Conquest: Ninjaworld
#1
Here's the latest version of the Ninjaworld settings that we'll be using for the next round of Conquest.
Quote:Broken Leaf. +10% Offense, +20% Spying
Obliterated in the previous Secret War, only the strongest clans survived. Hokage Sasuke covered the ruin with an illusion, and is now bent on global domination.

Broken Mist. +5% Offense, +5% Defense, +20% Income
Port City, Land of Waves. Populated by defectors and refugees, mostly from Kirigakure, lead by Namikage Sakura. The unraveling alliance between Broken Mist and Leaf has come to war.

Broken Sand. +10% Defense, +10% Income, +10% Spying
Betrayed by their host nation, the Sand shinobi moved to the Land of Rivers. Lead by Arashikage Naruto, who is now caught up in a war against his former countrymen.
Three teams with 10% in O/D and 20% in Income/Intel, split three different ways.

Quote:Nation is changed to "Village"
Village is changed to "Clan"
Username is changed to "Head Elder"
Turn is changed to "Action Point"
Troop is changed to "Ninja"
Spy is changed to "ANBU"
Armory is changed to "Smithy"
Barracks is changed to "Dojo"
Some name changes

Quote:150AP max capacity. (12:30 worth of time)
12 Hour "Revenge Timer"

5 minute Cycles
1AP gained per cycle
0 Troops gained per cycle
20Gold gained per cycle


Quote:1AP to perform "Recruit Troops"
2 Troops are gained when recruiting

2AP to perform "Attack Raid"
Troop losses between 1% to 15% per attack
Loot 4G/Troop after successful raid
4% Attack Error
Target >/=50% attacker's troops

5AP to perform "Generate Income"
2G/Troop gained when generating income

1AP to perform "Spy Mission"
Spy costs 250G to hire
Spy consumes 0G/cycle
10% Power per Spy
30% Spying Error
0% minimal Spy casualty rate


Quote:-Beginner's Resources-
150AP, 500G, 20 Troops, 8 spies.


Quote:--Weapons
Shuriken. 8Points/10G
Magic Scroll. 900P/1,000G
Clan Weapon. 10,000P/10,000G
Sage Artifact. 110,000P/100,000G
--Armor
Headband. 8P/10G
Flak Jacket. 900P/1,000G
Clan Armor. 10,000P/10,000G
Sage Jewel. 110,000P/100,000G

70% item resale value


Quote:--Offense
Teamwork. 10% Bonus/1,000Gold
Specialists. 20% Bonus/3,000Gold
Elite Squads. 30% Bonus/9,000Gold
Secret Arts. 40% Bonus/27,000Gold
Bloodline Limit. 50% Bonus/81,000Gold
Jinchuuriki. 500% Bonus/1,000,000Gold
--Defense.
Barricades. 10% Bonus/1,000Gold
Tripwires. 20% Bonus/3,000Gold
Elite Guards. 30% Bonus/9,000Gold
Magic Traps. 40% Bonus/27,000Gold
Clan Retainers. 50% Bonus/81,000Gold
Will of Fire. 500% Bonus/1,000,000Gold
[Image: rsz_jqvaz_1.jpg]
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#2
4% seems like a very specific number for attack error. Why have it at all at that point?
[Image: Kaden2.jpg]
"It's on my brain, driving me insane.  It's on my mind, all of
the time, and if it left... I would be fine.
"
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#3
So you CAN change names of stuff.

WAFFURUUUUUUUUUUUUUUUUUUUUUUUUUUU!

I agree with teh 4 percent concern
Quote: "for a quarter million a year growing weed, i'd fucking be gay. with dick on the side." - Laura, on mairjuana
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#4
It's not a concern. Just a question. Given Rod, I assumed that 4% was a specific choice instead of a random number.
[Image: Kaden2.jpg]
"It's on my brain, driving me insane.  It's on my mind, all of
the time, and if it left... I would be fine.
"
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#5
Oh, that doesn't mean your troops have to be within 4% of the opponents. I read it wrong.
Quote: "for a quarter million a year growing weed, i'd fucking be gay. with dick on the side." - Laura, on mairjuana
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#6
In terms of each team's natural bonuses, O/D are apparently much more important than Income/Intel which is why O/D bonuses are only half that of Income/Intel.

The team's O/D values are set into a close a balance as possible, without each team being copy/pasted from the same template. Leaf and Sand teams obviously negate each other's bonus. As for Leaf vs Mist, the 5% Def bonus from Mist brings the Leaf's Off bonus down to net 5% while the Mist also has a 5% Off bonus vs the Leaf's 0% Def bonus. The inverse is also true for Sand vs Leaf. It's not a case of rock-paper-scissors as much as a Mexican standoff.

Of course, O/D bonuses only work on items so item management will be the critical factor that tips the balance between individual players.

The Income/Intel bonuses are much more influential on play styles than the O/D bonuses. Leaf team's spying bonus gives them the strongest intel so they have the best chance at spotting targets. Combined with spies being very expensive, attacks only consuming 2 turns, high loot-per-troop rates, and gold/cycle producing (base) 240G an hour per player, successful raids will be productive. This comes at the cost of having the worst defense, so making Leaf team into the softest target for the other two teams.

Mist team's high income bonus will make lazy players into high-value targets for the other two teams, getting much more gold/hour as well as 2.4gold/troop rather than 2gold/troop when using the Income ability. But, this is a low-troop game which limits Income, and high-end items are very expensive, making the #1 income bonus very important.

Sand team is the most defensive, and in previous rounds it has been the best way to play. In this round offense has been made very lucrative. If Sand players stay defensive for too long it simply allows the Leaf and Mist teams to farm all the gold from each others' lesser players, while the defensive players will only have their own gold to spend. Strong defense will be good early on, but its effectiveness will shrink as time goes by.
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#7
Kaden Wrote:4% seems like a very specific number for attack error. Why have it at all at that point?
I'm pretty sure the randomization works on both players so, if the numbers for both players are close it's about a 8% total difference. Setting it to 10% actually resulted in a combined 20%ish possible change in battle power, which was kinda lame. This way it's enough to foil attempts at razor-edge attacks but not throw the game on its head.
[Image: rsz_jqvaz_1.jpg]
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#8
Rod Hardwood Wrote:I'm pretty sure the randomization works on both players

Just for verification, it definitely does.
[Image: Kaden2.jpg]
"It's on my brain, driving me insane.  It's on my mind, all of
the time, and if it left... I would be fine.
"
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#9
Looks good. Very Ninja-ish.
[Image: jd-1.jpg]
"I would happily blow 20 guys in an alley with bleedy dicks so I could
get AIDS then fuck a deer and kill it with my AIDS." - Louis C.K.
thanks waff
Kaden Wrote:I wish being ten John Does made me feel better than it actually does.
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#10
I'm not changing the names of anything.
[Image: 22173.png]
Give waffuru an internets today!
[Image: 1324033725.png]
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#11
own'd
Quote: "for a quarter million a year growing weed, i'd fucking be gay. with dick on the side." - Laura, on mairjuana
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#12
Josh can though.
[Image: 22173.png]
Give waffuru an internets today!
[Image: 1324033725.png]
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#13
So apparently this has started. Don't know what the bullshit is about building up your forces THEN telling everyone else the round has begun.
Quote: "for a quarter million a year growing weed, i'd fucking be gay. with dick on the side." - Laura, on mairjuana
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#14
No, it hasn't really started. All of the stuff is set up, but there's going to be an official reset around midnight EST so anything you do now will be undone then. I'm having trouble getting hold of both Josh and Waff and they didn't give me admin access to the forum so I could do it myself, though, so we'll just wait and see if the reset actually happens at midnight.
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#15
Oh, ok. That's like 5 mins from nao
Quote: "for a quarter million a year growing weed, i'd fucking be gay. with dick on the side." - Laura, on mairjuana
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#16
Josh and Waff are both afk, so we'll see what happens. :/
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#17
owned
Quote: "for a quarter million a year growing weed, i'd fucking be gay. with dick on the side." - Laura, on mairjuana
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#18
here's hoping someone gets back before the turn of the next hour at least :[
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#19
you gots TEN MINUTES BOAHAHAHAH
Quote: "for a quarter million a year growing weed, i'd fucking be gay. with dick on the side." - Laura, on mairjuana
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#20
looks like we might have to wait until at least tomorrow, maybe monday. this is just a dryrun for the ninjaworld round, i guess.
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