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BattleMaster
Image:BattleMasterLogo.jpg
Developer(s) Tom Vogt et al.
Designer(s) Tom Vogt
Platform(s) Computer
Release date January 1, 2001
Genre(s) Text-oriented MMORPG, Turn-based strategy
Mode(s) Multiplayer
System requirements Web Browser
(Firefox recommended)
Input methods Keyboard, mouse

BattleMaster is a browser-based, text-oriented free MMORPG combining with a heavy element of turn-based strategy. It features some unique notions unseen in other mainstream browser-based MMORPGs, such as Travian or OGame, by offering persistent worlds that never reset, stressing a semi-hardcore standard on character roleplaying but a casual requirement for playing time investment, and staying under a "permanent beta" which the game creator, Tom Vogt, frequently engaging in debates and discussions with the player community to allow constant expansions of features be incorporated into the game smoothly.[1] BattleMaster was chosen by GameOgre as the "Featured Game of the Week" during October 2005 when the game was occupying the top rated online game in the review directory of the site, scoring a total rating of 9.19 out of 10.[2]

[edit] Overview

The major difference between BattleMaster and many other games is that one cannot win BattleMaster. Game mechanics and playing worlds in BattleMaster are deliberately designed to make total domination impossible (except for some "war" islands designed for short term wars only). As a result, some player realms have existed for more than 5 real years while other realms have been formed and destroyed. Since all realms are controlled by players, the game has its own developing history as lived and written all by the players.

Mechanics

The quasi-medieval fictional world of BattleMaster consists of several playable continents of different sizes. Every continent is further divided into numerous regions, with different climates, production levels, resources and populations. Typically, a city and several rural regions form a duchy, and one or more duchies form a realm.

The main theme of the game is the warfare between realms for the control of regions. Realms have various government types, including Democracy, Republic, Monarchy, Theocracy, and Tyranny.

Each player is in control of an aristocratic family which contains up to three or four playable characters, called "Troop Leaders". Each Troop Leader chooses a career ("Class") from a range of possibilities including Knight, Cavalier, Hero, Bureaucrat, Mentor, Trader, Infiltrator, and Priest, each of which brings different traits and abilities to the character. Troop Leaders inside a realm also attain rank according to the hierarchy. There are Freemen; Nobles; Knights, who have sworn fealty to a liege; Lords, who command a region; Dukes, who command a city and its duchy; and Council Members, those who hold supreme power in the realm: the Ruler, General, Judge, and Banker.

Aside from Class and Rank, other important attributes Troop Leaders possess are "Prestige" points and "Honour" points, which are accumulated mainly through fighting in battle, but may also be gathered through administrative work and other activities. There are certain game options only available for Troop Leaders with high Prestige or Honour.

Every region generates some tax income for the realm, and this is distributed to Troop Leaders in the form of realm bonds. The richer the regions a realm controls, the more income a realm receives. Troop Leaders can transfer bonds to others, but need to cash their bonds in a city to obtain gold, which is the only form of payment troops will accept.

The family as a whole also has certain attributes, for instance family fame, family wealth, and family origin, and each can trigger special game options as well when certain conditions are fulfilled.

Each turn in the game lasts 12 real hours. At the beginning of every turn, each character gains new in-game "Hours" (much like action points), which can be spent on a variety of activities, each requiring various numbers of Hours to complete. A maximum of 12 Hours can be accumulated - more unused Hours will be wasted and cannot be carried over into the next turn. A young, healthy Troop Leader will accumulate 8 Hours per turn; as characters age, they accumulate fewer Hours.

Communication with other Troop Leaders is an important part of the game. While sending a message to another Troop Leader in the same realm is fairly easy, trying to contact Troop Leaders in other realms is much more difficult. Joining a guild or a religion will help establish connections in other realms.

Gameplay

The game has been designed to be low-impact. A player can usually read messages and complete all their characters' actions for a turn within a few minutes. In fact, the game formally forbids realm leaders making any form of order or request to players on the frequency and time that one should login to the game.

There are many options for each class, and a certain number of Troop Leaders of particular classes are required to manage a realm. A high degree of co-operation is required among the Troop Leaders in order to maintain, defend or enlarge a realm. Since the game was created as a role-playing platform, this co-operation is the key to a successful realm. There are also many in-game mechanisms that prevent a realm from growing too large and monopolising a continent, ensuring constant flux in the number and size of realms.

The players actions are "resolved" at the end of each turn, which take place at 05:00 and 17:00 GMT. After the turn, each character receives messages regarding the results of battles, regions lost or gained, local events and status reports. The player can then use the turn's allocation of Hours to direct their Troop Leader's actions, such as training troops, repairing equipment, moving into (or away from) battle, and conducting region maintenance.

The game is officially in "permanent beta test" as new features are added constantly and it will likely evolve as long as it exists. This is a feature that many players find enjoyable, as there is an active mailing list and wiki, allowing the players to contribute ideas and feature suggestions to the game.

The game uses a community approach to fend off cheaters and other abusers of the system. The system works on two levels:

   * At the automated level, the game server tries to identify cheaters, and assigns rating indicating the amount of cheater-typical behaviour seen in each player.
   * At the community level, players record how much they trust or how well they know other players, and can vote abusive players out of the game to protect themselves.

History

The project was created in 2000, originally as an add-on to the game SpellMaster by Tom Vogt.

BattleMaster is active and growing in 2006 and has more than 1500 players. [1]

[edit] Footnotes

[edit] External links

  • BattleMaster Homepage
  • Wiki Community of BattleMaster
  • Mailing Lists of BattleMaster
Languages