Roleplay Rules Formulation

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Re: Roleplay Rules Formulation

Post  Xolox on Mon Sep 15, 2014 4:59 pm

I just picked a random North Pacific nation.
(5,000,000 * 20)/1,000,000= A
100,000,000/1,000,000= 1,000

So with a population of 500,000 and an average focus on military, this country has 1,000 troops.
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Re: Roleplay Rules Formulation

Post  Great Eurussia on Mon Sep 15, 2014 5:00 pm

Xolox wrote:I just picked a random North Pacific nation.
(5,000,000 * 20)/1,000,000= A
100,000,000/1,000,000= 1,000

So with a population of 500,000 and an average focus on military, this country has 1,000 troops.

I though divide by 100,000???
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Re: Roleplay Rules Formulation

Post  Xolox on Mon Sep 15, 2014 5:05 pm

Great Eurussia wrote:
Xolox wrote:I just picked a random North Pacific nation.
(5,000,000 * 20)/1,000,000= A
100,000,000/1,000,000= 1,000

So with a population of 500,000 and an average focus on military, this country has 1,000 troops.

I though divide by 100,000???
You're right. That was a typo. The answer is right, though.
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Re: Roleplay Rules Formulation

Post  Great Eurussia on Mon Sep 15, 2014 5:22 pm

Xolox wrote:
Great Eurussia wrote:
Xolox wrote:I just picked a random North Pacific nation.
(5,000,000 * 20)/1,000,000= A
100,000,000/1,000,000= 1,000

So with a population of 500,000 and an average focus on military, this country has 1,000 troops.

I though divide by 100,000???
You're right. That was a typo. The answer is right, though.

Great then! We have the following,

1) RP population - NS population / 10
2) RP military - NS population * NS analysis on defense forces / 100,000
3) Military advancements by turn 

Did I miss any proposals?
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Re: Roleplay Rules Formulation

Post  Xolox on Mon Sep 15, 2014 5:24 pm

Great Eurussia wrote:
Xolox wrote:
Great Eurussia wrote:
Xolox wrote:I just picked a random North Pacific nation.
(5,000,000 * 20)/1,000,000= A
100,000,000/1,000,000= 1,000

So with a population of 500,000 and an average focus on military, this country has 1,000 troops.

I though divide by 100,000???
You're right. That was a typo. The answer is right, though.

Great then! We have the following,

1) RP population - NS population / 10
2) RP military - NS population * NS analysis on defense forces / 100,000
3) Military advancements by turn 

Did I miss any proposals?

When we make troops movements, we must clarify generally how many troops are being moved. And when we fight battles, both sides must decide approximately how many troops they lost(maybe we should makes rules about this as well?).
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Re: Roleplay Rules Formulation

Post  Great Eurussia on Mon Sep 15, 2014 5:26 pm

I agree that there must be a detailed report or update on how many troops exactly are killed and deployed. But how about the number of tanks, missiles, ships, jets??? This is where everyone always argue about.
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Re: Roleplay Rules Formulation

Post  Xolox on Mon Sep 15, 2014 5:28 pm

Great Eurussia wrote:I agree that there must be a detailed report or update on how many troops exactly are killed and deployed. But how about the number of tanks, missiles, ships, jets??? This is where everyone always argue about.
To make it easier, we could say that the armies have generally the same composition unless otherwise stated before a battle.
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Re: Roleplay Rules Formulation

Post  Great Eurussia on Mon Sep 15, 2014 5:37 pm

Xolox wrote:
Great Eurussia wrote:I agree that there must be a detailed report or update on how many troops exactly are killed and deployed. But how about the number of tanks, missiles, ships, jets??? This is where everyone always argue about.
To make it easier, we could say that the armies have generally the same composition unless otherwise stated before a battle.

I think the best way is like this, assuming Eurussia is at war with Xolox. I say we deployed 1,000 troops. That is the total, then of course, I am required to say how many of which are on the fighter jets which can only sit maximum of two persons and tanks assuming has maximum of five or in frigates which could carry 250 troops. On this way, we will know exactly how many tanks can be realistically deployed. What do you think?
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Re: Roleplay Rules Formulation

Post  Xolox on Mon Sep 15, 2014 5:42 pm

Great Eurussia wrote:
Xolox wrote:
Great Eurussia wrote:I agree that there must be a detailed report or update on how many troops exactly are killed and deployed. But how about the number of tanks, missiles, ships, jets??? This is where everyone always argue about.
To make it easier, we could say that the armies have generally the same composition unless otherwise stated before a battle.

I think the best way is like this, assuming Eurussia is at war with Xolox. I say we deployed 1,000 troops. That is the total, then of course, I am required to say how many of which are on the fighter jets which can only sit maximum of two persons and tanks assuming has maximum of five or in frigates which could carry 250 troops. On this way, we will know exactly how many tanks can be realistically deployed. What do you think?

I guess. I don't understand why we have to go into so much detail. Can't we just assume each side loses the same amount of things proportionally in a war?
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Re: Roleplay Rules Formulation

Post  Great Eurussia on Mon Sep 15, 2014 5:55 pm

Xolox wrote:
Great Eurussia wrote:
Xolox wrote:
Great Eurussia wrote:I agree that there must be a detailed report or update on how many troops exactly are killed and deployed. But how about the number of tanks, missiles, ships, jets??? This is where everyone always argue about.
To make it easier, we could say that the armies have generally the same composition unless otherwise stated before a battle.

I think the best way is like this, assuming Eurussia is at war with Xolox. I say we deployed 1,000 troops. That is the total, then of course, I am required to say how many of which are on the fighter jets which can only sit maximum of two persons and tanks assuming has maximum of five or in frigates which could carry 250 troops. On this way, we will know exactly how many tanks can be realistically deployed. What do you think?

I guess. I don't understand why we have to go into so much detail. Can't we just assume each side loses the same amount of things proportionally in a war?

Because based on experience as RP Mod, I would have to make judgement if another nation protests that the other side is deploying 20,000 troops in one single turn, with 1000 jets, 500 ships. What shall we do then right?
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Re: Roleplay Rules Formulation

Post  Xolox on Mon Sep 15, 2014 5:57 pm

Alright. Your way is acceptable.
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Re: Roleplay Rules Formulation

Post  Great Eurussia on Mon Sep 15, 2014 6:42 pm

1) RP population - NS population / 10
2) RP military - NS population * NS analysis on defense forces / 100,000
3) Military advancements by turn 
4) Mandatory determination of casualties
5) Mandatory determination of deployed troops
6) Deployed troops as basis of asset deployment


I think we are doing good lol
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Re: Roleplay Rules Formulation

Post  Xolox on Tue Sep 16, 2014 1:47 am

Can you think of any rules to regulate casualty determination? I can definitely see nations being unfair and unrealistic when determining their own losses.
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Re: Roleplay Rules Formulation

Post  Great Eurussia on Tue Sep 16, 2014 12:41 pm

Xolox wrote:Can you think of any rules to regulate casualty determination? I can definitely see nations being unfair and unrealistic when determining their own losses.

Indeed. But I guess we should make casualties mandatory on every turn? Or let us just leave it to each's judgment.
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Re: Roleplay Rules Formulation

Post  Xolox on Tue Sep 16, 2014 12:52 pm

Great Eurussia wrote:
Xolox wrote:Can you think of any rules to regulate casualty determination? I can definitely see nations being unfair and unrealistic when determining their own losses.

Indeed. But I guess we should make casualties mandatory on every turn? Or let us just leave it to each's judgment.

I don't think casualties should be made mandatory, but I also don't think it should be left entirely up to the nation. Maybe if a nation feels that its enemy is being unfair with its casualty calculations, that nation has a right to request the RP Mod's judgement(or if that person has interests in the war, another fair third party nation can be chosen).
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Re: Roleplay Rules Formulation

Post  Great Eurussia on Tue Sep 16, 2014 1:11 pm

Xolox wrote:
Great Eurussia wrote:
Xolox wrote:Can you think of any rules to regulate casualty determination? I can definitely see nations being unfair and unrealistic when determining their own losses.

Indeed. But I guess we should make casualties mandatory on every turn? Or let us just leave it to each's judgment.

I don't think casualties should be made mandatory, but I also don't think it should be left entirely up to the nation. Maybe if a nation feels that its enemy is being unfair with its casualty calculations, that nation has a right to request the RP Mod's judgement(or if that person has interests in the war, another fair third party nation can be chosen).

Indeed you are right. On these cases, we should stipulate that all roleplayers to seek intervention from RP Mods if they feel the other side is being unfair and unrealistic.
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Re: Roleplay Rules Formulation

Post  Great Eurussia on Fri Sep 19, 2014 4:59 am

Great Eurussia wrote:1) RP population - NS population / 10
2) RP military - NS population * NS analysis on defense forces / 100,000
3) Military advancements by turn 
4) Mandatory determination of casualties
5) Mandatory determination of deployed troops
6) Deployed troops as basis of asset deployment


I think we are doing good lol

Xolox,


shall we proceed making a proposal for this?
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Re: Roleplay Rules Formulation

Post  Xolox on Fri Sep 19, 2014 5:38 am

I only have one more proposition. Any actions taken against capitals cities must happen over separate turns, allowing the nation to retaliate. For example: instead of China China assaulting, capturing,  and razing the city of Artips in one update, the situation must develop over three separate updates. Besides this, I have no other suggestions.
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Re: Roleplay Rules Formulation

Post  Xolox on Sun Sep 21, 2014 1:43 pm

Xolox wrote:I only have one more proposition. Any actions taken against capitals cities must happen over separate turns, allowing the nation to retaliate. For example: instead of China China assaulting, capturing,  and razing the city of Artips in one update, the situation must develop over three separate updates. Besides this, I have no other suggestions.

If you don't have any problems with this, I think we can begin to draft the actual law.
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Re: Roleplay Rules Formulation

Post  Great Eurussia on Mon Sep 29, 2014 2:11 am

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Re: Roleplay Rules Formulation

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