Downtime System - Check My Math

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Downtime System - Check My Math

Postby mindwanders » Sat Aug 30, 2014 9:32 pm

If you are playing around with building endeavours and want a second pair of eyes to check it over post it here. I can't guarantee the refs will check it. But, we have a lot of spreadsheet lovers amongst the players that will probably be able to look over it.
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Re: Downtime System - Check My Math

Postby Artemis » Mon Sep 01, 2014 9:40 pm

I started trying to work on the Kick the Archenemy off Esramir mission but ground to a halt rather as I think there's still loads of missing information on the keywords section mainly or am I missing something?
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Re: Downtime System - Check My Math

Postby horzabora » Mon Sep 01, 2014 9:42 pm

I knew we missed something out of the announcement.

The keywords section is missing stuff and should be used sparingly, mostly the basic Void stuff is there, along with the Destroy and Influence stuff.

I'll post up a (the?) kick the enemy off Esramir mission here as an example of what we're aiming for sometime tomorrow evening for you, if you don't mind?
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Re: Downtime System - Check My Math

Postby Artemis » Mon Sep 01, 2014 9:47 pm

Less work, fine by me.
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Re: Downtime System - Check My Math

Postby horzabora » Thu Sep 04, 2014 2:11 pm

Sorry this late:

Retaking Esramir, Round 2
Keywords: [War]
Pre-requisite: None (pre-reqs waved as consequence of uptime action)
Cost: 1000
Difficulty: 1000
Method: Military (required as part of the [War] keyword) + others (up
to players).
Outcome: [Military Victory] keyword.
Ref notes:
This is slightly experimental, so bear with us.
This has a very high cost because War does - it consumes resources at
a rate of knots. There will be assets in play (people can let me know
if they have any) which have negative effects when used outside of
war, but contribute more to War costs when in war - tanks, aircraft,
titans, those sorts of things. You may meet the cost entirely with
Voidships, but applying Void-type assets for over 50% of the cost will
have negative IC plot consequences - you are glassing the planet,
after all. We will restrict your ability to recruit units or claim the
planet for yourselves. This will be a reduction in the value of the favour keyword.
I will note that for those people with Space Marine allies, the
[Angels of Death] keyword is horrifically powerful. Giving you 50%
extra on the 120 endeavour points to meet the difficulty you get from
a squad of marines in a War (or for that matter 50% extra on Covert
objectives, Marines are good like that). But allies cannot meet a
cost, it's the drawback of influence - they won't pay for you.
Outcome narrative: Just getting this complete will have a net negative
effect upon the Archenemy. Having won the war you can do any of (to a
mixed degree) pursue a new war (trade in Military Victory for a new
'War', which in turn will do the same thing) or you can trade the
Military Victory in for a Favour (as a Cost 100, Difficulty * action)
which will get you up to 800 points of titles or assets - basically
representing you as a group/individuals recruiting people.
We don't have firm numbers on the asset value of the mechanised troops
yet, so we'd prefer you delay the hand in to next downtime cycle. But
if you want to do it now, we'll come up with some, but they may be
subject to balancing. Note that as part of this you can claim
planetary assets - these are not statted, but will in essence be
ownership of bits of the planet.
If you want to do something different on taking the planet, I'm/we're
open to that too - these are just the routes we thought of!
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Re: Downtime System - Check My Math

Postby Artemis » Thu Sep 04, 2014 7:29 pm

I understand as far as you've gone, the thing I think I'm missing is how much actions and assets are worth towards paying cost and reaching the required difficulty. Is there a spreadsheet I've missed with these on?

Transparently since I've said I'm pretty much all in for this mission how much can I expect to be contributing with things like Melee skill at five or six, and how much through forces already there like the baneblades or ones I might be able to chuck in like more Arborians?
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Re: Downtime System - Check My Math

Postby hofoengenar » Thu Sep 04, 2014 8:27 pm

I also intend to be there with as much as I can bring along and I imagine a few others will too. I can actually see this one being massively over-committed...
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Re: Downtime System - Check My Math

Postby horzabora » Fri Sep 05, 2014 10:40 am

Gaining units from Esramir.

I'm aware people are looking to do this, so I've had a think about the process.

As multiple groups will be involved in this, including the Imperial
Guard (who unsurprisingly, don't want you poaching their units) I'm
going to work it in the following fashion.

Once the favour is cashed in (and the favour will go to whomever
starts the endeavour on the system), whomever has contributed the post
points to the difficulty will get first pick of the units, then the
next person or group, and so on, until we run out of people wanting
units, or the units themselves. When you pick a unit, you effectively
spend points equal to that units MP from your bid pool (NOT it's asset
value, which will be higher - we may change this as please, I've not
written the system yet - I'm just trying to be clear and not screw
anyone up front, but NPCs will definitely try and outbid you).

When the bid pools run out, the rest goes to the person with the
favour to distribute or keep.

If people want to spend some of the favour for titles or land/assets,
that is decided when it's cashed in as it's cashed in (For example:
'We want a 50/50 split between military units and planetary assets')
(and if the person cashing it in screws you, they screw you ICly).

If people want to sway the voting, as it were, and gain extra 'bidding
points' for units they can complete other endeavours to impress the
troops, their officers etc - these will not contribute to the war
effort at all, however, they're purely for personal gain. These don't
give you more than the 800 points of the favour to gain, however that
ends up being split. But they do give you first choice and more
choice. This endeavour would be a Obtain or Convert, with a difficulty
equal to 150% of the number of points you want and a cost of 25% of
the difficulty.

Does that make sense to everyone?
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Re: Downtime System - Check My Math

Postby horzabora » Fri Sep 05, 2014 10:47 am

Phil:

The Titles spreadsheet has the assets you gain from those titles on
it. I don't believe anyone has any military assets other than from
that?

Influence assets contribute only to difficulty, they cannot pay cost.

Void ships and military assets, plus wealth units and influence points
can all be used to pay costs. But it costs progressively more to use
things other than MP providers.

Melee Five is 100 points of difficulty, no cost. Melee 6 is 120
difficulty, no cost.

Your asset is a freeform asset that needs to be statted - you might
want to e-mail us about that, but I imagine they're pretty powerful.
Although they do also need a Bolster action before they can be used,
due to having engaged in a brave charge across the minefields, as I
recall. But that will give MP.

Finally, your various void ships are your biggest source of MP. A
dauntless class light cruiser gives 275 MP alone. However as I said,
using more than 50% of your MP from void sources will be glassing the
planet, and will reduce what you get from the favour.

Because people don't like you as much when you've left them a blasted
rock of a world!
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Re: Downtime System - Check My Math

Postby hofoengenar » Fri Sep 05, 2014 4:26 pm

Given the level of power that goes to the endeavour owner, what happens if multiple endeavors to do the same thing get set up?
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