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    Operation lifecycle

    Supply & Recon (1hr)--->Mass (30 mins)--->Contested siege(1hr)--->Faction Conquest(30 mins)

    Supply & Recon concept: Establishing lines of communication for supplies, as they say an army

    marches on its stomach.

    Factions allow offensive and defensive patrols to roam the designated battlefields, Recon (Offense)

    Guard (defense) are seperated into 5 man parties. Lowbies collecting in the area do not count towardsthe cap of 5 per team. The goal is for each faction to collect as much resources as possible while

    restricting the enemy from collecting within a 1 hour period. Every 10 minutes the collection teams

    will return to a collection point and recon teams will freeze (not to instantly reveal collection points). A

    collection point will be manned by a designated captain, and excess teams that rotate our to allowunbalanced teams to play fairly at the battlefield commanders discretion, up to three collection points

    may be placed around the map. If the Recon discovers the location of a collection point, they may

    assault it if they successfully kill the commander and guards they reduce that factions collection timeby 1/3rd of the remaining time.. If repelled, the guard faction can continue collecting freely and no

    more attempts can be made on the collection point, although the recon can continue to hunt guard

    gathering patrols. Most resources collected will allow more reinforcements and the opportunity to drivetheir army into enemy territory for conquest.

    Mass Concept: The precipe of battle, when you can feel the drums of war on both sides and see

    your enemies massing around you.

    Factions now have the supplies, set up camp, crafted armor, weapons, medicines, and food for the road

    to war (this is the time to also hire mercenaries, basically the window to spend money on upgrades orreinforcements up to 25% of the total so the bank doesnt break for the faction siege award). The

    battlefield commander will places each of his five man teams along the map as he chooses to enter the

    enemies territory and attack specific locations. The attacking commander must also establish a remoteHQ off any main road near their cities (within a reasonable distance). The defending commander must

    place a captain at each friendly city attempting to anticipate the enemies assault, this includes the

    battlefield commander himself at the command post located near.

    Contested Siege: The pieces are in place merely waiting to unleash hell on their enemies at your

    whim.

    The "secret" locations of all captains and HQs are generally hidden to the enemy, when the battle

    begins offensive forces rush from their friendly territory to their designated targets and the commanderand cadre goes to its command post. The defensive commanders attempt to repel the invaders from

    their cities, if the city captain is killed the city is lost and all teams are defending it are forfeit back to

    their HQ. If another city is successfully defended, one of any successfully captured cities forces canattempt to assualt the defended location. If the attackers are repelled they go to their battle field

    commanders location, and the defenders can now reinforce or attempt to reclaim any lost territories.

    This causes the outcome to come down to a last squad standing, that squad may or may not become thenext captains and battlefield commander for their valor if it sounds like a good idea to rotate leadership.

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    Faction Conquest: The intial defenses have either surived or been overran, now you must drive

    out the enemy commander and army, or succumb to their might.

    Since all the forfeit teams have fallen back to their respective command locations there should now bemassed armies huddled together with their commanders for the final maneuver, coup de grace, or death

    blow to your weakened enemy. At this point whichever faction had the last team standing is now on the

    offense to drive the enemies remaining forces from the zone in a single large scale combat to decide thevictor. Last command post standing wins the zone for their faction, claiming 25% of the opposite

    factions wealth in looted goods and warchests.

    Darkshore Ally vs Norther Barren Horde in Ashenvale

    Example of four 5 man teams per faction using this system, basic rules being no flying mounts

    Ally1 Horde1

    Ally2 vs Horde2

    Ally3 Horde3

    Ally HQ Horde HQ

    Supply & Recon Stage

    -Ally commander decides to send ally 1 to recon with ally2 and ally3 to guard/farm materials indarkshore,

    -Horde decide to do the same by chance sending Horde 1 to recon, and horde 2 and horde3 to

    guard/farm in Norther barrens.

    Ally 1 runs around hunting the # collection points and find one after 30 mins (3 collection

    rotations), and attack the point.(which is made up of Horde HQ with the remaining twomembers of the HQ acting as bodyguards)

    Ally 1 successfully defeats that collection point, shaving 1/3rd time off the remaining hordetime (30 mins becomes 20 mins).

    Another 10 minutes pass they run into a horde 2 collecting ore, herbs, and leather they fight,

    with the horde2 winning the fight forcing ally 1 to resurrect at the GY making them endure a 10min penalty for dying with rez sickness, although they can still scout just not likely fight. Lets

    also say the horde recon team only killed a guardin farming team forcing them to eat a 10 min

    rez timer and weakened combat.

    Since the horde didnt kill a collection point its likely that the ally team has more time to collect

    freely as the horde teams all retreat at the end of their 10 min reduced timer.

    Mass Stage

    -After the supply & recon stage the ally teams came out on top for resource categories collected since

    they had the full 60 mins and only 1 team was impeded. Since the alliance were able to win theresource fight they were able to take the offensive from darkshore into the contested ashenvale.

    -At this time prior to troop deployment they all gather and craft whatever they possibly can, sell items

    harvested, and spend up to 25% of their gold on either purchasing temporary mercenaries or upgradinggear for those who soldiers who may be missing a piece or two premenantly.

    -The commander decides to send Ally team 1 and ally team 2 at splinter tree post, and one to Zoramgar

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    outpost

    -The horde allocate horde1 defense team to zoramgar outpost, horde2 to hellscreams watch, and horde3

    to splintertree post.

    -Had there been any hired mercenaries they would have augemented any squads the commander chose.

    Contested Siege Stage

    Victory allows the horde who was initially the defenders to counter attack the now weakened allianceout of ashenvale. Since 1 horde soldier survived, the surviving horde player will get to be the next

    highest rank for the campaign as a reward. The amount of survivors remaining will be subtracted from

    the player pool of the losing Contested sieges stages faction going into the Faction Conquest stage. So

    basically you want more of your forces to survive this stage in order to limit your enemies reserves.

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    Faction Conquest Stage

    In this case a sole survivor of the Horde Contested Siege stage was around, therefore of the 20 baseplayers on the alliance side they must sit out one player for the final battle. The tally being Ally being

    19 versus the hordes 20. The ally commander has a choice, either rally and stand against the now

    counter attacking horde forces or retreat to darkshore. If they fight and win they will have still lost butwere able to reclaim some of their warchests reducing the payout to the horde to 10% of supply stage

    coffers, if they lose in the last stand of the conquest stage they pay 40%, and if they retreat they pay

    25%...and are likely going to be mocked by their opponents for cowardice lol. Aside from saving some

    cash wouldnt that ally commander like to square off with the enemy commander in an honor fight, ah

    the tales of glory!

    So say the alliance had 1000 gold by the end of the recon&supply stage and spent 25% no gear andmercenaries in the mass stage they would be at 750g, now imagine the alliance commander chooses to

    retreat they would lose 250g to the horde from losing 25% of 1000 gold. So in the end the Alliance

    burned half its war funds in the failed conquest of ashenvale, worse of they increased the funds of thehorde 250G and lost ashenvale as a resource location.