Difference between revisions of "TargetZoneSys"

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'''>tz/elite/invade <ZONE NUMBER>/<ACTIVITY>=<TIME>:''' Attack any zone using your Elite card. This declares your intention to be open for a pickup roleplay scene! Provide a one-sentence description of your activity there ("sabotaging infrastructure", "beating up all the goons", "burning the libraries"), and a description of the time you have available to scene ("1 hour", "2 hours", "the rest of the evening", etc).
 
'''>tz/elite/invade <ZONE NUMBER>/<ACTIVITY>=<TIME>:''' Attack any zone using your Elite card. This declares your intention to be open for a pickup roleplay scene! Provide a one-sentence description of your activity there ("sabotaging infrastructure", "beating up all the goons", "burning the libraries"), and a description of the time you have available to scene ("1 hour", "2 hours", "the rest of the evening", etc).
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'''>tz/elite/activity <ZONE NUMBER>=<SCENE NUMBER>:''' This may be used when you've attended any scene this day (the scene number), but don't plan to run one. It can be used to boost collaborations, or just cash a reward personally for attending scenes somewhere else. This command is provisional for Beta 2, and subject to change.
  
 
'''>tz/elite/raze <ZONE NUMBER>/<ACTIVITY>=<TIME>:''' As above. Invasions reduce Green while leaving Blue unharmed, while Razings reduce Blue and double the Green value. To be used in scorched-earth or especially violent and ruthless actions.
 
'''>tz/elite/raze <ZONE NUMBER>/<ACTIVITY>=<TIME>:''' As above. Invasions reduce Green while leaving Blue unharmed, while Razings reduce Blue and double the Green value. To be used in scorched-earth or especially violent and ruthless actions.

Revision as of 04:10, 6 July 2022

This page contains the contents of >TZ/HELP for easier command reference. TargetZone System is currently in BETA and details may change. This page will be updated until things are finalized; keep in mind that as the system evolves rapidly during testing this page might not always be completely accurate.

TZ Main

>tz: Open main menu, view territories, potential scenes, and your configuration.

>tz/missions: Open missions menu

>tz/claims: View pending claims

>tz/threats: View pending attacks.

>tz/holdings: View a general lay of the land.

>tz/holdings/view <PLAYER>: View a particular player's zones.


The easiest way to use this new system is to simply use >tz or +rp to see available scenes, and roleplay in them! Use >tz/elite/defeat <Player>=<Scene Number> if you opposed the scene creator and won, or >tz/elite/collab <Player>=<Scene Number> if you helped them or otherwise were present in a friendly way.


>tz/help/scenes

>tz/elite/triumph <NUMBER OF ATTACKERS>=<SCENE NUMBER>: Use this command when you have played an Elite Card, experienced an attack or other opposition, and have triumphed. State the number of enemies you triumphed over, and the log number for the scene. This should be used by the card player, and not the individuals who opposed them.

>tz/elite/defeat <PLAYER>=<SCENE NUMBER>: Use this command when you have completed a scene in which you successfully opposed someone playing an Elite card, preventing their triumph. State the enemy, and the log number for the scene. This should not be used by the card player (scene runner), and instead by the opposition.

>tz/elite/collab <PLAYER>=<SCENE NUMBER>: Use this command when you have completed a scene in which you collaborated with someone playing an Elite card, assisting them or even simply socializing. State the ally, and the log number for the scene. This should be used by the collaborator, and not be used by the card player.


>tz/help/owner

SENDING CARDS TO ZONES:

>tz/cards/play <CARD NAME>=<ZONE NUMBER>: Support a zone you own using a particular card.

>tz/claim <CARD NAME>=<ZONE NUMBER>: If a zone is unclaimed and neighboring a zone you own, you can claim it with this, and its starting parameters will be defined by the card played to claim it -- unless a competing claim beats yours! Starting green is defined by the claiming card's green, the winning claim is defined by the highest red.

>tz/unclaim <ZONE NUMBER>: Start the process to release a territory, or cancel a claim.

ZONE INTERACTIONS:

>tz/attack <ZONE NUMBER>: Lay siege to an another zone using the combined forces of every zone of yours that's adjacent to the target zone.

>tz/unattack <ZONE NUMBER>: Rescind the previous action.

>tz/zone/name <ZONE NUMBER>=<ZONE NAME>: Rename a zone! It can be any name at all, but we recommend it being something unique.

>tz/zone/desc <ZONE NUMBER>=<ZONE DESC>: Describe a zone! Write down what you think you're going to be doing with that zone and its resources, if you feel like adding a lot of flavor.

>tz/zone/explore <ZONE NUMBER>: If you own a zone, this command begins the process of adding a new zone link, to either an existing zone or a new zone.

>tz/zone/link <ZONE NUMBER>=<ZONE NUMBER> Link two zones. The cost depends on their distance from your HQ, and between each other! You must own the first zone, and the second zone being owned by you decreases the cost.

>tz/help/elites

>tz/elite/config <RED>/<GREEN>/<BLUE>: Configure your own Elite card. Red is your capacity for infrastructure destruction or defense, blue is your capacity to understand, explore, or exploit resources, and green is your capacity to create new infrastructure!

>tz/elite/config must be performed before you can act as a free agent!

>tz/elite/play <ZONE NUMBER>/<ACTIVITY>= Support any zone using your Elite card. This declares your intention to be open for a pickup roleplay scene! Provide a one-sentence description of your activity there ("building defenses", "performing research on wildlife", "rallying troops to assault the nearby zone"), and a description of the time you have available to scene ("1 hour", "2 hours", "the rest of the evening", etc).

>tz/elite/invade <ZONE NUMBER>/<ACTIVITY>=<TIME>: Attack any zone using your Elite card. This declares your intention to be open for a pickup roleplay scene! Provide a one-sentence description of your activity there ("sabotaging infrastructure", "beating up all the goons", "burning the libraries"), and a description of the time you have available to scene ("1 hour", "2 hours", "the rest of the evening", etc).

>tz/elite/activity <ZONE NUMBER>=<SCENE NUMBER>: This may be used when you've attended any scene this day (the scene number), but don't plan to run one. It can be used to boost collaborations, or just cash a reward personally for attending scenes somewhere else. This command is provisional for Beta 2, and subject to change.

>tz/elite/raze <ZONE NUMBER>/<ACTIVITY>=<TIME>: As above. Invasions reduce Green while leaving Blue unharmed, while Razings reduce Blue and double the Green value. To be used in scorched-earth or especially violent and ruthless actions.

>tz/elite/unplay: Rescind your post!

Elite Residency

>tz/reside/config <COLOR>=<AID/DEFY>: Configure a personal residence. This can only be done if you don't own territory. Aid or defy via a certain color to produce a very small bonus that scales with regional activity.

>tz/reside/name <NAME>: Name your residence.

>tz/reside/desc <DESC>: Provide a brief description of your residence.

>tz/reside <ZONE NUMBER>: Select a zone in which to reside.

>tz/help/missions

>tz/missions to view available missions.

>tz/missions/post <ZONE NUMBER>/<COLOR>=<ACTIVITY>: Post a mission to the missions board. Color should be the Resonance color you most want (red, green, or blue). The activity should be a simple hook ("Take control of an infested factory", "Study and capture the local wildlife", "Build essential power infrastructure", etc).

>tz/missions/take <MISSION NUMBER>=TIME: Take a mission. Say how long you have to complete the mission! For example, "I've got two hours "

>tz/missions/cancel <MISSION NUMBER>: Cancel an improperly-posted mission.


>tz/help/views

The majority of views can be accessed through pueblo links. This information is provided for the benefit of non-pueblo users.

>tz/viewarchetype <ARCHETYPE NAME>: View the deck which a zone draws from. (Case-sensitive)

>tz/viewcard <CARD NAME>: View a card. Doesn't work on Elite cards, +finger the character instead!

>tz/viewzone <ZONE NUMBER>: View a zone, its archetype, its description, and so on. If you're the zone owner, you can view its currently played cards and its log.


>tz/help/gamerules

The new Target Zone System is a simplifed 4X structure, designed to create and incentivize pickup roleplay and leadership roles. Zone owners, referred to as Strategists (temporarily), may assert control and/or protection of target zones in Secundus, and the strange Echo inhabitants therein. By doing so, they can extract useful resources from these zones (represented by cards). These resources can be re-invested in their zones to improve them. Zones are adjacent to other zones based on their Warpgate links, and allow for claims or attacks to adjacent zones.

Any player characters (Strategist or otherwise) may create a player card, referred to as an Elite Card, which is significantly more powerful than non-player cards. By claiming, investing, and conflicting, the Target Zones system should create a complex and enjoyable automated metanarrative to encourage pickup roleplay, while providing mechanical rewards to highly active roleplayers and roleplay-creators. The game is played in turns, with one turn occurring each day.


RESONANCE

Zones are marked by three metrics: Red, Green, and Blue Resonance.

Green Resonance determines the number of cards that can be played to a zone, and acts as the "HP" of a zone's defenses. It represents the total capacity of a zone to receive and sustain resources: Infrastructure, manpower, and other necessities of receiving and using the contents of cards. It determines the number of cards (excluding Elite cards) that can be played to a zone. It is reduced by attacks or an upkeep value determined by its distance from the owner's capital base.

Blue Resonance determines the productivity or exploitability of a zone, and acts as the "mana" of a zone. By increasing the Blue Resonance, you increase the number and quality of cards received from the zone, requiring higher investment per level. It represents the knowledge, research, and explored resources of a zone, by which it creates useful manpower, technology, or resources. It is not reduced by a standard attack, and all gains persist indefinitely.

Red Resonance determines the attack power and "armor" of a zone. It represents the currently deployed military, security, and conflict-winning resources in a zone: Soldiers, hazards, defenses, weapons, or heroes. Red Resonance provides a flat reduction to incoming damage, and reverts to 0 after every day-cycle.


CLAIMING ZONES

Zones are claimed by using the claim command to send a card to them, and may only be claimed if you have a supply line to maintain ownership of a zone, meaning it must be adjacent to another held territory. Its starting Green resonance is determined by the card used to claim it, and uses any existing Blue value. In the event that multiple claims are made over a zone, the claim with the highest Red value wins (dice are rolled in scenarios of equal red). Claims can only be made on un-owned territories.


ATTACKING ZONES

When attacking a zone, one Strategist declares their intent to attack a specific targeted zone. When the daycycle occurs, the Red Resonance of all of the attacker's zones that are neighboring the defender's zones are added up to an attack value. The defender's zone's Red Resonance determines the defense value. The Green Resonance of the zone is then reduced by the overflow of the attack value vs the defense value (or remains zero, if a focused defense occurred).


HOME BASE

This is the central location that determines upkeep values. At this time, it cannot be moved (pending design and possible updates). Strategists cannot be mechanically forced to lose their home base, which will always have a base +10 minimum for all Resonances. However, if a Strategist chooses to do so, they may unclaim their home base to withdraw ownership of the zone, representing a retreat or defeat. This is subject to MUSH consent rules.


>tz/help/etiquette

Remember your home. All events in the Secundus area are subject to the same rules as events in the main MUSH.

Remember who you are. Don't deploy your own alts to directly assist each other.

Respect time. It is strongly recommended that scenes remain below a three-hour duration. A one to two hour duration or lower is meant to be standard. This is a roleplay option for people who can't dedicate six hours to a scene.

Pace yourself. I know poses balloon out even if you want to do a light scene. The use of >clock is mildly encouraged if time gets out of hand (+bbread 14/115)

Stay true to yourself. When the opportunity is available, do not repeatedly reconfigure your Elite card just to win more. However, optimal deployment of alts isn't condemned.

Keep it clean. Play well, but creating small, quality scenes is the priority.

Let the outcomes be what they are. When your Elite card is played, rejecting an opposition scene is allowed but means forfeiting. A >tz/defeat is their consolation prize for no roleplay.

Talk it out. Territory owners succeed when they ask for help. Free agents succeed when they take missions.

Stay objective. Csys combat is a pretty neutral arbiter, and is standard for combat unless you know the other guy and feel comfortable not doing that.