar- Commandant
- Alliance : WFF
Posts : 1533
Join date : 2009-09-27
Age : 32
Location : Tonder's BED.cuz Tonder's sexy
Character sheet
RPG Nation Name: Salacion Empire
RPG Nation Ruler: Melutar
- Post n°6
Re: Suggestions to RP (OOC)
I think gains from this war should stay >.> But yes.
Nord Belka- Skymarshal
- Alliance : WFF
Posts : 1452
Join date : 2009-06-22
Age : 35
Location : New York
Character sheet
RPG Nation Name: Belkan Federation
RPG Nation Ruler: Grey Men
- Post n°7
Re: Suggestions to RP (OOC)
Let me have italy back and we are agreed
I say you can keep cuba though, if NotYou agrees to that.
I say you can keep cuba though, if NotYou agrees to that.
Melutar- Commandant
- Alliance : WFF
Posts : 1533
Join date : 2009-09-27
Age : 32
Location : Tonder's BED.cuz Tonder's sexy
Character sheet
RPG Nation Name: Salacion Empire
RPG Nation Ruler: Melutar
- Post n°8
Re: Suggestions to RP (OOC)
That doesn't work silly
Guest- Guest
- Post n°9
Re: Suggestions to RP (OOC)
Actually ima also get US and maybe Japan. Ima play the bad guy here
Melutar- Commandant
- Alliance : WFF
Posts : 1533
Join date : 2009-09-27
Age : 32
Location : Tonder's BED.cuz Tonder's sexy
Character sheet
RPG Nation Name: Salacion Empire
RPG Nation Ruler: Melutar
- Post n°10
Re: Suggestions to RP (OOC)
I suggest that people post... >.>
Guest- Guest
- Post n°11
Re: Suggestions to RP (OOC)
I suggest that now or when RP gets more active that we have a "Current Events" locked/sticky threa. with links and info on recent events.
Also, i suggest that more national news articles,roleplays,history roleplays,national storefront threads, factbook threads take place, like Melutar said.
Also, i suggest that more national news articles,roleplays,history roleplays,national storefront threads, factbook threads take place, like Melutar said.
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