On the buy side, most businesses aspire to staff with “one’s own forces.” This provides a perception of control, specifically with regard to compensation, promotion, and even daily work activity. This provides an apt metaphor that describes a how technology “campaigns” are commonly staffed. Mixed from any combination of the above.One's own forces (i.e., drawn from the population of the principality).Machiavelli observed there are four compositions of troops: Just as there have been business books that derive lessons from such diverse personalities as Sun Tzu and Attila the Hun, we can similarly draw some interesting lessons from Signore Machiavelli. While military metaphors are in many ways inappropriate for business (business situations are nowhere near as serious as armed conflict), they are among the oldest of human endeavours and provide a rich history of organization and social dynamic. Among other things, he wrote about the composition of forces necessary to both defend and advance the interests of a principality. Niccolò Machiavelli made some important observations regarding the conduct of a prince, making specific recommendations for what a prince must do to maintain the integrity of a state. It got me thinking specifically about Machiavelli's book, The Prince. Hopefully that gives a better idea of what I'm looking for.I've spent a lot of time reflecting on Brad Cross' blog post on Wages. I would also need a way to assign the 'on mission' status or 'resting' status to each mercenary depending on whether or not they're on mission so the endurance can be properly reduced or recovered.ĭays end when the player decides to sleep at home base and I imagine any active missions would complete a certain number of in game days after being accepted so timers probably wont be needed. Then I would want a window which displays all of the active missions for that day along with all of the rolls for each mission and the resulting success/failure and rewards. I would also want to create a custom menu where mercenaries can be easily assigned to specific missions. Mercenaries would need to have a separate endurance parameter which decreases while on mission and recovers while resting, so some sort of additional custom parameters plugin would likely be needed. A roll is made at the end of the day and any modifiers are applied, if the total number rolled is higher than the difficulty rating, the mission is a success. The missions themselves will be generated each in game day from a list, with in an internal difficulty rating. I like the Characters List plugin by TWings for organizing which mercenaries you have hired. For example, a mission with the 'mountainous region' trait will be easier for mercenaries with the 'mountaineer' trait. They will have additional 'traits' which apply modifiers to success chance and missions will also have similar traits. Going into more detail, there would be a list of mercenaries that can be hired with their own stats like strength, agility, intelligence etc. If you give a better description we might be able to answer your questions with more details. Unfortunately your description is simply too short and missing on too many details to give you better pointers on what you need to do and where to look for those plugins that you'll need (other than time management plugins). While at the same time doing it by events would be much less work, with only minor abilities missing from the engine to make it successfull as an event (like timers, time management and similar partial functions that all already exist either as plugins or as evented systems). The reason for this is that it is rather difficult to "generalize" that mechanic into a plugin - creating something like that by javascript would require a javascript that is extremely bound to the game using it, to the point that it would be difficult to use it in another game. Very often, this type of mechanic is done by events and only minor plugin use - for example shaz event timer plugin to countdown how long an event is "away" and so on.
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