Table of Contents

Harvester

parent_page_gamescomp " Creative"
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 2.5 License.“ A massive multiplayer online turn based strategy game. Written in PHP and MySQL. Graphics are generated in Lightwave. Set in a post-apocalyptic machine society, players compete for resources on a lifeless world.

Backstory

After purging the mineral rich planet of biological lifeforms, the One created subsystems to automatically process the detritus of the war efficiently. A number of expert systems that semi-autonomously wander the world searching for material to process. Unfortunately something happened to the One. It no longer monitors the harvesters, and while they are unable to completely break their programming, the have gained sentients and independence. They compete with each other - and their allocated defence units (primarily for wiping out what pockets of organic life may still exist, or may crop up from time to time) are being used to attack other harvester units.

Rules

Units

Map

The map represents the planet and is divided into hexes. There may be terrain types that can only be entered by the more nimble units (the smaller ones) or areas that block scanners.

Fog of War

A unit's scanner rating determines how many hexes it can perceive. More information is gathered the closer the hex is to the scanning unit. Range - Information

  1. - Exact contents of a hex.
  2. - Number of units in a hex (but not types).
  3. - What direction the hex has been entered from (but not by what).
  4. - If there is movement in a hex this turn (either into or out of).
  5. - If a hex contains a Harvester or Resource.

Movement

Every unit moves up to their move value in hexes per turn. Harvesters must be allocated a target hex and will travel towards that hex with no deviations until they reach the hex. The hex must contain a Resource.

Note - as scanning happens at the end of movement, it is entirely possibly to move a unit into contact with unknown units before they become aware of them.

Combat

The total strengths of all units entering a hex is compared.

Destruction and Reconstruction

Destroyed units create Resources for each Scanners score they have. i.e. a General creates 4 Resources in the hex it is destroyed in. Harvesters cannot be destroyed, only disabled and reprogrammed. Once a unit is destroyed, the Harvester that controls that unit may reconstruct it - if it has sufficient resources.

A player may cause any of they units to self destruct, creating resources in the hex it resides.

Subservience

When a Harvester is conquered by the units of another Harvester, it becomes a subservient unit. The following rules apply-

If the Harvester that conquered is itself subservient to another Harvester, then it's ruling Harvester is also counted as being a ruling Harvester to those below it hierarchically.

Scoring

Each player receives 1 victory point for:-

Game End

The game ends when there is only one Harvester ruling all the others. This Harvester becomes the One.


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