|09-23-2008, 11:19 PM||#1|
Join Date: Nov 2007
Here are the official rules and guidelines for the game, this thread will be locked so that no changes can be made without a moderators say so. Some rules and guidelines may slightly change at points as needed and we will make a new post of the updated rules.
The Texasdoom G.I Joe Game
This is the format and rules for the Texasdoom G.I. Joe game on hisstank.com. The game works where 2 teams are formed among players/users with each team assigned an equal set of characters/vehicles each with health point levels. These HP levels changed by players who post daily using assigned classes to add to or remove HP. One team wins when the other team’s characters/vehicles are all KO’d or all at 0 HP.
We will create a new thread called “The Texasdoom G.I. Joe Game”with the first 2 posts being used for game information,( there would be a simplified version of everything here) . then the 2 following posts will be assigned to each team for there needs. Texasdoom was the game original creator, passed the game on to me and wanted it so that his name is associated with the game.
Texasdoom will also be there at the start of the game to kick things off and give it the old feel to it.
We will have a separate thread on the site where the official rules are posted and locked so that they cannot be changed, and if any changes are needed they will be added in a separate post where they will once again be locked. Also there will be a battle history thread where after each battle a battle summary is done, and the stats from the battle are posted for reference.
Things are set up to have 6 regular battles, consisting of 9 and increasing to 13 characters, and each one lasting 5 to 7 days based on average of 30 posts per day. There will be one big battle at the conclusion of the regular battles that will be considerably larger. I haven’t settled on a way to officially declare a winning team. The current idea is for the first 4 battles to be worth 1 point each, battles 5 and 6, 2 points each, and the final battle worth 3 points, where the first team to gain 7 points wins. The problem I see with this idea is that the game could potentially be won before the final battle.
After each battle there will be a 24 to 48 hour break before the next where the next battle, stats and other issues are taken care of.
GM – young1nj – lead the game as a whole, in working with the squad leaders, making decisions, and doing what is best for the game and everyone’s interest
MODS – There are 4 mods that watch over our thread, they are involved with the game, and they help monitor things and keep everyone in line.
#1 team leader – 1 per team –
-Communicates with game GM about team concerns/problems/ administration, helps set up game positions and game play. Leads and communicates among the team in setting up team positions, game play. They also should orderly get players concerns and feedback about the game and present it to the GM as needed, and after each battle.
-#2 team leaders – two per team 2a, and 2b - duties below should be split up.
-Back up squad leaders, back up communication officer, at least 1 team leader should be present at the start of each battle, rotates doing stats/battle history with other team leaders ( I will do the first battle or so to get a system down), helps with HP updates.
Squad leaders – 3 per team
These players lead there team in each respective battle. They get to choose how many choose which combination of characters/vehicles they use in battle as well as which characters. When there turn to lead in battle is up they should work with the leader to make sure it is a time they can be online 30 minutes early to help set up both teams’ squad rosters. The team that won the previous battle is in charge of posting the final battle rosters with the correct HP and all that was worked out with the other team’s squad leader. If they cannot be at the start of their battle they should have a fellow squad or team leader fill in for them to start the battle. They also should lead there team in choosing which characters/vehicles to attack. They should be making sure that HP updates are done every few pages or as needed.
Game Communication Officer – The current GCO is vadersquest, who is working with echo7solo, who will take over the position full time if it is decided he can fulfill the duties. In general this person is in charge of working with the communication officer of each team in working with the players in trades, new game players, as well as grounds for PM’ing people about the game.
Team communication officers – There is 1 TCO per team and they will work with the players on there team involving the following tasks: PM’ing players to post, getting people traded, and helping new players.
We plan on giving out a few prizes for MVP’s after the game. There will probably be 1 GAME MVP, and 1 TEAM MVP per team for a total of 2 TEAM MVPs. The exact criteria and prizes are still to be determined, but the prizes most likely will be G.I. Joe figures/vehicles.
Team numbers (draft, new players, trades)
We will start of the game with teams being equal by having a limited draft set up by the GCO/GM. The situation of all the players is known or will be known by the GM/GCO so that players will be on a specific team if the insist on it, and teams will be equal.
We had a draft where we gave players the chance to choose their team to play for during a 36 hour period after we had the team leadership positions figured out. Players had the choice to choose "any" team as well to help the leaders in working things out and were given a 3 point bonus. The leaders for each team, then came together and worked out equal teams based on previous rankings from the last game. After that we had equal teams of 26 players.
A player can be traded one time per game at the end of battles by requesting so, and will be worked out by the GCO with the TCO’s of each team. Players new to the game will be handled by the GCO as well.
Front Page Press
There is a chance that if things go well and smooth a post about joining in the game will be posted on the front page. This could mean big things as a lot more people would see it, and it would greatly increase our numbers. I calculated the battle numbers based on 30 players per team playing and to last about 6 days, so this could change these numbers a little. But if things go well we can always increase the numbers and such.
Battle Format(this looked better in word document)
Battle # ---------total team pts-----------Character HP
Vehicle HP -------vehicle driver HP---------total #of characters/vehicles
battle 6-----------------507--------------- 39
There are 3 SL per team, so each will get to lead 2 battles. Each squad has a total of 5 vehicles, 5 vehicle drivers and the remaining spots will be left for characters. For each battle there must be from 1 to 4 vehicles, and each vehicle must have a vehicle driver, the remaining spots will be for the characters. The character and vehicle totals for each battle, no matter what combination should add up to the point total. Also if a vehicle survives one battle it cannot be reused for your next battle, the same goes for characters and vehicle drivers
So for example you in battle 1 you use 1 vehicle and 1 vehicle driver , and 7 characters having a total of 9 characters/vehicles. For battle 6 you would have 4 remaining vehicles and vehicle drivers and 5 characters to use for a total of 13 total characters/vehicles. You will have used a total of 5 vehicles, 5 vehicle drivers, and 12 characters.
The 3 squad leaders per team will have set battles as follows
SL #1 – battle 3 and 5 = 5 vehicles/vehicle drivers, and 14 characters
SL #2 – battle 1 and 6 = 5 vehicles/vehicle drivers, and 12 characters
SL #3 – battle 2 and 4 = 5 vehicles/vehicle drivers and 10 characters
When squad leaders are setting up there squads they should use the above table to set the correct amount of total HP, and character/vehicle HP. No matter what combination of vehicles/ vehicle drivers and characters the total should be the same.
Crossover characters This is how crossover themed characters will work. At least half of a battles total characters/ vehicles must be G.I.-Joe related. Also at this point these crossover characters can only take the place of characters, not vehicles or vehicle drivers.
For battle 1 and 6 - the crossover theme is "transformers", so the Joes cobra can use Autobot characters, and cobra can use Decepticon characters.
Rewarding Past players
The players from the previous game (those players who were active in the last 2 battles) will be split into 3 equal parts based on there hurts/heals/kill stats. The top third of the players will get 9 points, the middle third will get 6 points, and the bottom third will get 3 points. These points will be added to each player’s total rank points for the start of the current game so that they will move up in rank quicker.
I did the points. The players were given points points based on there total number of hurt points and heal points, and then 5 points per kill were added to come up with a number. These numbers were ranked 1 to end. Then I ranked those players based on whether they were a healer. Because if you healed for the entire last game as compared to someone who hurt the entire last game the person with hurts would have more points.
Moving up in rank and class
Points are given to each player when they take there daily turn during each battle as follows.
1 point if it is a hurt shot
2 points if it is a KO shot.
1.1 points if it’s a heal or combination of a hurt/heal
2.2 points if it is a combination of a heal/KO shot
Classes and requirements
All players can choose their hurt or heal power based on what class they are eligible for based on how many points they have. So one would see which class they are eligible for, and then choose one quantity to the right of it under the description. So for example if you are eligible for class 3 you can choose (-4,+1) to use and you would use this for an entire battle.
If too many people choose to be a healer, I may have to set a maximum amount that players/characters can be healed too. This would be needed if there aren’t enough hurt points, which would cause the game to come to a healing contest in which there would be no end to battles.
So keeps this in mind when choosing your class that hurting/ ko’s are encouraged. Getting Ko’s is the quickest way to get points for yourself.
Points reqd’ class #/name description
0 none or class 0 -2 or +2 *
* these will be used if a player doesn’t note their class in the post
12 class 1 -3 or +3
28 class 2 -4 or +4
42 class 3 **see below
** (-4, +1) (+4,-1 – can be a KO shot if character/vehicle is at 4 or less) (-5)(+5)
HP counting and Split heals
Characters HP are taken away as people post there daily turn using there class to subtract and or add points from a regular characters total.
Vehicles and vehicle drivers HP are handled in a little bit of a different way. Basically the set vehicle driver cannot be hurt until the vehicle itself is destroyed. Also when a player uses their daily turn to heal a vehicle, the heal is split between the vehicle and the character. In the case when the total heal is 1 the heal would go towards the vehicle, and if it is an odd number such as 3 for example, 2 would go towards the vehicle and 1 would go towards the vehicle driver.
Mission Specialist (MS) class
-There will be one or 2 per team, with 2 being used mainly to reward a new player of MIA who now sticks around the game.
-These are pre determined before each battle and will be rewarded to the player or players who meet the predetermined requirements for the next battle battle.
- Acts as a one battle special class
- Team leaders and game players will have some say in what this class is and its requirements
- An example could be. The player with the most heals from the last game will be allowed to use a class of (+3, -2) for all there posts in the battle.
The hisstank will be used as the official time when determining if a post is too early or too late.
The Eastern Time zone will be used as the standard time zone that everyone’s time will go by. This will help everyone be more involved in the action, and allow for west coast people to be in on more the action as midnight is a popular post time. This means central time zone people get to post 1 hour earlier than they are used to, and Pacific time zone get to post 3 hours earlier than normal. So everyone get this figured out so you know the times to post in your specific area.
So your daily turn can be at or after 12 AM eastern time (midnight) up until 11:59 PM eastern time.
Note that we will still be adding in our time, team, and class with hurt/heal amount in all the posts.
Team position bonuses
By helping the game and your team you will be rewarded.
#1 team leader - will get to choose (+1) or (-1) to be added on to whatever their class hurt/heal is. For example leader #1 is eligible for class 1 and chose to use -3 for the battle. They chose to use the (+1) of (-1). SO they could be (-3,+1) for a battle or they could be (-3,-1 = -4).
#2 team leaders – There will be positions 2a and 2b. 2a gets to choose to add (+1) or (-1) to their hurt/heal for whatever their class is for an entire game. The catch is that what ever they choose there bonus to be (+1) or (-1) this will be there bonus for the entire game. 2b gets to use which ever of the (+1) or (-1) 2a didn't choose to use, and add that to whatever their class hurt/heal is. So if 2a chooses (+1) 2b would automatically get the (-1) based on 2a's choice.
Communication officers – will get a +1 added on to whatever their hurt/heal is. So whatever the communication officers class is, they get to add (+1, a single heal point) to whatever their class hurt/heal is.
Squad leaders get a +1 or -1 added on to whatever there class hurt/heal is as long as they are the leader for that particular battle.
For the most part game announcements will be made by the GM and or team leaders with important information about the game.
I will try to make mine stand out by having a large highlighted heading
Also as a player your best source for information/questions about the game will be from your Team leader. The team leaders and myself will be working with me on things so they will be in the loop and know whats going on, so they will be informing their team when needed.
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