A whole new strategic military module
Admiral General Mickey
I had an idea for a new military module that is based on strategy. This new module requires cooperation, coordination and some thinking. There will be no need to change the current divisions system or the way campaign points are distributed. If you have some minutes, read this article and give it a short review in the comments section. You can also ask questions or add your suggestions. I do not care if the admins see this or not. At the moment I just want to know what the community thinks about it.
So basically citizens will not fight each other anymore, and there won’t be a unique battlefield as now. Instead, when entering the battle citizens will see a map. This map is the region in which the battle takes place. It will be divided, and could be navigated by the citizens by entering coordination points or by using the mouse. Citizens will also see themselves on the map together with other fighters, including their location on the map.
This map will include various structures, some of them belong to the attacker and some belong to the defender. The enemy’s structures are always surrounded with red light, thus each side knows which structures to hit. The structures are located in random locations on the map, and the order is changed automatically after every round. Each side starts the battle with the same amount of structures, unless countries purchase more.
Each structure can absorb a certain amount of damage until it’s destroyed. Above of each structure there is a ‘Defense Bar’, which shows the progress in destroying the building. The basic ‘Defense value’ of each structure is determined by divisions.
The structures should look almost the same, as what’s inside them should stay a secret. When targeting a structure, citizens do not know what’s inside of the building. They only find out what was in it after it’s destroyed. Citizens will not gain any damage from damaging a structure until it is fully destroyed. Basically there are 8 kinds of structures; 4 belong to the attacker and 4 to the defender.
Structures belong to the defender:
Empty building (Uncommon structure) - Citizens who destroy an empty building will only deal 50% of the damage they had invested in order to destroy the building.
Weapons storehouse (Common structure) - Citizens who destroy a weapons storehouse will deal 100% of the damage they had invested in order to destroy the building.
Military base (Uncommon structure) - Citizens who destroy a military base will deal 125% of the damage they had invested in order to destroy the building.
Nuclear reactor (Rare structure) - Citizens who destroy a nuclear reactor will deal 150% of the damage they had invested in order to destroy the building.
Structures belong to the attacker:
Abandoned military station (Uncommon structure) - Citizens who destroy an abandoned military station will only deal 50% of the damage they had invested in order to destroy the building.
Observation points (Common structure) - Citizens who destroy an observation point will deal 100% of the damage they had invested in order to destroy the building.
Artillery weapons (Uncommon structure) - Citizens who destroy an artillery weapon will deal 125% of the damage they had invested in order to destroy the building.
Infantry brigade (Rare structure) - Citizens who destroy an infantry brigade will deal 150% of the damage they had invested in order to destroy the building.
At this point of the module the strategy enters. Citizens can work together in order to destroy a structure. They can gather together at a certain location and target the same structures. This way, even if the structure was an empty or abandoned one, each of the group members had only wasted a small amount of energy, and the group can keep damaging other structures. This will also require coordination, and make military units an important part of the module.
In order to prevent citizens from targeting by themselves big parts of the structures, there will be a limitation on the amount of energy that can be used in every battle. This will also make the combat on the BH/CH medals more interesting, which already makes the module better than the current one.
Countries will be able to upgrade the ‘defense value’ of structures by investing small amounts of Gold from the country’s treasury. The defense addition will not have a big influence, but it can help a lot in the long term. The purchased defense value is divided between all of the structures equally. The effect is removed after the battle ends, and can be only used once in each campaign.
The basic system stays the same. Countries will gain campaign points for winning battles and determination points for leading in terms of damage in battles. A battle can last between 1.5 to 2 hours (1800 determination points), or until one side’s structures are completely destroyed (not including empty or abandoned stractures). The guerrilla fight feature stays the same, damage boosters affect the same way as they do now, and battle boosters too. The defense shield can be seen in the new module as a wall that the attacker has to break before it can target structures.
Comments
A whole new strategic military module
http://www.erepublik.com/en/article/-2420393/1/20
Please share what you think about this in the comments section.
I do not care if the admins see it, I only wanna know what the community thinks!
I'm just gonna leave this here:
http://wiki.erepublik.com/index.php/Rising:Battlefield
This have nothing in common with the suggestion I made, except of the map maybe, but there is a lot of difference in it either.
And you say you are not Plato?
You dont fool us!
Plato would never ask your opinion about something 😉
Smart Plato! Created Miki alter ego to play us!
tl:dr 🙁
Just read the beginning. You may find it interesting.
Well sounds interesting
nice try however way too complicated for the average erep player
voted
Citizens will only have to click on the target he/she would like to damage. Citizens can do it by themselves, but that can be a waste of energy, or do it with others and actually influrnce the battle, but they will have to communicate with each other and choose common targets (strategy).
how long will it take?? nothing about the time spent on this module
How long will what take?
i mean "a round" as u are talking about BH ? a "battle" as u are talking about CH (u said btw a whole battle 1.5 or 2 hours)??
When I say battle I mean one round. As I said, the current basic system stays the same. One round will last 1.5 - 2 hours (just as now) OR until all of the military structures are destroyed.
plato there,plato here PLATO EVERYWHERE
you should add a chat system in order to coordinate efforts in the battlefield (for example you could chat with all the people that is attacking the Observation Point), besides the MU chatroom.
I don't know what Plato will do, but I'm seeing that a lot of citizens are trying to help with suggestions. Well done!
When you attack a structure you don't know what kind of structure it is! That's the fun in this module. If you knew what it is, you could attack it yourself and gain damage. But the point is that you will fight together with others, so if the building was an empty or abandoned one (only 50% of the damage count), each of the group members will only lose a bit of energy.
The military chat room is perfect for this module, and a chat for each side of the battle can be great as well. You can just send coordination points and wait for some fighters to come and join you. That's fun!
Found this somewhere on Google: http://prntscr.com/48gwcp
Structures in some areas, but add to it coordination points and a 'defense bar' for each structure and there you go, an example for the module.
miki it's really cool dmn admin.
you should be new admin of erepublik.
😃
They do not accept people with feelings 🙁
Mikiiii \o/
(tl;dr) : D
bunu kım aldı la ulkeye hamınaxd
Fantastic idea.
I think it illustrates the game and get more players to join the game ...
In short it's perfect.
V😉
Its copy of another game. xD
Copy of what exactly? I do not play any game but eRepublik, and I am pretty sure this is not a copy of any game.
Or Plato could make things easy on himself and just clone this game: http://en.wikipedia.org/wiki/Advance_Wars
voted
Voted!
BORING
My suggestion to plato is to add one button called "Auto".
When you press this buton it will do the following automatically:
1. work
2. work as manager
3. train
4. daily tasks complete
5. daily order - 25 kills
6. collect any candy, bazuka parts, houses, tickets, strength etc
7. eat food
8. logout
v
http://prntscr.com/48rry8
ayıp ettin
so long to read...
[removed]
Sad to see people like you. Go back to your cave, please.
It's another game. Why try to change this one? Make another game. Simples.
Oh, I forgot to say congrats on you new CS, and welcome to eCyprus \o/
This is just a change to one module of the game. Nothing changes except of the way damage is made. I don't see what is the problem.
I didn't say there was a problem.
5 years of eHistory shows me that player-defined alternatives are not considered, prototyped or implemented in eRep. You obviously have an interest in gamedev, so yeah, it could make an interesting game. But it won't happen here.
However, you are an eRep Ambassador. So maybe you have more pull than most.
What is an eRep Ambassador, anyway?
As I sai😛 'I do not care if the admins see this or not. At the moment I just want to know what the community thinks about it'. Simple as that.
eRepublik Ambassador is a title given to citizens who helped to 'develop' the game. Some got it for bringing players, some got it for helping translating and updating pages in the Wiki, and others like me got it for being game translators.
We do not get any special attitude.
I couldn't read brother, I didn't have the means.