I had not set up much in advance plot-wise. Plenty of players had mentioned organizations in their profiles that would make for interesting plot twists and I didn't want to interfere with that. However, I did come up with a method of organizing combat, time, and the current setting.
It would take far to long to fight across every battlefield, so I came up with a list of particularly important areas called "Combat Zones" that the players progress through. Each zone represents a tipping point, an opportunity for one side to change things in their favor. Each would have its own map, complete with important cities, bases, and possible mission targets and objectives held by both sides. All players should be in the same Zone at the same time. If they’re a little ways off the map that should be fine, but we ideally want everyone in close contact with everyone else.
These Zones are sorted into “Theaters of War.” Three are “Contested,” two are “Home.” Each Theater would have two or three Combat Zones in it that would be fought over one at a time. If one side won a majority of the Zones in a Contested Theater they would win it and we’d switch to then next Contested one. Once one side won a majority of the Theaters, we would move to the losing faction’s Home Theater for the final series of battles. Whichever way the final Theater fight went, the war ends. However, if the defending side wins in their Home Theater, the war ends in a truce with terms being discussed as opposed to an unconditional surrender.
Here are some possible theaters with associated Zones:
Contested Theaters:
Quote:
European: France, Germany, Western Russia,
Middle Eastern: Israel-Egypt Defense Line, Iraq, Irradiated Zone (Parts of Iran and Pakistan)
Pacific: Hawaii, Oceania, Phillipines
Home Theaters:
North American: California, Quebec, Eastern United States,
East Asian: India, Eastern China, Japan
Players gain control of these Zones by fighting "Battles" and "Missions."
Battles are used take over the Combat Zone, usually center around a base or city, and should include as many players from both sides as possible. So far, we have had two Battles, one for control of London that kicked off the game and the current one which is for control of the sea. Because these progress the plot, there should not be more than one going on at a time, and there should be enough time in between them for people to repair and rest up, have a little character interaction, and run Missions. Battles should not begin without mod approval and an OOC announcement. Once one side wins enough Battles, they take over the Combat Zone and the RP moves to the next one.
Missions grant specific advantages within the Combat Zone. They include attacking supply depots, spying behind enemy lines, attacks on NPC installations like hangars or shipyards, and a variety of other things. They can also be a good way to try out one on one duels if two characters encounter each other while on patrol. There can and should be lots of these going on at once, and they are not meant to have more than a few players from each side involved at one time. Remember, if it's important enough for lots and lots of elite, officer, or prototype mechs (players) to be there, it's a Battle and not a one-off Mission.