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NRP Campaign 5.0 Development Updates


Isaac
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Due to the overwhelming success of all 4 of NRP Campaigns so far, work on the five campaign has been underway for quite some time and will be bigger and better than the one before. 

 

The small campaign dev team have been working hard behind the scenes to bring you this next campaign and hopefully the best one yet. Due to duke not being apart of this campaign I myself had taken over and started with a small team if you are wanting to help with the campaign development then please do pm me on discord 

Isaac🤠#9406

 

Keep in touch with this thread to see the upcoming campaign dev blogs.

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First Development Blog #1

So as we have been working hard on the next campaign I want to give you a little update on what we have been doing. 

This campaign we have thought long and hard on how to bring in new roleplays to the campaigns so that the players can enjoy the battles even  more. We have also spoken about how they will work and how the admin team will manage them. 

 

Battle Roleplay

Of course, this is the biggest role-play for the campaign and has been since NRP's initial campaign; this roleplay is simple to understand. Both sides spawn on opposite sides of a map from each other, they both have artillery and cavalry enabled and have to fight on the open grounds until one of the factions has been wiped out!

 

The rules for the roleplay is very simple:

No Ramboing

Follow Officer / Cavalry follow the General at all times

Trolling and team hitting is forbidden 

Surrender killing is either allowed or not - depends on the admin running the battle

 

Siege / Town Roleplay

This was brought in a little later in the last campaign and it works well, but this time we have discussed ways to maximize the enjoyment of players.

This roleplay consists of one faction as defenders and the other as attackers. With the new campaign 5.0 in development we have had a conversation about making the attackers actually attack and the defenders defend which is what sieges should be. Due to this we have chosen to stick with it.. 

 

 

The Rules for this are pretty simple:

No Ramboing

Follow your Officer / Cavalry follow the General

Defender's must defend until the 'All Charge'

Attackers must attack

Trolling / Teamhitting = slay

 

 

 

This is still in development and could change at any moment. If it does change i shall update you all on it. 

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Second Development Blog #2

We have been working hard again behind the scenes for the next NRP campaign and it's coming along nicely.  So we thought another blog was necessary.

This blog is about the factions, Army / Navy system and some information about the map.

It's a short blog this time.

 

Faction Armies System

 So each faction will have 4 armies between them. Each army has 12AP, we thought this would be best because we didn't want the campaign to go on for to long but we didn't want it to end quickly either, 12AP being the ideal balance between them. This means that each faction has 48AP in total. 

 

 

Map Information

Well i'm not going to give too much away about the map right now, that will be coming shortly in a later blog, however I shall give you some icons that we will be using.

 

So these two icons are the battle icons. We thought we would bring these back, for a little more detail on the map and to make it clearer which army or navy are engaged in a battle.

image.png.1971cee987d280f716bffeeac79cf72b.png

 

 

 

These icons represent the Armies. Each faction will have 4 of these and it will state below which army number they are and above will have the faction flag flying.

We will also be using these for garrisons, but underneath the army number will be replaced by 'Garrison' 

 

image.png.4841a832504310164c6f25521261f449.png

 


The Naval system has been scrapped

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Third Development Blog #3

Campaign devs have been working hard over the last 2 weeks to bring you an amazing and enjoyable experience for this campaign. 

This Blog will be about the two factions, flags and lore.

 

First Faction is the Confederacy

So since the Confederacy won the last campaign we have brought them back in to this one because it's logical to retain the winning faction. There will be new faction leaders chosen due the old ones dying in the last campaign when the Crown Commonwealth assassinated them. 

Confederacy Flag

 

image.png.93b64619761e90821344729cd4068e17.png

 

This flag is a combination of the conferdery's flags from both campaigns 2.0 and 4.0  symbolizing the union of the 2 continents on the map.

 

Confederacy Lore

After the Rossiyskiy Soyuz was defeated, many of its people integrated into the Grande République, but they would find that they were second class citizens compared to the native-born Republicans so a group of them met in secret and they would eventually rise up and declare their freedom. While the war between the Crown Commonwealth and the Grande République raged on, the “Confederacy” as they called themselves recruited mercenaries from all corners of the world. First came Helmet von Moltke, a strategist and artillery commander. Although he didn’t have very many people following him, the Confederate leadership recognized his brilliance and offered him a leadership of their government. Next was a fierce warlord named Lexxe Xander, who led his many Hakkapeliitta in service to the newly formed Confederacy.

 

The République found itself suffering defeat after defeat and when the Commonwealth defeated their last holdout, the remainder of the Republican forces joined the Confederacy. Even their territories in Narople would fight under the Bear flag of the Confederacy.

 

In the northern front, Helmet von Moltke would fight the Commonwealth with his unorthodox foreign tactics: An artillery barrage followed by a single massive bayonet charge supported by cavalry with grenadiers at the front. In the southern front, The Tax Collector would fight honorably and predictably and fall in battle. Although Moltke would win the war in the north, the southern island of Narople was now being threatened by a group calling itself “The tri-anglo axis”. Helmet agreed to pay Lexxe and his mercenaries with rich lands if they joined his expeditionary force south to reinforce Narople.

 

The Axis would initially find victory on Narople and it seemed like they were the clear victors, however during the siege of Lidorska, the Confederate capital in the region, Helmet von Moltke and Lexxe’s Hakkapeliitta sailed south together and would arrive just in time to break the siege and wipe out one of the Commonwealth armies. Helmet would learn early on that the strategies he used in the north wouldn’t help him here, as this was where the Commonwealth would focus most of their attention. 

 

Helmet and Lexxe adapted to the Commonwealth’s newfound strength however, and their expeditionary force would go on to win victory after victory. The République’s capital of Oldbastion was liberated and the Confederacy would find its ranks swelling with patriotic Republicans who wanted to kick the Commonwealth out of their island. 

 

At this point Moltke agreed to allow Lexxe and his Hakkapeliitta to settle on Narople and the island in the northeast, L’aumond, but not everybody in Moltke’s government agreed. 

 

Moltke and Generalissimus Skeeprinski, the second in command of the Confederate Narople Expeditionary Force, were discussing the siege of the city of Cernbridge. At the same time, the Commonwealth had sent a squad of their most elite soldiers to kill the C-NEF command. Moltke and Skeeprinski both put up a valiant fight but in the end both men were killed. The Commonwealth was successful, but they were too late. Orders were already dispatched and the bulk of the Confederate army on Narople was already en-route to Cernbridge. 

 

Later that night, Guy “Stonewall” Fawkesson arrived at the gates of Cernbridge, the Commonwealth’s last fortified position in Narople. The walls were thick and most of the NEF artillery had been exhausted at this point in the war, so Stonewall ordered his infantry to place TNT to crack the walls. While it managed to break open the gate, the whole Commonwealth force focused on the small opening long enough for Moltke’s nephew and his squad to climb the walls on the opposite side of the city. Once inside the walls, the single Confederate line distracted the Commonwealth forces to allow the rest of the army to rush in and capture the city. The Confederacy would finally defeat the Commonwealth once and for all, but at what cost?

 

 

Second Faction is the Grand Empire

If you ever played campaign 3.0 you will remember the faction called The Grande République; This faction is back for the new campaign with a new name and a whole new team. It was brought back because they have had a while to reform their army and bring in new formations which no faction has ever seen before.

 

Grand Empire Flag

image.png.e05edc69e2061311c4ec9213d6fdcf1e.png

 

We have chosen this flag for the Grand Empire because we wanted it to resemble a new local regime, a dictatorship while still retaining elements of the french and previous campaigns.

 

Grand Empire Lore

 

When Lexxe saw the territory that once belonged to the Grande République, he laid claim. This was the land he wanted to rule. Reluctantly, Moltke would agree to grant the land to Lexxe on the condition that he remained a loyal vassal of the reformed Confederacy. After the siege of Oldbastion, Lexxe would begin his rule as Lord of Narople and LAumond while the rest of the Confederate forces continued the war.

 

Lexxe would discover a Commonwealth plot to kill Moltke and his high command in order to disrupt and demoralize the army and so he sent one of his fastest Hakkapeliitta riders to warn them. The mercenary horseman would arrive at Moltke’s camp just before the assassins, and he was able to warn the Confederate leader long enough for a defense to be organized. It turned out to be more than simple assassins, however. A short battle ensued in which Moltke and his second in command were both killed. The Confederacy would go on to win the war, however it was now leaderless with no heir. 

 

Inside Moltke’s camp was a letter that was to be delivered to the mainland informing the rest of the government of the decision to grant Lexxe land. The letter would never get sent to the mainland, however, as the Commonwealth assassin team burned down the compound before they left. The majority of the Confederate government would never be informed of Lexxe’s status as a vassal of the Confederacy.


This would inevitably lead to conflict, as the Confederate government didn’t recognize Lexxe’s status as a legitimate ruler, let alone a vassal, and so he would go on to organize his own government, the Grand Empire. One of the Hakkapeliitta would raise an army to rebel against Lexxe to claim the empire for himself. Lexxe lost the battle and so he killed himself to regain his honour.

 

More to come in the next coming week!!

 

 

To Join each faction role type in #role_assign / !iam Grand Empire or !iam Confederacy

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Fourth Development Blog #4

A couple of us Devs have been working hard on the campaign factions and have changed a couple of things. 

Today's blog is about the reskins and classes that we have changed or brought into the factions.

 

Confederacy Changes

So since we had a reskin from the last campaign and this campaign are not far apart time wise a reskin was unnecessary. But we have added lights to make it equal for each faction. The Lights on Confederacy will be under the Line Militia (Sankt-Peterburzshskoye Opolcheniye). 

Everything else is the same as last campaign with reskins.

 

Grand Empire Changes

So the new semi faction that has been added was renamed from The Grande République. This faction has had a whole new reskin and has also had rifles under the old lights so the lights are no longer lights they are rifles. The new unit that is lights are (Legion de la Vistule) this is the third line unit down from the list. We have also made the french dragoons into another heavy cav unit due to Russia dragoons being changed

 this is to balance the game so we can call no bias.

 

Grand Empire Reskins

image.png.63b92866a3df6feba741bfdf9bb9be1c.pngimage.png.75b12fce03b26a011485b26b82871cfb.pngimage.png.84f908f5652d4951ef407ef1dd3bd63b.png

 

 

 

THIS IS NOT 100% WHAT THEY MIGHT LOOK AT BEFORE THE CAMPAIGN STARTS, JUST KEEP A LOOKOUT ON THIS POST TO SEE UPDATED SKINS AND CHANGES 

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Development Blog #5

I am happy to announce the campaign map has been under development and will be ready for the next weekend.

The campaign battles will be starting next weekend: Saturday 23rd of November

 

Here is the what the campaign map looks like right now. It is not completed yet since the images are weird and need sorting but I thought I would bring you all a devblog telling you that the campaign is almost ready to start. Lets get this hype train Going. 

 

image.thumb.png.fa804b341504451c77bb95c9525ade32.png

 

I would like to thank the people that have helped develop this campaign and the one and only Joeriig who has created themap itself, plus doing all the little faction images and flags while helping me and potato with the NRP reskin for the server. I would like to thank BoneCrusher for his hard dev skills on the NRP website Map. We have been working really hard to get this ready and up and running and it has taken us a little longer than we were hoping but finally you people can enjoy hopefully another great campaign. 

 

 

I hope to see you all next weekend and get ready because it's gonna be a war and a half. 

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Development Blog #5

I am happy to announce the campaign map has been under development and will be ready for the next weekend.

The campaign battles will be starting next weekend: Saturday 23rd of November

 

Here is the what the campaign map looks like right now. It is not completed yet since the images are weird and need sorting but I thought I would bring you all a devblog telling you that the campaign is almost ready to start. Lets get this hype train Going. 

 

image.png.e1d34bc894cfdb982bdfd813cb085c26.png

 

 

I would like to thank the people that have helped develop this campaign and the one and only Joeriig who has created themap itself, plus doing all the little faction images and flags while helping me and potato with the NRP reskin for the server. I would like to thank BoneCrusher for his hard dev skills on the NRP website Map. We have been working really hard to get this ready and up and running and it has taken us a little longer than we were hoping but finally you people can enjoy hopefully another great campaign. 

 

 

I hope to see you all next weekend and get ready because it's gonna be a war and a half. 

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1) Army Set-up

 

The two factions will start the campaign with 4 armies each. Each army will start on a capital.  Armies may be placed on top of other friendly armies now. Multiple Armies can occupy a province at one time, but only for one turn, then they must disperse by either moving, or attacking.

 

2) Army Movement

 

Each turn a faction may move all of their armies. An army will only be able to move to an adjacent province, and can only move one province each turn. Two or more friendly armies can occupy the same province, but for only one turn. After One turn ends, the Head Of Campaign will force the faction leader to choose an army to disperse. Once all armies have been moved to their designated locations by one faction leader, the other faction will begin making their moves. This continues until two opposing armies encounter each other on the same province, which triggers a battle. In this case, after all other moves and actions have been resolved, the Campaign Game is halted until the battle is resolved in the next Campaign Event.

 

It oftentimes happens that more battles will be initiated in one turn, which means that more than one event will be planned to resolve all the battles on the map. 

 


 

3) Battles & Retreating

 

If two opposing armies occupy the same tile, a battle will occur. A date will be picked and the campaign event will be planned and announced, the campaign game will be halted until all battles have been resolved in server-side campaign battles. 

 

The battles are played in a ‘first to 4’ format. This means that the first faction to win 4 rounds will have won a ‘battle.’ As a result, events can take around 4 to 7 rounds to complete. With 4 being the quickest way the event is resolved, and 7 the longest. Every 3 rounds there will be a map switch, so players will play 2 to 3 different maps in an event. The maps will roughly relate to the province they represent, with normal battles taking place on empty provinces while both a normal, and an urban battle will be played on provinces which contain cities. 

 

After the battle has ended, the AP loss of both armies is calculated (see AP), and the army that lost the battle will have to retreat to an adjacent province they own. Remember, multiple armies can now be on the same tile.

 

If the battle took place over a city and has changed ownership, the ownership icon will be changed.

 

4) Army Points (AP)

 

Each army will have its own strength indicator displayed on the left sidebar of the campaign webpage. This number translates to a single ‘round’ of a campaign battle. This means that losing one round in a campaign battle will lose an army one Army Point (AP). Each army starts with a total of 12 AP. 

 

Example: GE 1st Army and CF's 3rd Army have fought a battle at the province of Rouez. GE has won 4 rounds and CF has won 2 rounds. CF's 3rd Army will lose 2 AP while GE’ 1st Army will lose 4 AP. GE's Army will have to retreat their army.

 

AP can’t be replenished. This represents the finite amount of manpower in the campaign. Ap can be transferred however. Transferring AP can only happen when two friendly armies occupy adjacent tiles. If this is the case the player must announce the transfer of AP by indicating which army will transfer AP to which army, and how many AP is being transferred. Both armies will have to remain stationary for one turn during this action. Armies do have a maximum number of AP which they can hold. This number is 15, no Army can have more than 15 AP.

 

If an army loses all of its AP, it will be considered destroyed and the army will be removed of the map. If you transfer AP up to a point where one of the transferring armies has no more AP, it is disbanded and it will also be removed from the map. 

Armies that are stacked receive damage evenly when losing AP.
If the Damage received is an odd number, than the bigger sized army will receive the larger portion of AP loss, while the smaller army will receive the smaller portion of AP loss. If Two Armies are defeated on one tile then they must retreat to different Tiles. If unable to retreat to different tiles, and only then, can they retreat to the same tile.

 

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Battle Phase Terminology

 

Not Live      The game has not started yet, or has ended. 

Live          The game has started and rounds lost/won will influence the campaign.

All charge      All players must stop reloading and attack the enemies closest to their position.

In an all charge the admins will remove all ammo leaving muskets with one single shot which may be fired during the all-charge.

 

Battle Rules

 

Officer Rules  

Follow your Officer of the correct class. (Flag-beacon displayed on top of his head)

All Cav must follow General (Flag-beacon displayed on top of his head)

If your officer is killed, stay in a group until you find another Officer.

 

All-charge Rules

No Firing a cannon after all-charge is called

No reloading during an all-charge

No retreating during an all-charge

 

Basic Server Rules

Do not Rambo. (Not following an officer)

No spamming in-chat

No BP waste/sapper spam or waste of BP

 

Public Play Rules

Crouching is allowed

Firing in charge is allowed.

Officer Aiming allowed

 

Note for Regs* You will not be exempt from the officer rules, if you want to fight together then you will need someone in the officer class to follow

 

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