There are too many chaotic and sloppy wars ppl. It wasn't always like this tho, we used to have well organized turn tables, rules, semblance of order. But we continue to fall into these simplistic, chaotic, and out of hand wars. To the extent the map holder is getting swamped. The contrast from the glory Days of WW8 to the latest Kobito war is stark. So here are some proposals I have to put this house in order. The Process of Starting a War - - - - - - - - - - - - - - - - - - - - - - - - There should be a standardized process to arrange a war. Such as picking out the war map, agreeing on basic things like turn tables, time passage, how units are displayed, battles determined, etc. By allowing both parties to sort these details out before the war begins should help levitate the confusion and mess.(Or both parties could just agree to do these chaotic sloppy remix wars :/) And if both parties cannot agree on something, a neutral manager would decide for them.(May actually create a whole department of managers and staff for managing wars lol) So, I suggest right before launching a war, you work out these details. This is what I meant in my "wars should be like duels' project. In a duel, both sides agree on arrangements before the deed, and bring a neutral sort of referee, along with buds who help moderate the arrangements. It doesn't have to be that complex, and this system is designed to be versatile and easily adaptable to suit the players in it. But this would be out of RP. In RP, say it was a surprise attack, they would still be unaware when the first moves are made. ______________ RP Corrections and voiding - - - - - - - - - - - - - - - - - - - - - - Many times, I have seen someone make moves that are inaccurate to the strength of the opponent. And in response, his/her opponent outright voids the entire thing for these inaccuracies, and sometimes even starts a chain of drama that leads to them getting literally banned by overstepping managers looking for an excuse. For example, say country A launches a full scale invasion of country B, and alongside ground assaults, launches an a mass air raid, saying that it'll succeed in knocking out every airfield and major infrastructure of country B in a single move. But country B is quick to say they have strong anti-air and fighters, and then frames country A as a powerplayer. What should happen, is "RP Correction" instead of voiding and banning. Country A out of RP didn't account for them having strong anti-air, and so its safe to say that in RP they didn't account for it either. So instead of voiding the entire thing, what is more likely is something in the middle. Some infrastructure is destroyed in the attack, but their air force suffers heavy casualties, and with contested air superiority, the ground attack faces some setbacks. You get what I mean right? Instead of voiding, you take the offensive and defensive plans of both sides, along with smaller variables like technological differences to calculate logically what the outcome most likely would be. With voiding being reserved for the most outlandish things, like "We send 386 death stars to burn your capital" __________ A fundamental Fallacy of war - - - - - - - - - - - - - - - - - - - - - - - Basically, please keep your gains reasonable. I have noticed a fundamental fallacy in NRP warfare, that often spirals into drama. And I personally call it the "Easy Great Battle fallacy" Basically, a player expects to take out an entire nation's infrastructure in one move for example. Or collapse entire front lines by say hacking them. Ppl tend to treat entire fronts, or entire nations as a castle, where one breach can cause the entire thing to crumble. In reality, war is a million castles that can shoot back. Which is why I recommend war maps show units, areas of navel/air supremacy, etc. Especially since just typing what your units do and where isn't really that helpful. How they are shown can be decided in the arrangements, or not at all.(unless y'all want me to make this mandatory >:3) And on a side-note, there should probably also be a limit on how much you can actually do in your turn lol. Phases? - - - - - - - Just an idea inspired by Roblox Iron Assault, but what if wars were given phases? Since turns take a long while, what if instead they had phases where everyone did their moves in real time(sortoff)? Such as an economic phase, movement phase, development phase, and battle phase. Each phase lasting a reasonable amount of time, where players must complete the related moves within it. This would be one of the many "arrangements" players should work out before starting the war. War Map libraries - - - - - - - - - - - - - - It's not that complicated. Just a selection of already made war maps, turn systems, etc for ppl to adopt for their war, unless they want to create their own.
Music _______ Epic Score - Smash Them All - ThePrimeAres2 ________________________________________ (These are also concepts for the "Guidelines of War" Im writing. And as always, making my concepts public to see the general mood towards them and potential improvements added)