Author Topic: Simming Discussion  (Read 235781 times)

Offline gallpizi

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Re: Simming Discussion
« Reply #180 on: October 26, 2016, 03:51:41 PM »
Map Plugin.
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Offline SWSF Hoppus

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Re: Simming Discussion
« Reply #181 on: October 26, 2016, 07:46:59 PM »
Ah, gotchya.

I have no other data to give you. These are just little brainstorm notes from a file on my desktop that I add/edit occasionally when feeling nostalgic about AE. :)

Offline Bishio

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Re: Simming Discussion
« Reply #182 on: October 28, 2016, 06:42:57 PM »
The macro math of battle was always rather simple and thus less time consuming for me.  You know x amount of weapons do y amount of damage (considering they are within range/direction of arc etc) is simple.  Or my ship can move x amount of squares and is pointing towards this square.  Easy and not much time involved.  It was always once things got into the conditional phases when I notice time started to become heavier.  You know the more micro side when you had to determine weapons missing at different rates against certain fighters / bombers  / weapons / ships that time start to get lost because I was stuck referencing between several tables while checking and double checking each situation to ensure a fair game while also min/maxing the situation in my favor.  But if a machine was to be built to make things smoother and less time consuming focusing it around the micro parts of the game that preserve that sense of star wars "reality" makes the most sense while letting the macro simpler part of the simulation unfold as easy multiplication and basic strategy so a human element still remains in on the main stage which is the focus of the simulated battle.   I am not sure if I am illustrating this all perfectly, but I hope it make some sense. ;)

Offline SWSF Hoppus

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Re: Simming Discussion
« Reply #183 on: October 28, 2016, 08:03:11 PM »
No I gotchya. I think thats a good idea for an approach.

Think, a map that auto-populates the units and their headings on it graphically, and if you click on a unit, you it creates an overlay, listing possible weapons/damages on all in range targets? So like you see a basic overview. The overlay would just assume maximum damage per weapon type to keep it simple. The script would crunch the numbers (determining what unit is in range of which weapons, calculating the UCR to UCR ratio, and final damage/# of cannons that hit a target?

Ambitious, but a good project for me. I am in need of something like this to work on while learning Javascript in more depth.

Offline SWSF Hoppus

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Re: Simming Discussion
« Reply #184 on: November 11, 2016, 10:02:37 AM »
So just FYI I got dibs on a Trump-modeled character in this new game... :D

Offline gallpizi

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Re: Simming Discussion
« Reply #185 on: November 11, 2016, 02:32:44 PM »
-sees movement. Gets excited-
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Offline gallpizi

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Re: Simming Discussion
« Reply #186 on: November 11, 2016, 03:49:44 PM »
I'm going to start making tables and such and spread sheets as more data gets pumped out. -licks chops-
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Offline Medivh

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Re: Simming Discussion
« Reply #187 on: November 14, 2016, 01:56:11 PM »
So just FYI I got dibs on a Trump-modeled character in this new game... :D

TRUMP STATS:
Height: 6'0"
Weight: 180 lbs
Attack: 150 dp
Armor: 2 dp (low because of thin skin)
Special Abilities: 
- Impervious to damage inflicted by others or by himself
([][:][][][DDDDDDDDDDDDDDDDDD
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Offline gallpizi

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Re: Simming Discussion
« Reply #188 on: November 28, 2016, 10:21:50 AM »
Loving the rules coming out currently. ;)
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Offline SWSF Hale

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Re: Simming Discussion
« Reply #189 on: November 28, 2016, 09:39:47 PM »
Now that the Turkeypocalypse is over, Hop and I should be full court press with the remainder of the game's due outs. Specs specs and specs.

Here is a preview of the Imperial Space Units... nothing fancy... ;-)

Superium Star Destroyer (SSD) [R&D Required]
COST: 3900 KC + 48 SU
CLASS: Super (0)
AP: 48
UCR: 6
SHIELDS: 900
ARMOR: 600
SYSTEMS: 300
WEAPONS:
20 Turbolasers
20 Ion Cannons
20 Laser Cannons
20 Missile Tubes
5 Tractor Beams
UNITS:
20 TIE SF Squadrons
10 AUX Groups
20 INF Squads
10 GAV Divisions

Imperial II Star Destroyer (ISD-II) [R&D Required]
COST: 1200 KC + 18 SU
CLASS: Large (1)
AP: 18
UCR: 7
SHIELDS: 340
ARMOR: 160
SYSTEMS: 100
WEAPONS:
9 Turbolasers
3 Ion Cannons
1 Tractor Beam
UNITS:
6 TIE SF Squadrons
6 AUX Groups
10 INF Squads
5 GAV Divisions

Imperial Star Destroyer (ISD)
COST: 1150 KC + 16 SU
CLASS: Large (1)
AP: 16
UCR: 7
SHIELDS: 320
ARMOR: 160
SYSTEMS: 80
WEAPONS:
6 Turbolasers
6 Ion Cannons
1 Tractor Beam
UNITS:
6 TIE SF Squadrons
6 AUX Groups
10 INF Squads
5 GAV Divisions

Venator Star Destroyer (VEN) [R&D Required]
COST: 770 KC + 12 SU
CLASS: Large (1)
AP: 12
UCR: 7
SHIELDS: 240
ARMOR: 120
SYSTEMS: 60
WEAPONS:
2 Turbolasers
2 Ion Cannons
1 Tractor Beam
UNITS:
8 TIE SF Squadrons
4 AUX Groups

Victory II Star Destroyer (VSD-II) [R&D Required]
COST: 660 KC + 9 SU
CLASS: Heavy (2)
AP: 9
UCR: 6
SHIELDS: 190
ARMOR: 120
SYSTEMS: 65
WEAPONS:
9 Turbolasers
1 Tractor Beam
UNITS:
3 TIE SF Squadrons
2 AUX Groups

Victory Star Destroyer (VSD)
COST: 590 KC + 9 SU
CLASS: Heavy (2)
AP: 9
UCR: 5
SHIELDS: 170
ARMOR: 100
SYSTEMS: 45
WEAPONS:
5 Turbolasers
8 Missile Tubes
1 Tractor Beam
UNITS:
2 TIE SF Squadrons
2 AUX Groups
2 INF Squads
1 GAV Division

Acclamator Assault Ship (AAS)
COST: 560 KC + 8 SU
CLASS: Heavy (2)
AP: 8
UCR: 6
SHIELDS: 150
ARMOR: 75
SYSTEMS: 30
WEAPONS:
4 Turbolasers
4 Laser Cannons
UNITS:
1 TIE SF Squadron
8 INF Squads
2 GAV Divisions

Interdictor Heavy Cruiser (INT) [R&D Required]
COST: 330 KC + 10 SU
CLASS: Medium (3)
AP: 6
UCR: 4
SHIELDS: 80
ARMOR: 40
SYSTEMS: 20
WEAPONS:
2 Turbolasers
2 Tractor Beams
4 Gravity Well Generators
UNITS:
2 TIE SF Squadrons
1 AUX Group
NOTES: Gravity Well Generators can be activated for 1 AP each. The first Well restricts all hyperspace movement in the same Orbital Zone as the Interdictor. The second Well restricts all hyperspace movement in the adjacent Orbital Zones.  The third Well restricts all hyperspace movement in all Orbital Zones. The fourth Well restricts all hyperspace movement in all Deep Space Zones except for the one adjacent to the Interdictor; and any ship that EXITS hyperspace must do so in the same Orbital Zone as the Interdictor.

Strike Medium Cruiser (STRK) [R&D Required]
COST: 390 KC + 5 SU
CLASS: Medium (3)
AP: 5
UCR: 8
SHIELDS: 80
ARMOR: 40
SYSTEMS: 20
WEAPONS:
2 Turbolasers
2 Ion Cannons
2 Laser Cannons
UNITS:
2 TIE SF Squadrons
2 AUX Groups
2 INF Squads
2 GAV Division

Carrack Light Cruiser (CRAK)
COST: 400 KC + 4 SU
CLASS: Light (4)
AP: 4
UCR: 10
SHIELDS: 70
ARMOR: 70
SYSTEMS: 70
WEAPONS:
2 Turbolasers
2 Ion Cannons
2 Laser Cannons
UNITS:
1 TIE SF Squadron

Lancer Frigate (LFRG) [R&D Required]
COST: 230 KC + 3 SU
CLASS: Light (4)
AP: 3
UCR: 9
SHIELDS: 50
ARMOR: 25
SYSTEMS: 20
WEAPONS:
3 Laser Cannons

-------------------------------

TIE Fighter Squadron
COST: 23 KC
CLASS: SF (6)
UCR: 10
DUR: 8
AR: 4
NOTES: Up to three TIE Fighter Squadrons can combine to become a TIE Swarm. AP cost and UCR remains the same, however, DUR and AR become multiplied by the number of Squadrons.

TIE Interceptor Squadron
COST: 34 KC
CLASS: SF (6)
UCR: 14
DUR: 12
AR: 8
NOTES: For an additional Action Point, TIE Interceptor Squadrons can engage in a targeted Dogfight against an enemy SF Squadron. While Dogfighting, AR is increased by +4, but UCR is decreased by -2. No other squadron of yours can target the squadron being Dogfighted.

TIE Bomber Squadron
COST: 43 KC
CLASS: SF (6)
UCR: 9
DUR: 14
AR: 8
NOTES: For an additional Action Point, TIE Bomber Squadrons can conduct a Bombing Run on a Capital Ship. While on a Bombing Run, AR is increased by +12, but UCR is decreased by -2.

TIE Advanced Squadron [R&D Required]
COST: 44 KC
CLASS: SF (6)
UCR: 12
DUR: 16
AR: 10
NOTES: Hyperspace capable. For an additional Action Point, TIE Advanced Squadrons can engage in a targeted Dogfight against an enemy SF Squadron. While Dogfighting, AR is increased by +4, but UCR is decreased by -2. No other squadron of yours can target the squadron being Dogfighted.

TIE Avenger Squadron [R&D Required]
COST: 51 KC
CLASS: SF (6)
UCR: 12
DUR: 18
AR: 12
NOTES: Hyperspace capable.

TIE Defender Squadron [R&D Required]
COST: 69 KC
CLASS: SF (6)
UCR: 14
DUR: 27
AR: 22
NOTES: Hyperspace capable.

TIE V38 "Phantom" Squadron [R&D Required]
COST: 60 KC
CLASS: SF (6)
UCR: 10
DUR: 24
AR: 10
NOTES: Hyperspace capable. For an additional Action Point, TIE Phantom Squadrons can operate in Stealth Mode. While in Stealth Mode, TIE Phantoms get +2 AR and can only attack and be attacked by other Starfighters.

TIE Droid Squadron [R&D Required]
COST: 18 KC
CLASS: SF (6)
UCR: 9
DUR: 7
AR: 2
NOTES: TIE Droid Squadrons can be deployed and operated at no AP cost. 

-------------------------------

Lambda Shuttle Group (L/SHU)
COST: 50 KC
CLASS: AUX (7)
UCR: 7
DUR: 24
AR: 6
NOTES: Hyperspace capable. While deployed, you may shuttle 1 Infantry Unit to the ground at no AP cost.

Sentinel Landing Shuttle Group (S/SHU) [R&D Required]
COST: 80 KC
CLASS: AUX (7)
UCR: 7
DUR: 48
AR: 10
NOTES: Hyperspace capable. While deployed, you may shuttle 2 Infantry Units or 1 Light GAV to the ground at no AP cost.

Skipray Blastboat (SKIP)
COST: 60 KC
CLASS: AUX (7)
UCR: 9
DUR: 30
AR: 8
NOTES: Hyperspace capable. This AUX group can replace up to 2 SF Squadrons onboard a Capital Ship. For an additional Action Point, this unit can begin an Auxiliary Strike on an enemy Capital Ship. While conducting this Strike, UCR calculations are canceled.

Scimitar Assault Bomber Group (SCAB) [R&D Required]
COST: 60 KC
CLASS: AUX (7)
UCR: 10
DUR: 17
AR: 18
NOTES: Hyperspace capable. This AUX group can replace up to 2 SF Squadrons onboard a Capital Ship. For an additional Action Point, this unit can conduct a Bombing Run on a Capital Ship. While on a Bombing Run, AR is increased by +18, but UCR is decreased by -2.

Gamma Assault Shuttle Group (G/SHU) [R&D Required]
COST: 128 KC
CLASS: AUX (7)
UCR: 6
DUR: 48
AR: 60
NOTES: Hyperspace capable. For an additional Action Point, this unit can begin an Auxiliary Strike on an enemy Capital Ship. While conducting this Strike, UCR calculations are canceled.

Stormtrooper Transport Group (S/TRAN)
COST: 50 KC
CLASS: AUX (7)
UCR: 7
DUR: 24
AR: 9
NOTES: While deployed, this unit can shuttle up to 2 Infantry Units to the Ground at no AP cost. For an additional Action Point, this unit can begin an Auxiliary Strike on an enemy Capital Ship. While conducting this Strike, UCR calculations are canceled.

Imperial Landing Barge Group (LBAR)
COST: 100 KC
CLASS: AUX (7)
UCR: 2
DUR: 120
AR: 1
NOTES: While deployed, this unit can shuttle up to 3 Ground Units of any type to the Ground at no AP cost.
LUCIDIUS HALE
STAR WARS SIMMING FORUM

Offline SWSF Hale

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Re: Simming Discussion
« Reply #190 on: November 28, 2016, 09:47:12 PM »
By the way, we're working out a system where players can opt to do "pen and paper" battles the old school way, or run a battle automation calculator that basically takes some tactical liberties and generates an outcome.

Time saving is huge, and we're operating under the assumption that players have about 60 minutes per week to dedicate to the forum for gaming. (Offline sim management is whatever you make it!)

This is a hobby, and we want to respect that, but we also want to be realistic with demands of life and have fun at the same time. =)

2017 is going to be a good year for the forum!
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Offline SWSF Eidolon

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Re: Simming Discussion
« Reply #191 on: November 29, 2016, 12:52:17 PM »
Huzzah!


Re: Hop dibs on Trump-style.

   Veto.  That role is forever reserved for the only man who can do it justice, Ramano.



Dig the material so far as well, esp the Planet value tiers and upgrades/development options.  Hope we get an illustrated gal map to lord over soon! =) (one that gets embedded into the site/uni section and updates when control switches maybe?!)  Battle Auto Resolution sounds so choice (I had to watch Ferris Bueller yesterday =P).
« Last Edit: November 29, 2016, 12:53:55 PM by Eidolon »
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Offline XCALIBYR

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Re: Simming Discussion
« Reply #192 on: November 30, 2016, 06:46:27 AM »
Auto resolve?! I'm gonna have to take a closer look at what's happening here.
/*\SITH*EMPIRE/*\

Offline SWSF Hoppus

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Re: Simming Discussion
« Reply #193 on: November 30, 2016, 11:50:43 AM »
Basically its the mechanics from Civiliziations III combat.

When I've finished I'll post up the code and a guide to how it works. It's pretty simple, but allows a degree of chance and depending on how you build your fleet and what instructions you give, there can be a lot of different outcomes, etc. I'll try to get something up in the next week. Was in the hospital since Saturday so a bit tired at the moment :P and my priority is getting the actual code written first. I'm a good ways into it just need a few days to focus on it now.

Offline gallpizi

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Re: Simming Discussion
« Reply #194 on: December 06, 2016, 02:36:01 PM »
How, if at all, can I help! :)
Simming on the SWSF in AOL since 1999.
Let's bring back the glory days!

Co-Host: Coruscant Pulse Podcast.