WIP
Please post here any ideas of how Morgoth should work. Player or no, there needs to be a system(s) for his power; growing, waning, pestilences, sorcery, etc. I suggest yearly or every few years we do rolls to determine some of this.
First no player could play morgoth. He's to strong. Maybe a roll every year to determin.what he unleashes on middle earth. His generals will be player following his orders and trying to destroy the lands.
As an NPC, yes. He'll remain an NPC until someone comes along who would make a perfect candidate for that, as, if we can the perfect fit, a living mind behind him might make him more interesting.
We should wait on that until the game gets running. If one of the generals is especially suited promote him. I agree with the yearly roll for orcs, Balrogs, and trolls and such but what about being able to hire evil humans with cash? Ti provide cavalry and ships and such. The bad guys might need sea forces too.
Seeing as the only sea on the map leads to nowhere, no ships. And yes, Easterlings will be around. But not at first, and not in huge numbers.
There are island regions so ships are a must. The evil forces could use sea serphents and creatures like the watcher in the water. Okay good. Are we going to compile an evil general and unit list?
Each general will also need his own stats with abilities and battle power too. Same for creatures and soldiers.
Sorry? There's only one sizable island, and seeing as its way to the south and small, will not be a province.
But there are plenty of provinces that do touch water.
But there's no point, as we won't let players leave the bounds of Beleriand.
Its faster to move by water than land and the sea battles will be epic. Plus we can include sea creatures and you can only starve cities with ports with sea units.
There's not many coastal cities. The sea is just a stretch of coast on the western part of the map, and inconsequential to where most of the action will take place. No ships.
Ok.
I have come up with a first draft for rolls for Angband's strength that will be done each turn (with exceptions). I shall post it after I return from school in the afternoon.
Will do mate.
Turns out I have a nasty cold, no school. Anyway, here: The Strength of Angband - Draft I We do this system at the beginning of every turn, with some exceptions, such as a large campaign already occupying everyone's attention. The Recruitment system for Morgoth will be based off the Primary Rolls. Primary Roll: PowerTake a 1d12 12 Very Strong 11 Strong 10-9 Above Average 8-5 Average 4-3 Under Average 2 Weak 1 Very Weak Modifiers: from the previous turn +2 Major Gains +1 Minor Gains -1 Minor Losses -2 Major Losses Secondary Rolls: Behavior Take a 1d12 12-11 Very Aggressive 10-8 Aggressive 7-6 Mild 5-3 Defensive 2-1 Very Defensive Modifiers From Primary Rolls Very Strong = +5 Strong = +3 Weak = -3 Very Weak = -5 Behavior Effects Very Aggressive = Commands for 2 Major Attacks Aggressive = Commands for 1 Major Attack Mild = No movements in either direction of the spectrum Defensive = Commands for strengthening army positions Very Defensive = Recalls armies to come closer to Angband
This makes sense and seems to be a good mechanic. What will the evil players do in peace? Any infrastructure to build up?
That's for later to figure out, but likely not much other than "generic fortification" levels 1-3 or so. When orders are "mild" you can raid, but no major attacks. When defensive, fortifications should be built and such. Very Defensive means you'll be pulled back a bit from the front lines. I will assemble these things. Now I'm starting the basic unit list for Beleriand, which from there I'll start the Recruitment systems. This is a balanced 50/50 spectrum because it will hopefully ensure that the powers of evil don't immediately overrun the map.
Yeah that would make it not fun for everyone else. But it looks very good mate. My copy of thr Silmarillion came in the mail today!