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       #Post#: 65--------------------------------------------------
       The Percentage System: Semi-Abstract Modern Build-Your-Force Eng
       agements
       By: Knight Errant Date: January 10, 2013, 2:56 am
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       Knight Errant’s (relatively) Simple yet Effective
       Percentage-Based Modern Build-Your-Force Game System
       Preamble
       One of the biggest drawbacks I have noticed with modern
       Build-Your-Force games is that of military might, specifically
       how it is accounted for and wielded. Freeform gaming can often
       lead to fascinatingly ridiculous battles between improbable
       forces (e.g 100 Wombosi flying aircraft carriers suddenly
       materialising to attack Blugravia’s million-tank army), yet a
       meticulous cost-and-budget system can get bogged down quite
       quickly and be a nightmare for both the players and the GM to
       manage. Additionally, the latter may also require some sort of
       detailed order-of-battle to be arranged, and for militarily
       oblivious persons such as myself it can be quite a hassle just
       to think of how and where every little unit fits into the grand
       scale of thing. Lastly, combat resolution and casualty-taking
       are two contentious issues, and not always undertaken with a
       sporting approximation of realism in mind. The following,
       therefore, is my idea for a simple, comprehensive system which
       future GMs can use to set up and run a modern Build-Your-Force
       forum game.
       Percentages; or How to Represent Military Forces in an Abstract
       Manner
       The Percentages system of B-Y-F gaming is designed to account
       for areas of strength and weakness in military deployment, and
       is also aimed at forcing players to think
       carefully/realistically about what forces they are willing to
       commit and sacrifice in various theatres of war. It works out as
       follows:
       -Each nation has four Percentage categories: Army, Navy, Air
       Force and Supply.
       -Each Percentage represents the proportion of the total military
       resources of that category within a particular nation.
       -When a nation enters into armed conflict with another nation,
       it needs to designate a certain percentage of its forces to the
       front (e.g Trans-Octavian Front: Army-34%, Navy-40%, Air
       Force-17%, Supply 35%). This means that players have to think
       carefully about how deep they want to get in their conflicts
       e.g: An American superpower could send half of its air force to
       the Middle East, but then what happens if the Eurasians roll in
       with a column of bombers and there’s nobody left to stop them?
       -Initially, each of these Percentages starts at 80%, with 20%
       left ‘locked’ to begin with. The reason for this is simple:
       players must unlock the full potential of their militaries by
       drawing up certain units in Paint. Each completed sub-category
       earns +10% for its parent category:
       >Army-Infantry
       >Army-Armour
       >Navy-Warship
       >Navy-Aircraft Carrier or Submarine
       >Air Force-Fighter
       >Air Force-Bomber or Helicopter
       >Supply-Truck/Transport
       >Supply-Cargo Plane or Cargo Ship
       Hopefully this will encourage players to get making stuff for
       their nations, and also reward those players who are dedicated
       to creating works for the game. Optionally, imported units from
       allied nations can also fulfil these categories (so long as they
       are recoloured to suit your nation).
       -Combat (see below) will inevitably inflict casualties amongst
       the warring armies of the world. Each category takes its own
       losses (e.g in the battle for Trans-Octavia the Oldustani Army
       loses 3%, but the Air Force only loses 1%), and these are
       recorded by the categories as follows:
       Oldustan Military Summary
       Total Army: 77%, Army Losses: 3%, Locked: 20%
       Total Navy: 100%, Navy Losses: 0%
       Total Air Force: 89%, Air Force Losses: 1%, Locked: 10%
       Total Supply: 80%, Supply Losses: 0%, Locked: 20%
       -Sustained losses will force players to distribute their
       remaining forces to maintain their war plans, and may also
       compel them to decide whether they can afford to keep fighting
       and taking casualties in a certain theatre of war.
       Industry
       -Replacing losses, therefore, is a matter of Industry. Industry
       is the measure of a nation’s ability to produce new war materiel
       and keep up with its losses in wartime. Industry is measured
       through a nation’s Industry slots. Each nation begins with 3
       Industry slots, and each slot may host Army, Navy, Air Force or
       Supply production. A slot can also be used to fabricate a new
       Industry slot (over a period of 2 turns), up to a maximum of 6
       Industry slots (unless a nation has the Powerhouse trait).
       -Each Industry slot removes 1% of Losses from the designated
       category at the end of a turn. It cannot be used to gain Locked
       points. E.g, following the previous example:
       Oldustan Industrial Summary
       Slot 1: Army
       Slot 2: Army
       Slot 3: Air Force
       This means that at the end of the turn, if no other losses are
       incurred, the Oldustani Air Force will return to full (unlocked)
       strength, and the Army will recoup 2% from its 3% losses,
       leaving it with only 1% useless.
       -It is advisable for players to note their opponent’s industrial
       capacities and current losses. If a player is fighting wars on
       multiple fronts, their opponents can work together to each
       target a specific element of a theatre’s military forces. If
       successful, the defending player may not be able to adequately
       recoup all of their losses, and could be forced to either call
       on allies for aid or abandon the theatre altogether.
       -Targeted airstrikes in a nation’s home territory can also knock
       out Industry slots for up to 3 turns. The results of a
       successful raid will be determined by the GM rolling a die,
       where 1-2=1 turn etc.
       Combat; or Applied Anger Management Resolution
       The game system is turn-based, with each player able to do a
       certain number of things each turn. In a turn, a player can:
       -Create a Theatre Force (military units in a Theatre, comprising
       of Army, Navy, Air Force and Supply percentages)
       -Move a Theatre Force (insta-moves are illegal; players must
       have declared their intention to move to the GM at least 1 turn
       earlier before they can move, and can also do so for ‘stealth’
       attacks).
       -Attack in a Theatre: The attacker would publicly declare their
       attacks e.g:
       The North American SECME (Strategic Eurasian Command Middle
       East) has launched an amphibious assault against the Eurasian
       forces currently fighting the Equatorial League in Iran. Naval
       warships launched a barrage of medium-range cruise missiles
       against Eurasian coastal positions, while carrier-borne fighters
       established a kill-zone in which all airborne and armoured
       targets were to be engaged and destroyed..
       Following on from this, the attacker would then post their
       current Theatre Force stats beneath the post, and then send an
       argument for their success to the GM (or even GMs, depending on
       how the game is run). This might look like:
       North American SECME Forces
       Army: 15%
       Navy: 22%
       Air Force: 11%
       Supply: 22%
       (PM to GM)
       Arguments for SECME success:
       -I have the element of surprise
       -Eurasian forces are already engaged against the Equatorial
       League, and will have trouble repositioning to counter my forces
       -Navy ships (at full supply) have had a free rein in bombarding
       Eurasian positions with cruise missiles, and the enemy has no
       Naval forces of their own with which to counter this
       -The Army and Air Force have superiority of supply, enabling
       them to press home their attacks without needing to worry about
       conserving ammunition or ordnance
       -The Eurasian Air Force in the region has only 9% of its total
       power compared to my 11%. Therefore, SECME fighters have a
       marginal air superiority
       -The Eurasian Army is undersupplied and therefore does not have
       the same flexibility to engage my troops
       Note that the player, in their RP, stated that their air force
       was targeting both airborne and armoured targets. This means
       that Eurasian losses will be less than if, say, all fighters
       were devoted to just airborne or just armoured targets. Now, for
       the Eurasian player’s PM:
       Eurasian Forces in the Middle East
       Army: 25%
       Navy: 0%
       Air Force: 9%
       Supply: 18%
       Arguments for Eurasian success:
       -Eurasian forces are already established in the region, whereas
       the Americans are attacking into unfamiliar territory
       -Eurasian land forces have a numerical superiority against the
       Americans
       -The Eurasian Air Force is well-supplied, and can focus fully on
       its opponents whereas the American Air force is dividing its
       attentions between fighters and armoured targets
       -The Americans will have difficulties in bringing troops and
       supplies ashore without a secure dockyard
       As you can see, both players have valid arguments. The problem
       now is deciding which is the better. There is no definitive
       right or wrong; the well-supplied American amphibious force is
       here judged to be able to inflict a minor defeat against the
       Eurasian army, especially with fighter and missile support, so
       the Eurasian Army loses 3% from its strength, but the Eurasian
       player has a valid point about the division of American fighter
       power, so while the Eurasian Air Force is judged to have taken 2
       in losses, the American air force also loses 2. In the case of
       an equally likely outcome for a sub-argument, a coin is flipped,
       and die rolls can be used to determine losses in uncertain
       circumstances (1-2=1% etc.). The GM then posts something like
       the following:
       Following three days of heavy fighting, SECME has managed to
       wrest control of the Iranian coast from the Eurasian army.
       Although SECME forces on the ground have emerged relatively
       unscathed, the Air Force has taken significant losses in its
       fight against the EAF.
       North American SECME Forces
       Army: 15%
       Navy: 22%
       Air Force: 9% (Losses: 2%)
       Supply: 22%
       Eurasian Forces in the Middle East
       Army: 22% (Losses: 3%)
       Navy: 0%
       Air Force: 7% (Losses: 2%)
       Supply: 18%
       These losses are then factored into the overall pools, e.g:
       North America can now only draw upon 98% of its total strength
       (assuming that it was at 100% before the battle), and these 2%
       losses can only be recovered for the next turn by prioritising
       Air Force in 2 Industry slots.
       -Counterattack: Because every player can make 1 attack in each
       theatre of war per turn, the other player could now make an
       attack of their own, or perhaps elect not to in order to
       preserve their forces.
       Nation Traits
       Now, of course not all nations are forged equal. I have drawn up
       some potential nation traits, of which each nation can select
       one before the game begins:
       -Powerhouse: The nation permanently gains an extra Industry slot
       -Patriots: Army forces defending the home territory gain +5% to
       their number in combat
       -Zealots: The GM must ‘play advantage’ when the nation is
       defending its home territory against intruders/invaders
       -Armoured Fury: +5% to Total Army
       -Naval Powerhouse: +5% to Total Navy
       -Top Gun: +5% to Total Air Force
       -Heavy Haulers: +5% to Total Supply
       Alternately, traits could be given out as rewards for creation
       competitions etc.
       Recommended Parameters for a Game
       The following is just a brief recommendation for dealing with
       other problematic aspects of a modern B-Y-F game:
       -Stalemated arguments: GM flips a coin :P
       -NUKES!!!: If nukes are allowed, I recommend that a specific
       tier-system be set in place, much like the game DEFCON; there
       will be a minimum time limit in which no nuclear ordnance of any
       kind can be used. From there, a gradual sliding-scale creep,
       with stuff like Atomic Artillery, then fighter-based ‘buckets o’
       instant sunshine’, then SLBMs and finally ICBMs being allowed
       would probably be most appropriate. Maybe also a rule that you
       have to draw it before you can use it.
       -Chivvying Up: After a while, the GM should give a 24-hour
       notice (or maybe a bit longer) in which all players must have
       made their moves. At the end of this time period, the turn will
       roll over and the GM will send out posts to all players updating
       their percentages according to Losses and Industry.
       -Multiple GMs: Perhaps it is also advisable to have more than 1
       GM, both in making sure that there is always a second opinion
       present if a player wishes to vociferously appeal a GM’s
       decision (this might also curb GM/Player Godmoding), and also
       perhaps to give each time zone a GM to ensure that the game
       rolls around smoothly.
       There you have it, Percentages v1.1 for the use of any who wish
       to run a new kind of modern B-Y-F game. If you have any
       questions/suggestions/concerns, post them up here. If anybody
       does want to run a game using the Percentages method, feel free
       to contact me if you would like any advice or help. Mods, if you
       feel this may be of use to forum-gamers, please sticky it so
       that any future GMs can see it and potentially be inspired.
       That’s all for now, thanks for your time if you have read all of
       the above; I know I probably would have looked at all of this
       and just thought TL;DR. Such is life.
       Knight Errant
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