War System

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War System

Post by Central Texas on Tue Aug 06, 2013 10:00 pm

Currently we are just going off the NStracker. While this may be easy. I rather we have an equation to make things more interesting and to allow for a more personalized army. Currently this is the system I have developed.

(NS pop/1000000)x (Defense Factor)x (Economic Factor)= Military Credits

Defense Factors are based on the percentages posted in the NS budget page. NO matter what you say in news. Unless it is  shown in NS. You may not add percentages.

Percentages and Factors
0%= 0
1-10%=.2
11-20%=.4
21-30%=.6
31-40%=.8
41-50%=1
51-60%=1.2
61%-70%=1.4
71-80%=1.6
81-90%=1.8
91-100%=2

The system also uses economic factors. While also decided Military Credits they also decide the quality of your machines. Meaning if you have an imploded economy your equipment is bound to fail much more often than someone with a strong economy. For the purposes of RP we will consider everything is made in your country.

Economies and Factors
Imploded= x1(Now even though it may be the worst state of economy. Nations cans till afford an armed service though to a much lesser degree an example is Sudan.)

Basket Case=x2

Struggling=x3

Weak=x4

Developing=x5

Reasonable=x6

Fair=x7

Good=x8

Strong=x9

Very Strong=x10

Thriving=x11

Power House= x12

All Consuming=x13

Frightening=x14

Military Credits are the form of OOC currency used to purchase and maintain units. As they are OOC they can not be mentioned in RP. Each unit's cost also takes in account upkeep. So in a sense half is for buying the unit. And the other half is for upkeep. Even if it is the next month you still must pay both prices. Technologies also cost Military Credits. Such as Civilian Nuclear power(For rp purposes it will not be possible to make nuclear warheads without buying Nuclear Weapons Tech and a few other tech) Here is an example of how you find your Military Credits.

(444000000/1000000)x .2 x 10=888 Military Credits.

Current Unit List with descriptions on abilities.

Ground Forces(They not exceed 1% of your RP pop. If you have a compulsory Service it is 5%) Also each brigade unless otherwise stated has 5,000 men. Armaments are no listed due to country differences. An armoured brigade includes up to 30 total main battle tanks, specialty tanks, or other support vehicles of whose composition is up to the player. An artillery brigade consists of up to 30 artillery pieces, of whose range and function is up to the player.

Motorised Infantry (2 MC): An infantry brigade excels in urban and mountain warfare, and is also adept at hit-and-run, guerilla tactics. These are usually motorised with trucks, at the player's decision.

Mechanised Infantry (4 MC): One mechanised infantry brigade is an infantry brigade mounted on vehicles like APC's and IFV's. This enables this formation to be effective in mobility warfare, and has excellent firepower.

Airborne (6 MC): An airborne brigade. It is lightly armed and very swift to deploy, outmanoeuvring any other ground formation, except SpecOps, in their deployment speed. They might be deployed from helicopters, transport aircraft, and so on. Airborne can be mechanised; this is rare, however, with the USSR having been the only real-world country to do it. Regardless of whether they are mechanised or not, they are softer than other infantry.

Special Forces (10 MC): A special operations brigade, special forces so to say. This category includes Soviet Spetsnaz and Osnaz, British SAS, and so on. It is good for covert missions, sabotage, etc; its value is questionable in actual warfare, however, as the more expendable infantry units can do the same job at a lower cost.

Armour (12 MC): One tank/armour brigade, with excellent firepower. Effective in low hills and flatland, where tanks are most mobile. Although with occasional exceptions, they tend to be weak in territories like dense forests and cities or mountains as they are hulking targets.

Artillery (8 MC): This brigade fights from a distance. It can be equipped with any artillery piece such as towed guns, self-propelled weapons, or even MLRS, and can be considered to include air defences too. It is adept at destroying enemy concentrations, cities, and almost anything, however it is weak if it directly is confronted by enemy units, so it is best used as a support weapon.

Air Forces
Air forces, coming in squadrons of 400 personnel and 30 aircraft(Unless other wise stated), are generally used as support. Light/multi role Helicopters can be considered 'free' or parts of Ground attack or Transport squadrons.

Fighter (12 MC): Basic aircraft, superior air combatant that can also occasionally strike ground targets, even though it is not designed to do so. It excels against any other kind of aircraft, from helicopters to strategic bombers.

Fighter-Bomber (12 MC): A ground attack squadron. Like bombers, they can offer ground support: they take out tanks, ground-based installations, enemy units, and so on. However, they can also defend themselves against other aircraft. True fighters are more effective at air superiority warfare, while true bombers are more effective at surface targeting.

Attack Helicopter (10 MC): A helicopter squadron, usually with heavy armor and highly mobile firepower. Capable of quickly striking ground targets where it would be too dangerous to send in larger aircraft. Sometimes has air-to-air capabilities. Includes helicopter gunships.

AWACS (10 MC): An AWACS squadron consists of 'flying radar' aircraft. This increases the performance of all your forces in a region they operate and offers you intelligence about the enemy. Also, you need not deploy ground-based radars when you operate AWACS, though this can be problematic, depending on your enemy's tactics. AWACS cannot fight.

Tanker (12 MC): Tanker squadrons can carry fuel over massive distances, or even refuel your aircraft (provided they are designed to do so) in-flight to enhance their operational range. Tankers cannot fight.

Transport (8 MC): Transport squadrons can transfer equipment or personnel over great distances, as well as perform Airborne force deployments. Transports cannot fight.

Bomber (20 MC): Bombers excel at destroying surface targets. They have greater range than fighters and fighter-bombers and also better strike capability, but are unprotected against other aircraft. For RP purposes, a regular bomber cannot carry a strategic nuclear missile. This is a high value unit.

Strategic bomber (120 MC): The perfect weapon for massive bombing campaigns, nuclear and conventional, strategic bombers are unmatched in payload and range by any other fighting aircraft. A strategic bomber aircraft has intercontinental range, meaning it can strike enemies even in another continent and return if able. It cannot attack other aircraft, making it a pumped-up, just-as-vulnerable bomber. A strategic bomber can carry 1 strategic nuclear missile each, with up to 10 warheads per missile. One squadron can thus carry up to 300 warheads. This is a capital unit.
Requires Nuclear Technology and Nuclear Weapons if not conventionally armed

Naval Forces.
Each unit represents only one ship and only one. It's crew are not stated due to country differences. on crew sizes and ship sizes.Unless noted otherwise, they include helicopters where available, depending on their real-life class.

Patrol Boats (4 MC): The smallest naval vessel. Patrol boats are not suitable for deep sea and cannot travel with a main fleet in blue water. Lighter and faster than Corvettes, they are also smaller and more agile, carrying less weapons. These are generally used for rapid watching of the coasts, but specific variants can be proven lethal to a few larger ships, depending on their armament. There are a variety of types, including gunboats and missile boats. Patrol boats often have brown water capability, useful in patrolling major rivers.

Corvette (6 MC): Larger than a patrol boat, but smaller than a frigate. Corvettes are designed to operate close to shore, as well as at sea. These ships can defend a country's assets and interests far away from its own shores, with sophisticated weapons and surveillance equipment. They can be a useful and agile mean to counter ships around their size without mobilizing larger ships, or even countering targets larger ships might be incapable of reaching.

Frigate (10 MC): Larger than a corvette, but smaller than a destroyer. Especially useful in anti-submarine warfare and air defense. Often multi-role and the core of naval formations.

Destroyer (14 MC): Larger than most frigates and usually smaller than a cruiser. This ship specializes in anti-submarine and anti-surface warfare. Often used to escort high value and capital ships.

Cruiser (60 MC): Good against surface targets, including land attack, it can also provide decent air defense. It can be an excellent all-round ship of considerable size and excellent fire-power, depending on class. Due to their size, cruisers may be more vulnerable to attack than smaller ships, and only 3 RL nations still operate them. This is a high value unit.
Requires Nuclear Technology if not conventionally powered

Transport (8 MC): Light transport ship, can transport up to half a brigade with their equipment. Cannot fight.

Amphibious Assault Carrier (100 MC): Heavy transport, can transport up to two brigades with their equipment and provide them with air cover. This is a light carrier with troop quarters that can defend itself. This is a high value unit.

Helicarrier (90 MC): Usually a light carrier with 20 helicopters and defensive weapons. Effective in anti-submarine warfare and early warning roles, at great distances from the main fleet. This is a high value unit.

Aircraft Carrier, Light (100 MC): A light aircraft carrier is a good choice for nations that want to project their power abroad. Cheaper, faster, and more mobile than other carriers, it also holds less aircraft. Comes with 20 aircraft (fighters, fighter-bombers, and helicopters). Or, it can come with 20 vertical take-off and landing fighters. Light carriers specialize in air support and rely on their aircraft to fight. Rarely, they might have room for defensive weapons. Keep away from ship-killers, especially submarines! This is a capital unit.

Aircraft Carrier, Standard (130 MC): A standard aircraft carrier is a good choice for nations that want to project their power abroad. Comes with 45 aircraft of several types (fighters, fighter-bombers, and helicopters). Aircraft carriers specialize in air support and rely on their aircraft to fight. Sometimes carries defensive weapons. Keep away from ship-killers, especially submarines! This is a capital unit.

Supercarrier (260 MC): Largest carrier classes, similar to the Soviet 'Ulyanovsk' and American 'Nimitz' classes. Only large countries can afford a supercarrier. Comes with 90 aircraft of several types (fighters, fighter-bombers, and helicopters. Sometimes carries defensive weapons. Keep away from ship-killers, especially submarines! This is a capital unit.
Requires Nuclear Technology

Attack Submarine, Diesel-powered (SSK) (8 MC): Diesel-powered attack submarine, designed to hunt other ships and submarines; its role is mainly coastal defense. Not fast enough to keep up with main fleets in blue water.

Attack Submarine, Nuclear-powered (SSN) (18 MC): Powerful silent hunter, adept at destroying all sorts of ships and submarines with little or no signs of presence. Nuclear attack submarines can operate very far from home, making them an excellent offensive weapon.
Requires nuclear technology.

Guided missile submarine, Nuclear-powered (SSGN) (110 MC): Adept at attacking ground targets, groups of ships, and can defend itself against other submarines. The first guided missile submarines were used by the Soviet Union to deter American aircraft carriers in the Cold War; indeed, these submarines are intended as ship-killers and to provide fire support from long range. Keep away from long-ranged ASW-capable units, like helicopters. This is a high value unit.
Requires nuclear technology.

Ballistic Missile Submarine, Nuclear-powered (SSBN) (220 MC): Only large countries can afford an SSBN. This submarine can attack enemy cities tens of thousands of kilometers away. For statistical purposes, each SSBN is considered to carry 20 strategic nuclear missiles that can take 10 warheads each, for a total of 200 per submarine. Can be retrofitted to carry conventional missiles instead. This ship is actually a superweapon, not a conventional weapon; keep it away from everything! This is a capital unit.
Requires nuclear technology, nuclear weapons, space program and space research program.

Ground Based Weapons of Mass destruction
So far two ground units exist: the ICBM silo and the mobile ICBM, able to be armed with nuclear, biological or chemical weapons (usually the first), or simply conventional ones (all other require the appropriate technologies separately). Each of the unit below has personnel circa at the size of one brigade (5,000 men and/or women.)

ICBM Silo (80 MC): Facilities used to operate and launch ICBM missiles, to strike in another nation's homeland. Can accommodate 10 missiles with 10 warheads each, for a total of 100 warheads per silo.
Requires (nuclear, biological, or chemical weapons), space program and space research program.

Mobile ICBM Launcher (100 MC): ICBM mobile launch pad, more expensive than bases but harder to detect. May be vehicle or train. Can accommodate 10 missiles with 10 warheads each, for a total of 100 warheads per launcher.
Requires (nuclear, biological, or chemical weapons), space program and space research program.

Strategic Nuclear Warhead: (1 MC): This is a single strategic nuclear warhead that normally does not require upkeep. Each missile can take up to 10 of these. If you own more nuclear warheads than your missiles can deliver (calculate: (# of ICBM silos + # of ICBM launchers) x 100 + # of SSBN x 200 + # of strategic bombers x 300) you need to pay upkeep equal to 1 MC for each warhead. Nuclear warheads can only be used by ICBM silos, ICBM launchers, ballistic missile submarines, and strategic bombers.
Requires nuclear technology and nuclear weapons.

Strategic Biological Warhead: (1 MC): This is a single strategic biological warhead with the same rules as strategic nuclear warheads.

Strategic Chemical Warhead: (1 MC): This is a single strategic chemical warhead with the same rules as strategic nuclear and biological warheads.

Technologies
Technologies let you build things or simply improve your nation somehow. Unless noted otherwise, each technology can be purchased once. Technologies often have prerequisites for other technologies. You only need to purchase a technology once.

Satellites (40 MC): Grants the ability to build and operate satellites.
Requires space program.

Military Satellite Network (60 MC): Grants a military satellite network. You cannot develop targeting systems that use satellite data without this.
Requires satellites and space program.

Space Program (60 MC): Grants space program, with ability to send satellites to space.

Space research program (140 MC): Allows you to send manned vessels to space and build ICBM missiles.
Requires space program, satellite network and military satellites.

Nuclear technology (70 MC): Grants civilian nuclear technology. Allows you to build nuclear reactors and nuclear-powered vessels.
Requires NS Mining Sector of at least 5 and defense spending of at least 10%

Nuclear weapons (130 MC): Grants nuclear weapons technology (access to build tactical and strategic nuclear warheads).
Requires Nuclear Technology,

Biological weapons (160 MC): Grants biological weapons.
Requires NS Arms Manufacturing Sector of at least 5 and defense spending of at least 10%

Chemical weapons (100 MC): Grants chemical weapons technology.
Requires NS Arms Manufacturing Sector of at least 5 and defense spending of at least 10%

This is not the finished product and is open for discussion. Now I wish to make sure to make you understand that not ALL of this is my original thought. This was also the thought of one of my friends who was looking at making his own region with a system similar that to another region, I do not remember. But the equation and economic factors and such are my work everything else is a mixture.


Last edited by Central Texas on Sat Aug 10, 2013 11:13 pm; edited 4 times in total
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Re: War System

Post by Chairman Brander on Tue Aug 06, 2013 10:17 pm

949 million/1000000)x .2 x 10= 1,898

So I would have 1,898 MC ?
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Re: War System

Post by Central Texas on Tue Aug 06, 2013 10:21 pm

Essentially though I think the actual amount for you is much higher.Like 10 times that.
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Re: War System

Post by Chairman Brander on Tue Aug 06, 2013 10:25 pm

o I would have to add the economy factor so I just times it by the number of what ever economy title I hold at the moment so my

1,898 would turn into 1,898* 12 = 22,776 MC points?
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Re: War System

Post by Central Texas on Tue Aug 06, 2013 10:28 pm

Not exactly you sorta messed it up.

949000000/1000000 x 1 x 12 = 11388
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Re: War System

Post by Chairman Brander on Tue Aug 06, 2013 10:33 pm

got it.
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Re: War System

Post by Chairman Brander on Tue Aug 06, 2013 10:35 pm

So if I am seeing it right, you would 3,996 MC
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Re: War System

Post by Central Texas on Tue Aug 06, 2013 10:39 pm

Nope I was at 888. You sure you doing the whole step the divided by a million?
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Re: War System

Post by Chairman Brander on Tue Aug 06, 2013 10:42 pm

You are taking your population, 444 million / 1 million = 444 then you multiply it by your economy factor. so 444 times 9 = 3996?
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Re: War System

Post by Central Texas on Tue Aug 06, 2013 10:44 pm

First you do the 444million/1 million=44 then you do x .2 and then time 10(I have a very strong economy.)
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Re: War System

Post by Chairman Brander on Tue Aug 06, 2013 10:47 pm

So you are saying you do your population divided by 1 mill and then divide it again by 1 mill because your population is 444 million and 444 million divided by 1 million is 444
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Re: War System

Post by Brighton Kensington on Tue Aug 06, 2013 10:50 pm

No 
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Re: War System

Post by Central Texas on Tue Aug 06, 2013 10:53 pm

Ugh.......let me do it STEP BY STEP......
444000000/1000000=444
444x .2(My defense Factor) = 88.8
88.8 x 10(my economic factor)=888
888 is my military credit amount...
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Re: War System

Post by Chairman Brander on Tue Aug 06, 2013 10:57 pm

and where do you find the defense percentage?
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Re: War System

Post by Central Texas on Tue Aug 06, 2013 10:59 pm

In the NS Government Budget you should see it. For example you have a whopping 45%! So that would be times 1
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Re: War System

Post by Chairman Brander on Tue Aug 06, 2013 11:01 pm

I see that by would it it be times 1 for me and .2 for you, I am not trying to be a pest I am just trying to understand the process more.
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Re: War System

Post by Central Texas on Tue Aug 06, 2013 11:02 pm

It's alright. I knew I would need to help some people Smile
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Re: War System

Post by Chairman Brander on Tue Aug 06, 2013 11:03 pm

So why would you have .2 times your numbers and I would have times 1, what makes up that process?
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Re: War System

Post by Central Texas on Tue Aug 06, 2013 11:05 pm

Since I spend much less on defense than you. I have 1/5 the defense power you do. And the reason for it be by .2s is I tried it one by one. And the numbers were always too low.
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Re: War System

Post by Chairman Brander on Tue Aug 06, 2013 11:06 pm

so it is in steps of two, so because you spend 9 percent it is like you spend 18 but rounded to 20 so you would times it by .2?? lol Neutral 
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Re: War System

Post by Central Texas on Tue Aug 06, 2013 11:07 pm

Well you think of it like that. But in reality it was just a nice round number that gave a good amount of MC's when put into the equation.
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Re: War System

Post by Chairman Brander on Tue Aug 06, 2013 11:11 pm

yea so because mine is around 90 percent when my defense is times by 2. So in that way of looking at it Because the numbers would be rounded, and the 90 percent falls in between the .8 mark and 1 mark and it goes in steps of 2

EXAMPLE

Stage 1 *.2
Stage 2 *.4
Stage 3 *.6
Stage 4 *.8
Stage 5 *1
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Re: War System

Post by Central Texas on Tue Aug 06, 2013 11:14 pm

And then the five stages after that. But you shouldn't think that hard about. And just go with the guidelines presented. Since that is a way of thinking about it. But in reality I just choose nice numbers.
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Re: War System

Post by David Boose on Wed Aug 07, 2013 12:09 am

Why do things have to be complicated. On NS tracker you can set how much money you spend on each branch. How much of your population is recruitable, and how much of your recruitable population goes to each branch.
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Re: War System

Post by Brighton Kensington on Wed Aug 07, 2013 12:11 am

THANK YOU!!!! sorry CT
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