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HelpSection 27
Latest

Latest updates and evolutions.

This is the latest as of 9th SEPTEMBER 2015. Warfare was frozen because of issues with movement and line of sight. The latter allowed "shooting round corners" between indoor legions, for instance. The former let a legion make impossible moves between locations and points. To clarify, what is listed below is how it is, mostly how how it was, and how it should be. Report any bugs!


1. LINE OF SIGHT:

a) indoor locations need direct line of sight for projectiles or arrows to strike against a target, i..e. no doors closed in between, no 90 degree corners.

= b) indoor locations are OK for distance attacks if in a straight line or in a merely 45 degree angle (e..g. NORTH, NORTH, NORTHWEST is OK but NORTH, NORTH, WEST is not).

= c) if there is a closed door between attacker and target, the distance attack will fail.

= d) outdoor locations need only range to be acceptable with directions worked out between attacker and defender to see if there are obstacles only.


2. MOVEMENT:

= a) movement between locations and points of different locations follow the expected logic: west to east, northeast to southwest, south to north where moving between two points in the adjacent location west, northwest and south respectively.

= b) if you are in the SW point and you move NW to a location west you will arrrive in the EAST point just as if all locations and their points were placed together on a grid, i..e. as you probably expected it to be.

= c) the destination location from a legion move is decided by the direction moving AND the point the legion begins in so move NE from NW point and you will be heading for the N location! Think about it for a minute and you'll see it all makes sense.

d) enemy legions block passage through points they occupy - they will not suffer themselves to be simply ignore!


2. FORTS:

= a) lowered forts do not prevent movement through the point at all

= b) forts are inanimate therefore they cannot themselves tell friend or foe

= c) forts are completely impassable when raised coming from their facing directions e..g. FORT X faces northwest and north at east localepoint so when raised there will be no movement into the east point going S or SE (i.e. from north and northeast localepoints)

= d) forts can be passed when raised coming from behind their facing direction but require LADDERS equipped on legion e..g. FORT X above could be passed from its east point, going NW or N but only by legions with ladders.

e) it is not possible to enter the localepoint of manned forts if they are raised at any point

f) it is not possible for manning legions to strike or be struck through raised fortifications

g) lowered fortifications do not strike back but they shield legions within until destroyed

= h) BESIEGING and RANGE give info about various fort-related specifics


3. RANGE "projectiles" STRIKE:

a) CANNOT attack a distance target when indoors/non-public unless there is direct line of sight - otherwise 'no range'

b) CANNOT be attacked by distant legion when indoors/non-public unless there is direct line of sight - else 'no range' for aggressor

= c) can do YARDS <legion> or YARDS <from legion> <to legion> to quickly check how far away a legion is, or how far between two legions

= c) SIGHT BLOCKAGES <from legion> <to legion> to check whether you have line of sight

= e) SIGHT LINE <to legion> checks the simple distance between you and the legion listed.

f) the further away from the attacker you are, the longer it takes for launched bombs or arrows to reach the target and it is therefore possible to dodge a mortar bomb strike (or minimise its damage) by extremely fast legion movement.


4. TERRAIN effects:

a) it is NOT possible to use catapults for siege or attack while swimming or transporting i..e. on water locations unless entirely stationed on a rivergoing or seaworthy vessel

= b) minefields do not function on the battleisle - the terrain is not suitable - watermines and landmines are a features of the mainland only.

c) archers CANNOT fire arrows with any accuracy while swimming or in lake, river, ocean or flooded locations.


5. CATAPULTS and MORTAR BOMBS:

a) catapults "projectiles" require a minimum number to operate but once successfully launched the bomb damage is now based on each bomb/number of bombs fired and NOT the relative legion sizes: example >> Legion X with 1000 men shoots 40 catapults potentially but 30 in reality (30=maximum catapults per localepoint) versus Legion XX with 5000 men shoots shoots 200 catapults potentially but also 30 in reality. Both engage each other. Both launch 30 mortar-bombs. Previously the damage would be based in part on comparison 5000 v 1000 so the 5000 would hit harder. This is NO LONGER the case. Now the comparison is 30 bombs v 30 bombs and then conditions of target location, formation, confusion etc when the bombs hit. Bombs do not care about front or back lines. Bombs hit at the centre of target legions so all are potentially vulnerable.


6. BOWS and ARROWS:

a) arrows "archers" fire one arrow per archer and like catapulted bombs can strike distant targets but unlike catapulted bombs, do not require many men per bomb launched. Arrows like bombs do not inherit advantage from legion size of attacker once fired. They will strike at the target with damage based on the number of arrows shot, the accuracy and all the many factors affecting the stricken legion. They will strike at the target based on relative directions and hit the legion 'front line' or 'back line' based on FACING and FORMATION and deployments etc. Example >> Legion X of 5000 launches 2500 arrows at Legion XX with 500 men arranged in "lines" formation. Legion X is SW of Legion XX facing N and Legion XX is facing SW. Legion X accuracy is reduced by one "turn" (facing N to a target NE). Legion XX front-line faces the attack directly so 40% of its men are in the front line. Arrow strike will hit at most 200 from Legion XX. Casualties and wounded evaluate from that maximum. The 5000 of legion X are no longer important but instead the 2500 arrows -> 200 possible targets define the strike end-result.


This is a lot of information to take on board but this covers the entire warfare system and is definitive.

HelpSection 27
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27 - Miscellaneous Avalon Game Documentation.

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      • Introduction to Avalon
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      • State of Health
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      • Items, Creatures and CCCs
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    • Guilds and Professional Classes
      • The Guild and The Guildmaster
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      • The Avalon Guilds
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      • Skills: by Professional Class and by Important Commands
      • The Avalon Skills System
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  • History
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      • Knights Guild
      • Warriors Guild
      • Cavaliers Guild
      • The Mage Class
      • Mages Guild
      • Enchanters Guild
      • Warlocks Guild
      • The Sorcerer Class
      • Sorcerers Guild
      • The Thief Class
      • Thieves Guild
      • Assassins Guild
      • The Ranger Class
      • Rangers Guild
      • Brigands Guild
      • The Seer Class
      • Seers Guild
      • Mystics Guild
      • Astrologers Guild
      • The Loremaster Class
      • Loremasters Guild
      • Alchemists Guild
      • Artisans Guild
      • The Druid Class
      • Animists Guild
      • Druids Guild
      • The Bard Class
      • Bards Guild
      • Sirens Guild
    • Maps
    • Rollcall
  • Info
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    • MUD Clients
    • Blind Player Support
    • PVP Combat in Avalon
    • Theory of Combat Balance
    • Name Lists and Generators
      • Famous Wizard Names
      • Famous Witch Names
      • Mythical Creatures
    • Press and Articles
      • Raw Factsheet: the first online RPG?
      • Roleplay chat games meet Roleplaying for Real, by Cornelius
      • Roleplaying, but how far? by Cornelius
      • Why aren't you an MMORPG? by Cornelius
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      • Text Based Adventure Games
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