Kingdom Battle Units:
While 2k2 may be great and fairly popular and everything, people on the internet generally think "p2p = suxxxxx" so kingdoms are at a lack of available allies to fight wars with. Therefor, I propose this system:
Getting Units:
-Each kingdom originally starts out with 3 available units for their disposal. As they get bigger and more powerful, they can purchase more units.
-Each Unit will cost around 600-800. (This is to prevent one-man funding units. Ghost has told me he can farm around 500 plat from the dungeon in 3 hours.) The units are compromised of one class and can have a total of 5 people in them each. For example, I'm George, King of Dustari and I purchase a unit. I have a few choices as to what type of class I want the unit to be.
Warriors:
Warriors have the highest HP, highest melee damage output, yadda yadda. These be the grunts.
Bowmen:
Bowmen, well, have bows. Arrows can be fired at the enemy units to fell great numbers.
Sorcerers:
Unlike the other units, there can only be three of these in one unit, and they take up the entire unit. They cast the magic, etc.
Cannons:
Unlike the other units, there can only be one of these in a unit and they take up the entire unit. They take around 10 seconds to load, but fire a cannonball that creates a small detonation which can damage enemies.
Ram:
Unlike the other units, there can only be one of these in a unit and they take up the entire unit. These are primarily used to knock down castle doors and the like. They can also careen through enemy units, but they miss a lot.
How are they controlled?:
Units are controlled by a unit commander. The warlord or the king can assign units to unit commanders. A unit commander can only have one unit active at a time. Commands as follow:
/unit deploy Deploys the current unit the unit commander commands. They basically appear at his current location and then go into the primary group format, which is a straight line.
/unit follow me The unit troops follow behind you in a straight line. Good for getting to the enemy base.
/unit guard me The unit troops form around you, protecting you from attacks. Good for transporting royalty.
/unit halt The unit halts and will stop following you.
/unit line up The unit forms a straight line as if you had just deployed them.
/unit face up/down/left/right Causes the unit to face up/down/left/right. Can only be used when the unit is /halted.
/unit charge The current unit in your command charges in the direction they're facing. This also puts them in attack mode.
/unit attack <guild> This tells the current unit to attack a member of whatever guild or kingdom when they're in range.
/unit stop attack <guild> Does the opposite of /unit attack. Takes the specified guild off your hate list.
/unit fire If you're using a cannon, a ram, bowmen, or sorcerers, this tells the unit to fire their current weapons at any enemies within LOS.
/unit cast <spellname> If you happen to be controlling a sorcerer unit, this sets the spells they cast. The better the sorcerer, the more spells they have.
/unit retreat Causes the current unit you have in command to come back to you. After doing this, you cannot deploy the unit again for another 5 minutes.
/unit polka Causes the unit to do a delightful polka dance, hopefully making the enemy commander laugh so hard he can't type in commands. Cannons and rams can naturally not perform this command. |