Author Topic: Simming Discussion  (Read 235776 times)

Offline SWSF Eidolon

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Re: Simming Discussion
« Reply #165 on: July 19, 2016, 11:21:30 AM »
  Only thing I myself been working on last couple weeks is TRATE Proxy War thing.  Greg still a little aloof as I believe in quite a resettling/organizational period with his lifestyle arrangements.  Sure Hale bangin away on something..

  Re: TRATE - Currently been working on a diff star system set up to base it around.  It will be the story of one world/system where the local government courts the Empire to anchor it's power and local upsiring/revolutionaries are thought to be/are in league with the fledgling Rebel Alliance (though maybe at start point no full officially declared Alliance yet?).

  Conceptually a locally contained conflict zone in which both galactic parties dump support.  A lot of the parallel I'm trying to draw out in the set up is similar to the dynamics you see in Syrian Civil War but probably with more visible fighting elements of the larger sponsors.  In game, ideally players are independent commanders who have to keep/build their Prestige up in order to gain more willing zealous followers/get more trust/faith from NPC superiors to assign you more assets.  It will be small in scale of course however in that we'd be dealing with a single world/single star system and the story background provides for cause that the Empire wouldn't benefit from simply blasting the planet from orbit, to sustain the necessity of this low level intensity ongoing hostile conflict that neither side really seems to overwhelmingly dominate. 

  Also of course, it's expounding more on ground combat situations than we've ever really seen or used to, but it'll be keeping an element of space/fighter combat as well, just that fleets v fleets and heavy caps will probably not be a thing really.  Although I can see a dynamic where the Empire blockades the world with an SD, and part of game dynamic is reb/op forces having to smuggle in their resources as well.  Basically just a total focused treatment on what a long drawn out struggle over a world both from within and from outside might be like.
« Last Edit: July 19, 2016, 07:23:54 PM by Eidolon »
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Offline gallpizi

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Re: Simming Discussion
« Reply #166 on: July 20, 2016, 04:45:49 PM »
Gotcha.

I want to see this amazing program they all were working on! ;)
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Offline SWSF Hoppus

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Re: Simming Discussion
« Reply #167 on: July 22, 2016, 05:27:59 PM »
The amazing program is a long term thing, unfortunately. That won't be near ready for a long time.

Offline SWSF Hale

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Re: Simming Discussion
« Reply #168 on: July 25, 2016, 04:09:00 PM »
I apologize for my recent absence... laptop totally fried. Tried to get a work-around going, but to no avail.  It's the little big things in life. Ah well. New laptop. Unfortunately all my game dev files are on my old laptop, so it'll be some time before I get back up to speed. DURP.
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Offline SWSF Eidolon

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Re: Simming Discussion
« Reply #169 on: July 25, 2016, 06:58:37 PM »
Make sure you don't use this new one for PHing! ;p
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Offline gallpizi

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Re: Simming Discussion
« Reply #170 on: July 26, 2016, 12:35:39 PM »
NOOOOOOOOOOO
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Offline gallpizi

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Re: Simming Discussion
« Reply #171 on: October 16, 2016, 10:35:45 PM »
So, I am learning a ton about Excel and such. Let me help build this simming automation! :D :D Pweeaseeee
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Offline gallpizi

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Re: Simming Discussion
« Reply #172 on: October 18, 2016, 03:27:43 PM »
Maybe?
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Offline SWSF Hoppus

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Re: Simming Discussion
« Reply #173 on: October 25, 2016, 09:10:18 AM »
I'll post this up here. It's what's been on my mind lately as a best option for spinning up a game that could be fun for us all to participate in.

== New ideas ==

This is not the most tactical pure game. It is not a total reinvention of anything. It's simplified in key areas so that the game is playable. Missing is any idea as regards Empire Building, etc. This is just the combat and game flow.


* MOVEMENT PHASE
1. Once a week.
2. Movements between systems > Secret, players choose where units go (no range limits).
3. Reveal > Players reveal their movements.
4. Reinforcements > Players choose whether or not to send reinforcements1.

* BATTLE PHASE
1. 7-day cycle.
2. Players have one week to resolve combat, after one week, an algorithm determines winner automatically based on current status of all units present.
3. Loser withdraws units to location of their choice.
4. Specifics:
4a. Two-phase posts.
4b. Deploy - Player 1 moves all their units, then Player 2 moves all their units.
4c. Attack - Players post their attacks, then assess their damage.
(?). Order of players to be determined in some way, perhaps based on the total UCR rating of their deployed units each turn or just at the onset of combat. Or just simply alternate who goes first in each round.

* COMBAT RULES
1. Arcs
2. Grids (auto-populating map at end of each planetary thread with unit location and headings plotted).
3. Ranges
4. Simple damage chart
5. Simple refactor of UCR
5a. Compare UCRs, get fraction, apply to # of weapons fired, determine hits. 2
5b. 1 cannon = 1 warhead downed. Possibly make warheads a 1:X ratio, target UCR reduced to 1.
6. No CSP or escorting
7. Starfighters/Aux can engage one target only, so effectively they work as a single weapon emplacement.
7a. Thinking of limiting SFs to Laser OR warhead attack each turn, not both.
7a. Quick sketch:

X-Wing = 2 Dmg, 4 PT payload, 5 UCR, 7 HP
TIE Interceptor = 2 Dmg, 6 UCR, 5 HP

12 X/W engage 12 TIE Interceptors;
  > 12 * 5/6 UCR COef = 10 out of 12 X/W attack successfully; lasers = 20 Potential Damage
  > 3 TIE Interceptors Destroyed, 1 TIE Interceptor @ 3/5 HP

Explanation: 20 Damage is enough to kill 4 TIE Interceptors, but fighters can only engage one target, so it took 3 X-Wings to destroy 1 TIE Interceptor totally. So 9 of the X-Wings destroy 3 TIE Interceptors, and 1 X-Wing damages the final TIE Interceptor with 2 Dmg.

8 X/W engage 12 TIE Interceptors;
  > 16 Proton Torpedoes * 5/6 UCR COef = 12 Hit, 12 TIE Interceptors Destroyed

Explanation: You would use the warhead UCR, not the SFs.

* CHARTS
Dmg   Range  Weapon
1         1         Laser (and non-Quad variants)
2         1         Quad laser
5         1         Ion Cannon
10       2         Turbolaser
10       4         Turbolaser Battery

5         2         Concussion Missile
10       4         Proton Torpedo


UCR    Unit(s)
1         Large Ship
2         Medium Ship
3         Small Ship, Auxiliary Craft
4         Bomber
5         Fighter / Proton Torpedo
6         Interceptor / Concussion Missile


* RANGE FINDER

----4----
---434---
--43234--
-4321234-
432101234
-4321234-
--43234--
---434---
----4----


1. N/E/S/W correlate directly to arcs
2. NE/SE/SW/NW can include two relevant arcs for targeting (i.e. NW = PORT & BOW arcs)
3. The overlay will be color coded to tell you which arcs you can use.

______
Footnote 1: There will be a set range that a unit can travel, so only units in range of that world can go to aid in its defense.
Footnote 2: One cannon can hit one target, no spreading damage. No need to group SFs in squadrons.


« Last Edit: October 25, 2016, 12:21:12 PM by Hoppus »

Offline gallpizi

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Re: Simming Discussion
« Reply #174 on: October 25, 2016, 12:50:56 PM »
I like it thus far.

I think that grouping squadrons is still possible if we wanted to go MACRO level and create combat information per squadron instead of per fighter.

I think from an empire building perspective once we figure out some simple currency and such that can all be automated via spread sheet. A lot of this can be automated via spreadsheet with a simple "Input data" field essentially. We would just need the combat info and such to be entered into the spread sheet. If someone gets me data I can get a sheet started.

I think Hale had a good system working and close to being possibly ready, no?
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Offline SWSF Hoppus

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Re: Simming Discussion
« Reply #175 on: October 25, 2016, 01:08:53 PM »
I havent spoken with Hale in awhile, not sure what he's working on. The macro thing that was getting hashed out between us months ago sort of went stale and had various issues.

Offline Bishio

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Re: Simming Discussion
« Reply #176 on: October 26, 2016, 07:04:09 AM »
Reminds me of good old days. :)  I like it.

Offline SWSF Hoppus

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Re: Simming Discussion
« Reply #177 on: October 26, 2016, 08:52:13 AM »
Yeah, that's the goal.

I'm not totally convinced that this won't still be just too much of a time burden, though, even with an map plugin to help quickly visualize play.

Reminds me of good old days. :)  I like it.

Offline gallpizi

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Re: Simming Discussion
« Reply #178 on: October 26, 2016, 10:27:17 AM »
I think the biggest time sink for me was always the math related to combat. Between simplifying the math and making a quick spreadsheet that will simply have spots to plug in numbers I think we can make it work before the visual display is up and running.

What I need is data so I can create the SS.
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Offline SWSF Hoppus

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Re: Simming Discussion
« Reply #179 on: October 26, 2016, 12:45:17 PM »
What visual display?

I think the biggest time sink for me was always the math related to combat. Between simplifying the math and making a quick spreadsheet that will simply have spots to plug in numbers I think we can make it work before the visual display is up and running.

What I need is data so I can create the SS.