Skip to Content
 

A reboot of the game nights (wargame, hobby variant)

93 replies [Last post]
X3M
X3M's picture
Offline
Joined: 10/28/2013
Missions created creativity

See title.

The ATV is one of the units that I would have never designed, if it was not for that particular mission with water and an objective behind it.

It also triggered me to reconsider other mechanics. I still need to complete the construction/production mechanics. But, for what?

At least the medics and mechanics are designed well. And the mechanic, I have various variants. I could easily design one with repairing both light and heavy vehicles in a fair way.

questccg
questccg's picture
Offline
Joined: 04/16/2011
About "allowing construction" by the Attacker

This in my opinion is purely something that most RTS do and that most WARGAMES do not. You can see the WARGAMES as a party of units (or multiple parties if the attacking is done in waves...) that go to attack another party of units. Generally speaking you don't build units as the game goes on, you start with a bunch of units and as the game goes on, those forces start to dwindle until there is one play whose units are ALL destroyed and the victor who still has one or more units available gets declared the winner.

RTS Games are different. You have structures and buildings you can build anywhere on the map as permissible. Both sides can create units and buildings from any location and need an Engineer to build support structures to accommodate more units in play.

And so you must make a decision...

I think you ALREADY have an answer: Let the bases exist to control building of structures and units and let the armies fight it out.

This is a HYBRID solution, in that it's part WARGAME and part RTS but not a full RTS since you cannot build anywhere on the map. I think this is a SMART decision seeing as you want YOUR Game to be unique and this puts a SPIN on the genre making it about creating waves of units which battle it out and then in the end one player destroys the "Command Center" and the game ends.

There are no Engineers and if they exist they cannot BUILD anywhere on the MAP. Instead your Base is as it is... You can build around the "Command Center" as a conquered territory belonging to one player.

Does this make it difficult to WIN as a player? YES but that is the nature of the game.

ONE THING: you DON'T want to "reward" turtling or defensive play. There could be a situation where players focus solely on building their territory/bases. And so you need a way to prevent NOT ATTACKING.

You need to REWARD ATTACKING such that both players build bases but then move on to ATTACKING.

Why? Because otherwise both players will WAIT until the opponent does the first strike and loses troop faster and the DEFENDER has an advantage. That is totally and completely WRONG!

I'm not a WARGAMER but I have played RTS before like Warcraft and Starcraft. The difference is in BUILDING and harvesting resources. If you are designing a WARGAME resources should be limited to each player's BASE AREA and you cannot collect more elsewhere in the map. This is PRO WARGAMING and ANTI RTS.

Again why? Because you don't want battles to last forever such that an Engineer escapes near doom and rebuilds elsewhere on the map.

So there is an ISSUE: how do you REWARD ATTACKING versus DEFENDING and how do you ensure that the first ATTACKER isn't wiped out by the DEFENSES promoting too defensive play???

And lastly as a WARGAME... You don't want the ATTACKER to spend all his/her own units to damage the base which can be rebuilt and the DEFENDER just walks into his opponent's UNDEFENDED BASE because they were focused on ATTACKING.

All very interesting questions... I invite you to discuss these further as they are very important in terms of WARGAMING.

Cheers!

questccg
questccg's picture
Offline
Joined: 04/16/2011
One early idea is...

A PLAYER's TROOPS have higher stats when ATTACKING than DEFENDING. This can be seen as a PENALTY applied to DEFENDING units. And why would you want this??? IDK I'm just trying to see how you can REWARD "Attacking" such that it is the best course of action rather than BUILD and WAIT...

Right now this is all that I GOT.

I will continue to ponder this issue some more and see what may come!

Best.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Some additional thoughts

I was thinking that in 2-Player games there are TWO (2) different FACTIONS with different TROOPS.

Why???

Because instead of just DESTROYING units, they get severely DAMAGE and rendered inoperative. But the winner of a BATTLE can SCAVANGE and get PARTS from the opposing Faction which can be used to build HYBRID Units which are Generally MORE powerful than just ordinary units.

That can create some interesting TWIST on the WARGAME genre too!

Just some additional ideas...

Gives you something to THINK about. This reminds me of the Star Wars MMORTS that I had worked on... It had a similar "aspect" to the game ... Maybe I just borrowed some of those ideas and shared them with you!

Sincerely.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Resource managment needs to be balanced indeed

There are RTS that force a player to come out of their comfort zone. How? Resources are all over the map. If you don't come out, you will get less resources. And the furthest intended is in the middle of the map.

I also limited resources a long time ago. Because the "14" evenings match was something that only proved the rules are balanced.

My goals for the biggest matches are:
- Max of 3 times resources per player, distributed evenly over the map. With a 7th pool in the middle of the map. A group of 3 along the middle line is also optional.
- Mobile construction for tactical defenses. Or even a offensive strike by placing a defense at the enemy.
- 1 specific unit specialized in outranging the defense with the longest attack range. A minimum of +2 is required here.
- 2 teams only. A FFA will cause campers.
- Players can compete against the AI. This way, an odd number of players can play.
- A super weapon. Fun fact, if you have enough resources and builders. You can build one in the first round already. Thus firing in round 2.
- A map with nice tactical keypoints.

My goals for the current situation are:
- 2 players, that can compete by tracking points.
- The ai has almost all resource pools. Except for the starting area. Thus 2x for the 2 players and 5x for the ai. Wait too long, resources deplete. Chances on winning become minimal. Even against the ai.
- That map, with nice tactical keypoints.

X3M
X3M's picture
Offline
Joined: 10/28/2013
As for attacking players

As for attacking players having better stats.
I don't agree with this in a traditional way.

I have Event cards that give a boost to troops. Even though the enemy can also use these for better defenses.

I think that it is better to have tactical positions on the map. That give an advantage to the troops standing there.

But I jeed to design a map in such way. That there will always be a weak spot. Meaning, you can't cover everything. Thus, attacks on a base can be performed. And the best counter is. Retreating from the tactical advantage points. Which then can be used by the attacker instead.

Thus, the attacker will steer the defender. And then do a better attacking job than the defender defends. This with same stats, but a different strategy.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Map design

As you can see. Map design is very important.

Resources and tactical positions are key.
But also, keeping weak spots open for pushing players to take action.

As for a more Wargame orientated gameplay.
I could reduce resources to eventually 0.
Limit construction to nothing. So no construction will happen.
Give a small base. Which, once destroyed. Will give a player a disadvantage.

There has always been a limit on troops. If I still allow unlimited resources. But a limited production. Reaching a maximum would push a player into taking cation as well.

Attackers in a conclave have an advantage. 7 vs 3 would be the maximum difference in fighting. Even if the defender has a +1 or +2 height advantage. Which means a penalty of 25/36 at most. Or 175/36 versus 108/36. Heck, 875/216 versus 648/216 belonging to +3 height difference is still better for the attacker.

Camping is rewarding at first

questccg
questccg's picture
Offline
Joined: 04/16/2011
Just expressing that there is a REAL-WORLD issue here...

X3M wrote:
As for attacking players having better stats.
I don't agree with this in a traditional way.

You mentioned "camping" in one comment... That's like waiting for one Wave of units to arrive at a spot which the first Wave launches as soon as the 2nd Wave arrives (or something like that).

See the way I see it... Is that you should have one (1) Base and operating structure. IF that structure gets destroyed, that player loses the game. I'm trying to keep it simple and "efficient".

Going to a MAP with all kinds of resources around will make the game TOO MUCH about building Structures than it will be about SKIRMISHES. And in a WARGAME, it's all about "skirmishes" and battles between different units somewhere in the map.

So one player may be on the HIGH-GROUND and hold their position... While the opponent figures out a way to ATTACK them. I don't think you need maps like "Starcraft" where there are resources around the map and multiple build sites.

Again the PROBLEM is a REAL-WORLD issue:

questccg wrote:
How do you REWARD a player for attacking his opponent rather than waiting at some point in the map until the opponent comes and attacks them...

I am positive that ATTACKING needs to be MORE EFFICIENT than DEFENDING. Especially when you are dealing with WALLS and BUILDINGS which have higher HEALTH (HP).

Anyhow... That's all I'm saying. If both players focus on BUILDING ONLY... That will be indeed a BORING game especially when neither player wants to BATTLE his opponent.

See what I mean??? Not much of a WARGAME.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Also for you to consider

I had a bit of a "FLASH" idea... At your base, you can have a "Power Plant" (PP). You are wondering what is this all about? ENERGY. And then have a dependence on "Barracks" (BK) which determine not only HOW MANY troops you can have but also the forces available to produce ENERYGY from a PP.

So instead of MINING... You produce ENERGY and use that to build machines (vehicles, tanks, helicopters and planes).

The more BK you have the more troops and the more ENERGY you produce on a TURN.

Where am I going with this???

questccg wrote:
I am thinking a bit about HOW(?) Hearthstone handles Mana. Each turn you earn X energy per round and you can at max use X energy on that turn.

Why is this RELEVANT???

Well it could be similar as BK allows your PP to make ENERGY... That's the amount of resources available PER TURN. WARGAMES work with TURNS and are not like your traditional RTS where the game is REAL-TIME.

But basically you have a limited pool of ENERGY per turn. So no PP and the game ends... No way to produce more ENERGY. Game Over.

That's one alternative to the "Command Center" ... Having a "Power Plant"...

Anyhow you'll probably not like any of these IDEAS... They are meant to streamline the game... And you prefer more complexity that I do...

But it's never-the-less something to think about.

Sincerely.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Another alternative

How about a "Construction Yard" like is C&C: Red Alert! You have one Construction Yard and it allows for each Barrack (BK) to produce 1 "Resource". So if you have Five (5) BK, you can product 5 "Resources". Different resources for different units. That too could be cool.

You wouldn't need to depend on MAP resources only given STARTING POINTS where each player can build their "Base" (where the "Construction Yard" is placed)...

I know I tend to over-simplify things. Because I like neat and compact designs that work tightly TOGETHER.

More for you to consider... This might be a better option that the "Power Plant" because you would require other MATERIALS (Metals, Ore, Oil, etc. etc.) The list is for you to define. But I like this idea better ("Construction Yard") to build buildings and building to build units... Barracks allow a limited amount of Soldiers to be trained too...

That feels like a TIGHT design by all standards TBH.

Cheers!

X3M
X3M's picture
Offline
Joined: 10/28/2013
The all in one

A HQ could produce anything.

I believe I already said what a complete game. And my current goal, would look like. But if not. I do it again.

Just a reminder: I add stuff, then cut. In waves.

A complete game would be a copy of c&c AND Starcraft games.

The traditional things that are required are:
- A main starting building. This one can do 1 or multiple things. Which can be one of the following...
- Base construction.
- Unit training.
- Resource gathering.
- Resource managment. Turning resources into credits.
- Resource or credit storage.
- Power managment. In a board game, it could make base buildings cheaper.
- Unit managment. Same as with power, but then for units.

Other "defending" objects can provide the following:
- Provide cover.
- Being the cheapest option for defending a base.

Of course, for my games. I already have drawn a line right after storage.

But for the faster games. The line is sooner.

As for the comment on open maps. I have them too. Moving units have an advantage here.
A bit of crowded, and the ranged units get an advantage.
But very crowded, and the moving units get an advantage again.
Defenses cannot move. But this makes them cheap and perfect for defending a base.

Of vourse, getting defenses on a tactical point is an option too. You simply invest time.

And keep in mind that I limit players in what they can build.
If a defense costs 1200.
In a small game, you can get only 3 of these.
Medium means 4 and big means 5.
With a 900 cost, we get 4, 5 and 6. With the 5 and 6 also providing the player Strategy Points.

In responds to having different factions. I say, no problem. But not for a 1+1 vs ai game that gets only 3 hours.

The ammount of different units (and factions) that I designed so far is ridiculous.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Wow ... That actually sounds COOL!!!

Looks like you have put in a LOT of EFFORT and TIME in this endeavor. Do you have rules??? What I mean is it all in your HEAD or do you have notes for everything?? Just curious because there is a lot to take care and analyze.

I never read that anywhere... So this to me is a FIRST!

I also STRONGLY LIKE the limiting buildings. That is a smart decision too!

3-Hours per game... Well that sounds like a REAL WARGAME...!

Keep up the great work. Sounds like you've got an awesome EFFORT to your credit.

Cheers.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Well, here is a recap of mission 1 and some rules.

But then you play a single player mission vs an AI that is just standing there. Keep in mind, I do this from my head for now.

The first unit:
Rifleman, cost 100, size 100, (sumsize 100)
Movement 2, Attack range 2, (Salvo 1)
Armor 1, health 5
Damage 1, Projectiles 1, Accuracy 5/6

What matters in mission 1 is actually:
Rifleman, cost 100, size 100
Movement 2, Attack range 2
Armor 1, health 5
Damage 1, Projectiles 1, Accuracy 5/6

The following chapters in the rules:
- Unit stats
- Terrain influence
- Player order
- Action points
- Combat mechanics; normal dice.

There is no resource managment. Nor is there production. So, all a player can do is play with the riflemen. Just in order to get a feeling on how the units are to be used.

Unit stats
Rifleman, cost 100, size 100
Movement 2, Attack range 2
Armor 1, health 5
Damage 1, Projectiles 1, Accuracy 5/6

The cost will become important in future missions. A player is limited in what it can train/build each round. The cost is used to determine how much resources are deducted and turned into train/building materials that round. For now, this can be ignored.

The size will mostly be explained in the Terrain influence chapter. The game allows a limit of ground units and/or water units. Obstruction can also be overruled by unit attributes. The total of a region can be either 3600, 4800 or 6000. In case of the rifleman, with a size of 100. A maximum per region can be 36, 48 or 60 units.

Movement of 2 means that this unit may move at most 2 if the action move is applied.

Attack range of 2 will be a simple check. To see if a target is within range. If the distance is +1. The player can check, based on size, if these units fit in the target region. If not, a bonus attack range of +1 can be applied. An extra penalty on attacking and moving will also be applied. See the chapter on Action points.

Armor of 1 means that any weapon that hits, will have its damage reduced to 1. You may also read this as a maximum damage allowed of 1 per hit. This means that weapons with 1 damage will remain unchanged. Weapons with 2 damage or more are reduced to 1. There are weapons that can deal 400 damage. But these are reduced to a lower value, equal to the targets armor value. You may also read the armor as a type of armor. Meaning that the type of armor 1 is the type of 1.

A health of 5. Is a default ammount of health. When it reaches 0, the unit dies. Health value's of 1 are possible. These are relatively cheaper. The tanking effect from RTS is overrules by the fodder effect in this game.

Damage of 1, means that any weapon that hits, will have its damage being 1 or reduced to a targets armor value. In other words, you can consider the damage value as a maximum damage allowed of 1 per hit. Now, if a target has more armor, by default it has more health as well. Thus the 1 damage is less in effect against higher armored targets.

Projectiles of 1. Means that this unit starts its rolls for 1 projectile per attack.

Accuracy 5/6th...Since you roll d6. The accuracy is actually 5. But different d6 rolls are possible in future games. Hence the 5/6 is mentioned instead. If a player rolls 5 or less, the projectile remains a hit. A 5/6th roll equals a penalty of 1.

As for having 36 riflemen. In old games, 36 dice were used. Now, we have different coloured d6 for 1, 3 or 9 projectiles per roll. 6x1 + 4x3 + 2x9 are used for the 36 projectiles. So that only 12 dice are in the hand.
You roll these, and any 5 or less remains as a hit. The rest is discarded. It could be very possible that you roll 2x6 on the 2x9 dice. Which means that these are then goners. And you are stuck with half or less in the number of hits.

Terrain influence
Each region offers space to either ground, water, special obstruction like forests or other debris. If there is not enough space, then units and buildings cannot fit in entirely as 1 big squad. Also, moving through will require more than 1 move action. The players will get the opportunity to spend more AP in 1 turn, for a better mobility.

Units with a certain attribute on their propulsion are able to cross or even stand in regions that is not accesable to other units.

Each region has a terrain height. Moving to a higher region will give a penalty on the space for movement. In 3600 games, this is 1/6th per difference in height. 4800 has 1/8th and 6000 has 1/10th as penalties. With a height difference of 6 in a 3600 game, you cannot move from 1 region to the other. Unless you have very special attributes for this.

Shooting to a higher region will reduce the attack range by 1 per difference in height. It will also apply a penalty of 1 per difference in height. This means that with a height difference of 6. The unit needs to have at least an attack range of 7 (or 6 with bonus range rule). And a penalty of 6 is applied, which equals (5/6)^6 = (2/6).

Between regions. Are the crossover regions. These only change the conditions for movement. If a crossover region is water, ground units cannot pass. Vice versa, if a crossover region is ground in a water region, ships cannot pass.

old manual wrote:

There are 3 types of terrain divided into 8 subclasses:
- [U] 3,0, Urban (Obstacles: Long term fundaments in ground)
- [C] 3,3, Concrete/hard dirt (Ground)
- [G] 2,3, Grass (Ground)
- [D] 1,3, Desert/sand (Ground)
- [W] 0,3, Water (Water)
- [S] 2,2, Snow/fog (Obstacles: Ice ground)
- [T] 1,1, Tree’s or forests (Obstacles: Roots in ground)
- [R] 0,0, Rocks (Obstacles: Bedrock)
Whereas [letter] basic space, basic visibility, how it is displayed on the map.

Each region is a combination of 2 different or equal regions. A cross over region can have the same. It is a #/6 portion. The basic space is based on basic units. While the ground variants are mentioned for the obstacles, the same obstacles can be applied to water. And the space that is added. Is not for water, nor ground.

Personally, I should rephrase this portion of the manual. Obstacles add a bit more space to the basic space. And ground or water are both basic spaces. I understand if players do NOT understand. For example, monkeys can ignore the tree's obstacles. And this means that a mangrove forest would allow the monkeys to travel through as well.

Obstacles also reduce vision. This is done in a form of penalties. As for subterrain, these have subterrain weaponry. And then water would block ground and vice versa as well.
The reduced vision, see the forest. 2 forest portions turn into a vision of 2. This means that a roll of 2/6 is applied to each projectile that flies through this forest.

I just noticed. I don't mention anywhere that firing into a forest, also gives a penalty to the player. But this penalty is only 50% of the original value. If a target decides to hide instead, the penalty is applied as if the targetted region is actually between the attacker and defender.

Player order

old manual wrote:

Determining the order of players for this round

Each round the order of players gets decided by random.
For this, the turn order cards are used.
Shuffle and place them face down on the table or put them in a bag.
Then the players pick a card in order of last round.
The numbers indicate the new turn order.

By the players choice:
Each phase can have its own random turn order instead of the entire round.
But if it is applied to one phase, all other phases will have to get a random turn order as well.
The Action Point phase can even have this random turn order for each small round of AP spending.


Yeah, we did some of the choices as a test. But basicly. We decide the turn order per round at most. Or switch each round to the next. Thus roulating the turn order.

In the latter, most of the time, you are always in front or behind your "neighbouring" player.
1234
2341
3412
4123
Where 4 is in front of 1, for 75% of the time. But also behind 3, for 75% of the time.

Action points
This chapter can be huge.

But basicly. There is a player in turn.
The other players re-act.

The player in turn MUST spend at least 1 AP.
The other players can save up their AP.

An action is either a move, attack or both.
A re-action can also contain a hide or intercept.
Other (re-)actions may contain a transformation, maintenance, looting or lure.

Each action has its own AP cost. But if a squad spend AP that round already. You need to spend this AP again, and then add the new AP cost.

For the most basic cost of 1. You get:
Turn 1: +1 AP = 1 AP, a total of 1 AP
Turn 2: +1 AP + Turn 1 AP = 2 AP, a total of 3 AP
Turn 3: +1 AP + Turn 2 AP = 4 AP, a total of 7 AP

Each player receives 7 AP to begin with. Thus 1 squad can perform 3 actions in 3 turns. Or a player can choose to have 7 squads, each perform 1 action in 7 turns.

Some units will have a higher salvo, which requires more AP for an attack.

For the first mission. Either move, attack or both.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Map creation

Some units will have a reduced effectiveness.
Like the ATV.
Which needs an element of water in order to carry infantry. But, in battling only units of the enemy. It is rather useless.

I need to add defense structures that can be taken down with a trick. And then make the map in such way that this trick is possible or even recommended.

High ground, only accesable by crossing a body of water is key here. While the defenses are on low ground.

But what do they defend?
Clearly not the army?
Unless defenses offer cover.
Yes, not only walls, but turrets etc. Should be able to give cover.

***

First I wanted to make mission maps. Then without the missions, a map that is more natural. But to honor some designs. I need to design a map that prefers these units at certain points.

A good map editor doesn't exist. Unless you pay a lot. While you don't get insurance of quality.
I am considering going back to my own method.
It will look like €#@&.
But it will be functional.

X3M
X3M's picture
Offline
Joined: 10/28/2013
The Commando

Ok, here is one that is questionable...

According to the rules. A proper commando will follow the 2+98% configuration. And its stats are +150%. Due to it being a ridiculous support type.

Most RTS have the commando costing 1k to 2k. I could go for a 1800 one. So that a player can have 2. But also that a commando can take cover?

Here is the thing. A 1800 cost would mean a total value of 4500. Of which 2% is worth 90. So 90 into body points. A rifleman has 50 as comparrison.
The damage side is 4410. Don't bother figuring out how much damage it does. Just remember that again, a rifleman as comparrison has only 50 points.

While a rifleman costs 100, and has a size and sumsize of 100.
A commando has a cost of 1800, size 1800 and sumsize 4500.
The latter means that a commando will not take a ride in an ATV.

***

A reduced size of a factor 9 is required in order to have a nice sumsize of 500. And the normal size is only 200. Now then. A couple of walls or an ATV are enough to cover or carry this little boeger. But the downside is that this guy now will cost 3 times more. 5400 in total. This is fair though. But in a sense, not worth your time.

A smaller variant would have a cost of 1200 (60+2940) and a sumsize of 3000. A player can have 3 of these. A factor of 4 would now result in it costing 2400. And having a size of 300. A sumsize of 750. Unfortunately, an ATV cannot carry this guy. Yet, if we use the factor of 2.5 and thus 6.25. The size is now 192 with sumsize 480 while the cost is 3000.

So.... I got several options here. And there are more.

***

Cover from a basic wall = 100
ATV cargo room = 600 biological units without firing ability

To get an idea of firepower.
A normal infantry has 5 health.
And a rifleman can kill 0.28 other riflemen per turn.

In that same turn, a weapon with a value of:
4410 kills 24.5
3920 kills 21.8
2940 kills 16.3
2450 kills 13.6
1960 kills 10.9
On average that is.

Version: Body 90 + Weapon 4410, 2 allowed *
Equals 18 riflemen with Body 900 + Weapon 900
1.0 Cost 1800, Size 1800, Sumsize 4500
1.5 Cost 2700, Size _800, Sumsize 2000
2.0 Cost 3600, Size _450, Sumsize 1125
2.5 Cost 4500, Size _288, Sumsize _720
3.0 Cost 5400, Size _200, Sumsize _500 *

Version: Body 80 + Weapon 3920, 2 allowed with 400 SP
Equals 16 riflemen with Body 800 + Weapon 800
1.0 Cost 1600, Size 1600, Sumsize 4000
1.5 Cost 2400, Size _711, Sumsize 1778
2.0 Cost 3200, Size _400, Sumsize 1000
2.5 Cost 4000, Size _256, Sumsize _640
3.0 Cost 4800, Size _178, Sumsize _444

Version: Body 60 + Weapon 2940, 3 allowed *
Equals 12 riflemen with Body 600 + Weapon 600
1.0 Cost 1200, Size 1200, Sumsize 3000
1.5 Cost 1800, Size _533, Sumsize 1333
2.0 Cost 2400, Size _300, Sumsize _750
2.5 Cost 3000, Size _192, Sumsize _480 *
3.0 Cost 3600, Size _133, Sumsize _333

Version: Body 50 + Weapon 2450, 3 allowed with 600 SP
Equals 10 riflemen with Body 500 + Weapon 500
1.0 Cost 1000, Size 1000, Sumsize 2500
1.5 Cost 1500, Size _444, Sumsize 1111
2.0 Cost 2000, Size _250, Sumsize _625
2.5 Cost 2500, Size _160, Sumsize _400 *
3.0 Cost 3000, Size _111, Sumsize _278

Version: Body 40 + Weapon 1960, 4 allowed with 400 SP
Equals 8 riflemen with Body 400 + Weapon 400
1.0 Cost 800, Size 800, Sumsize 2000
1.5 Cost 1200, Size _356, Sumsize _889
2.0 Cost 1600, Size _100, Sumsize _500 *
2.5 Cost 2000, Size _128, Sumsize _320 *
3.0 Cost 2400, Size __89, Sumsize _222

* Nice "round" numbers to work with

X3M
X3M's picture
Offline
Joined: 10/28/2013
Advantages of smaller sizes

1. Combat Density
Clearly you can do more with less AP. When a squad is nice and dense. A factor of 4 in size is a factor of 2 in costs. So, while you pay twice the ammount of credits for a squad. The squad can do 4 times more.

2. Mobility
Smaller forces can go through smaller gaps. Not only that, but they also can benefit from regions where more cover is given by nature. A forest that supplies only 1200 space. Can easily give cover to units that clearly still outnumber the enemy if the size factor is 4.

3. Cargo
Smaller forces means a smaller sumsize as well. If that ATV has only cargo for 600. Clearly an unit that costs 5.4k. And is worth 4.5k. Is a good way to transport this unit. And if you keep room within the ATV. A good synergy unit that can give cover to the Commando will be an awesome addition.

***

Depending on the choice that I make. (Maybe I pick 2 versons)
A shield bearer should be able to travel along.

The 1800, factor 3, costing 5400 version has a size of 200 and sumsize 500. This means there is room in the ATV of 100. And this shield bearer should provide cover of 200. In a sense, if an ATV has 3 of these inside. They can exit and then provide cover on the spot for the ATV. Just remember....a sumsize is for cargo. Size is used for external cover.

The 1200, factor 2.5, costing 3000 version has a size of 192 and sumsize 480. This is almost the same as the other version. And I could do this. While ignoring that 8 on the size. Yes, this ATV can carry a Commando AND a 120 costing shield.

Only these 2 versions are allowed. Unless I allow Strategy Points. But I think it is too early for that. It is an extra step. But unnesesary.

Then again.... what if I don't factor in the size? What if I just say, we use a normal sized Commando?

Then you get an infantry unit that will fill half or one third of a region. A Commando that might still be able to go through a 1800 or 1200 space. But other than that, it is relatively stuck.

Still, paying 100%, yet being able to kill 136% its worth on average. Is a good show. Yet very risky.

***

I realized. I could go for a 600 version. That is able to make 8.2 kills per turn.

Version: Body 30 + Weapon 1470, 6 allowed *
Equals 6 riflemen with Body 300 + Weapon 300
1.0 Cost _600, Size 600, Sumsize 1500
1.5 Cost _900, Size 267, Sumsize _667
2.0 Cost 1200, Size 150, Sumsize _375 *
2.5 Cost 1500, Size _96, Sumsize _240 *
3.0 Cost 1800, Size _67, Sumsize _167

Now then, this is not a commando. But a sniper instead. You take less risk in terms of credits. But do a job. And if I change the weapon specifics into that of a sniper. Then I can deal even more damage. Or in the case of a sniper, simply shoot from a big distance. And thus keeping the sniper relatively safe.

The 30 body version has 3 health and a movement of 2.
The 36 body version has 3 health and a movement of 3.
This one has a weird weapon value though. Hence I do not mention it. But as 3.0 version it would cost 2160 and have size 80 and sumsize 200. So, a couple would easily fit in an ATV. Or take cover as well. In fact. A Light Infantry who costs 120 and has size 120. Can easily be paired together with a sniper. Although, enemies will target the sniper.

Personally...If I also find a design that has a sumsize of 225. Then I am all set on the 2.0 version of the Sniper.

Not sure what to do here. But a level 3 support (The commando is level 7). Yes, a level 3 support has a +50% in stats. This also applies to the sumsize. Thus, the original unit would cost 150.

The body would be 37.5, the weapon 150. Or vice versa. Probably the latter. Yeah, a body of 150 and a weapon of 37.5 would be a funny design to be honest. These units are just ridiculous durable (x3 of riflemen). Yet their weapon is slightly weaker than that of a rifleman. These could be compared with the cyborgs of Tiberian Sun. But then, tankier? And still being able to go into the transport?

Could give them the tier 9 armor type. Thus 45 health. Yet they are biological units. A sniper would still harm them greatly. But a tank would also be a proper option.

A cyborg Commando (theeeere it issss!!) Could even go for a tier 36 armor type. And picking the 1200 version that costs 3000. It would be perfect. Since this guy would have 1 tier 36 armor. Or 36 health. This guy would be one shotted by a tank though. Maybe I should not do this for the cyborg commando. And leave it to a "less supportive" version. Where much more health is added. 108 health on a tier 36 armor. Or just 18 health on a tier 1 armor. That alongside only a weapon value of 1620 instead of 2940. Then again, the durability is so ridiculous this way, the Cyborg Commando doesn't give a'F if someone manages to land a hit or empties a magazine. Only tanks are a problem for it.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Hexdraw

I am tired of trying to make maps in Paint. While I have to toggle stuf etc.

So, I got my hands on Hexdraw. Still need to get used to this program. But after copying a certain map of mine. I get the feeling I can do a lot with it.

Going to see if it is usefull enough for me to get the full version as well.

questccg
questccg's picture
Offline
Joined: 04/16/2011
For prototyping this website offers a PDF download

Here is the Link/URL:

https://incompetech.com/graphpaper/hexagonal/

It can allow you to customize the SIZE of the Hexes and produce a PDF file of them... It also has a Link/URL to a Software product that allows you to customize and export to other formats like PNG and SVG...

Just saying you can have a look and see what works best for you!

Cheers.

X3M
X3M's picture
Offline
Joined: 10/28/2013
questccg wrote:Here is the

questccg wrote:
Here is the Link/URL:

https://incompetech.com/graphpaper/hexagonal/

It can allow you to customize the SIZE of the Hexes and produce a PDF file of them... It also has a Link/URL to a Software product that allows you to customize and export to other formats like PNG and SVG...

Just saying you can have a look and see what works best for you!

Cheers.

Well.... I can't seem to find a full version. So that I can export.
Turns out, the person making Hexdraw has a 3D wargame on Steam now.

As for the graph paper. I have plenty of old material on my pc. Might as well turn to those again.
But less detailed should be key here. Because a simple terrain is easier to read. Not that fancy bad photograph map.
I have a copy of that graph paper on my pc. For a quick draw of a map idea. It is a good start for rough idea's.

In fact, just drawing on paper would be much better now. And I used to have a 360 view, except for height. Might as well make it isometric view.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Half a hitpoint and other offset numbers

So, I made this other topic.

It seems that I have some designs that would have like 40 or 90 hit points. The 2.5 factor is suddenly avaiable a lot in my designs. Why?

I got these factors in my designs:
1-1 is normal
1-4 gets 1.2 as factor on the stats
1-9 gets 1.5 as factor on the stats
1-49 gets 2.5 as factor on the stats
0-1 gets 6 as factor on the stats

It is that 2.5 one that had some...well, Red Alert fans might understand after playing the map where the civilians have super weapons.

As for the factors. Since I use a root factor. There are some that I use a lot. 1, 4, 9, 16, 25 etc.

The other factors are a bit bad to work with though.
4-9 for example, has 78/73 as factor. So, if the cost is 730. We have 780 in total for the stats. Of which 240-540 would be the case.
The factor isn't that big. It is roughly +7%.
But this is close to the stats costing 720. And if I do that. The extra stats are not +50, but +60 instead. Or +8%. It is acceptable and within the rounding as well.
The rounding factor? 1.4%. Less than 5% is hardly noticable in a board game.
Might as well keep this one in. Since 240 and 540 are very nice numbers to work with. And so is that 720 for the cost.
Factor 1.08333333.
40-90 will cost 120. This is a very nice design parameter.
And my 180 grenadiers will have 60-135.

9-16 is even closer to the 1-1.
+3% in stats? A cost of 145 would result in the stats being 150. 54-96 is still workable. But that 145, or 290, or 580 etc. Not really nice to work with. So, I am considering only looking at the root factor, once the difference between the lowest and highest stat is at least a factor 2.
So, I might as well ignore 16-25.

1-2 is the border then...
Total stats are 3, while the cost is 2.857
40-80 would cost 114???
I don't know if I should place the border here though. Rounding sounds so much better now. And the border should be 4-9 then.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Why now?

Well, I would love to have my buddy to design some units as well. For himself.

And I need to guide him in it. But he would certainly love to have his own faction.

Also, my OCD tics. If I solidfy some more ratio's to a more digital environment. I will have more peace with certain designs. But then again, I just wanted to share some numbers.

I always loved the semi support designs in RTS.

(Seems mustard and milk go well together)

4-16 is the same as 1-4.

9-25 has the factor 34/30.7.
270 in costs would roughly be 300 in stats.
80-225 is a good one in this. Costing 270.
90-250 obviously results in a cost of 300 with rounding down for 2%. But....90-240 gives almost an exact cost of 300. So... I need to reconsider here.
30-80 gives a very nice 100. And these are good numbers to work with for infantry.

Maybe I should stop this. And rather use summary numbers instead. Like that 30-80 gives 100. And the imbalance is less than 0.02%.

You know what. I am going to set up a little excel that will give me some "round" numbers to work with.

X3M
X3M's picture
Offline
Joined: 10/28/2013
The numbers

Where part a and b can be either the body or weapon. But the offset is based on xB. This way, the imbalance is exagerated a bit. You can see the difference for the 30-80 and 80-30.

I will only post those that I find interesting. Or show something interesting. Perhaps, I should set a goal for myself after analysing these numbers.

€st - xA - xB > Offset in %
100 - 50 - 50 > =0.00%
100 - 30 - 80 > -0.03%
100 - 80 - 30 > -0.04%
300 - 90 -240 > -0.03%
300 - 90 -250 > +4.13%
Very nice. Except for that 9-25 version.

120 - 60 - 60 > =0.00%
120 - 50 - 70 > -2.25%
120 - 50 - 72 > +0.54%
720 -300 -432 > +0.54%
This is food for thought. Clearly the 50-72 is fair.

120 - 40 - 90 > +2.62%
180 - 60 -135 > +2.62%
180 - 60 -130 > -1.18%
720 -240 -540 > +2.62%
720 -240 -520 > -1.18%
This is worse than I thought.
Accept? The difference is noticable in 6 rounds (18 turns).
((1.0262^2)-1)*18=0.96

That 0.96 or 1. Means that in 6 rounds, the imbalance is 1 unit. But....with 36 infantry, the imbalance is 2 infantry at the end.

600 -300 -300 > =0.00%
600 -250 -360 > +0.54%
600 -200 -440 > +0.34%
600 -150 -560 > +0.41%
600 -150 -550 > -1.38%
600 -160 -540 > +1.99%
600 -160 -530 > +0.10%
600 -120 -660 > -0.28%
600 -120 -667 > +0.73%
600 -100 -750 > -0.53%
600 - 50 -1150> -0.09%

Now for some OCD stuff.
600 -144 - 576 > =0.00%
600 - 90 - 810 > =0.00%
600 - 30 -1470 > =0.00%
600 - 12 -2028 > =0.00%
600 - _0 -3600 > =0.00%

That 12.... is interesting. Why?
I can now test a glass cannon class.
Speaking of glass cannons, where will the Starcraft Siege Tank fit in?

800 -120 -1080 > =0.00% ratio 1:9.0
800 -150 - 925 > ~0.00% ratio 1:6.2
800 -160 - 880 > -0.28% ratio 1:5.5
800 -180 - 800 > -0.93% ratio 1:4.4
800 -200 - 750 > +0.86% ratio 1:3.8
800 -240 - 640 > -0.03% ratio 1:2.7
800 -300 - 525 > -0.25% ratio 1:1.8

(A little history on me comparing my rules to that of Stacraft/BroodWar. I discovered that the armor tiers in that game, equal the 2, 3 and 4 in my game. This means that the armor value's are 4, 9 and 16. Roughly that is.
Explosive is tier 4 value 16. Concussive is tier 2 value 4. There is no tier 3 weapon, but the all rounders are best against this tier. The Siege tank is a tier 4 armor with a tier 4 weapon.)

Why a cost of 800? 2x minerals + 5x gas = cost.
A marine costs 100. A siege tank costs 800.
And....this just happens to be rather balanced.

***

Story time!!!
Let's test that glass cannon class.

***

This soldier can have a round 1 health. With a movement of 3.
The weapon would have for example an attack range of 8.
And 16 projectiles with 100% accuracy with 1 more at 90% accuracy.
Roll to hit, 4/5. Thus 4 or less on d6. 6 is a reroll on this. If the player rolls 5, a roll of 3/6 is required for a hit.
A total of 16.9 hits. On average, 5.6 kills can be made. But more exactly almost 5 kills.
At a range of 8. The enemy can only approach with normal riflemen. It starts at 7, then 5, 3 and finally in range. This takes 4 turns to move. In these 4 turns, only 16 riflemen would remain against ONE of these glass cannons.
Let alone when they face 6 of them.
And with a movement of 3, they can spend turns keeping distance.

If the terrain is (ab-)used. They are shot only once... but 6*5=30. We have 6 riflemen remaining. And 4 of them will make a kill. 2 glass cannons remain. And will win this. Unless the riflemen squad makes an assault move.
Then, 36 riflemen, or 30 hits or 20 damage dice. Will make short work of the glass cannons. I did not include the assault roll. Which is 5/6th or 4/6th, depending on the version. In that case we go down to 13 to 16 damage dice. And this means, the glass cannons perish instantly without being able to fight back.

UNLESS....they intercept. And the distance would be at 2 with an accuracy of 50% by the blocking terrain. And the damage dice will be 13 on average for certain. But the glass cannons will be able to roll as well? No, due to the right approach, a distance of 3 is not possible.
A distance of 2 means 50% accuracy for both sides. But the units with a shorter attack range always go first.

The riflemen will have 50% of that 13 damage dice. Which is 6.5 or 6+ on average. Which is certainly just enough for defeating the glass cannons squad.

That said. Lets use a flame tank that is fast enough.
An attack range of 0 and a movement of 1 for the same cost?
As a normal design. We have (300) 375 points for the body.
37.5 tier 1
75 tier 2
112.5 tier 3
+37.5 health per tier armor.

As for damage, the flame tank has (300) 500 points for the weapon. 10 projectiles that are anti infantry. Still only a 2/3rd chance per projectile for being it a damage die. Well, this is 6 and thus an entire squad.

Perhaps we should consider the different movement speeds.
0 is a no go
1 requires the flame tank to spend 8/1=8 turns in order to come into range.
We have 16.9 hits with 28 damage on average per turn.
225 damage is provided in order to stop 1 flame tank.
The armor tier of this flametank has to be at least 7.
But a perfect counter by a combat tank, of the same cost requires only 3.21 hits on the flametank.

We need to speed up the flametank.
Movement of 2 provides 30 hit points per tier.
But only 112 damage is provided in 4 turns. The armor tier of this flametank has to be at least 4.
This time, that same combat tank, now needs 5.25 hits on this flametank version.

Ok, lets do the movement of 3 for fun. This time we have 3 turns. And we get 25 hit points per tier.
84.5 damage is provided. Again, a tier of 4 is required.
But due to less health, again that same combat tank. It now needs 4.38 hits.

Remember, these flametanks are designed for the minimal objective of clearing out 6 glass cannon infantry.
A fun fact is that a player can approach with 2 or more flame tanks. And have the first one that gets hit, return already. The other ones can split up later. This will cost a lot of AP for the player. And thus the player takes more damage in total. But the flametanks reaching the glass cannons will have a much better chance in not being destroyed in the process.

X3M
X3M's picture
Offline
Joined: 10/28/2013
questccg wrote:Here is the

questccg wrote:
Here is the Link/URL:
Cheers.

I found a couple more promising links.
Will try to share them asap.

But I need to rethink the rules on my terrain as well. Instead of focussing on how terrain looks like.
I should set up rules on the meaning of a terrain.

I got land or water.
The terrain can also have 3 levels of softness or solidity.
Snow/Ice, Grass/Seaweeds etc., Concrete/Road.
Obstruction in the form of; tree's/roots, rocks/bedrock, civilian structures/foundation.

I want ridges too.
But so far, I think I need to have a ridge simply be part of the hexagon. And not expand to another ridge. The way how this should look like is difficult to explain.

X3M
X3M's picture
Offline
Joined: 10/28/2013
In short

KISS is my current goal with the terrain.

X3M
X3M's picture
Offline
Joined: 10/28/2013
I will "draw" my maps?

I already did some research. And a tile that contains for example, a road. Well, there are 121 versions of them in my game. With, or without a central concrete area.
And I have yet to think of cities and stuff...

This means only 1 thing. I cannot make them all. But have to make them when I need them.

The same goes with ridges etc. And why you might ask? Because I was going to draw the things in an isometric way.

It is bad.

I should not attempt such thing. And simply have the regions being able to turn 60 degrees.

So, what about height?
Well, I could do something with the centre marker. The centre...I don't need it anymore. So a symbol that indicates how high a region should be, can now replace it.

An asterix or *. Well, one with 6 points. Then a hollow star. And it grows bigger and bigger. Something like that. A number is bad. Unless I have this one go 60 degrees and is used 6 times per hexagon. Again....bad.

So, would it be an option to simy raise the terrain? I need to find material for this. And the minimap that lets me build the big map can be drawn though.

But that would force me to have other material than just print and play. I don't want that.

In short, just having a flat map and reprint the portion that is supposed to be higher. Then paste these on some cardboard. Might work... yeah, that sound better.
I got plenty of cardboard laying around at my job.

Now then. As for the regions. If I want 60 degrees. I should make them top down view again. And not the digital crap. No shadows either.

I don't have the list with me. But I found an interesting webside that actually lets me design maps. Albeit, no height indicator.
I could make the map. Then see what the pieces are. And then simply aplly the rules I have in mind for space etc.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Rules of terrain?

I want a good system. Typing here will not help me right now. I better brainstorm.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Old terrain system; good enough?

Perhaps I should post the old system. And then see what idea's others can come up with?

We have 3 "dimensions"; ground, air, sub.
We also have height differences.

As for the terrain itself...

There are 3 types of terrain divided into 8 subclasses:
- [U] 3,0, Urban (Obstacles: Long term fundaments in ground)
- [C] 3,3, Concrete/hard dirt (Ground)
- [G] 2,3, Grass (Ground)
- [D] 1,3, Desert/sand (Ground)
- [W] 0,3, Water (Water)
- [S] 2,2, Snow/fog (Obstacles: Ice ground)
- [T] 1,1, Tree’s or forests (Obstacles: Roots in ground)
- [R] 0,0, Rocks (Obstacles: Bedrock)

The letters are not used anymore. We can tell by looking at the terrain. The terrain had 2 types all the time.
The first number is the space they provide.
The second number is the vision (accuracy) they allow.

As for the 3 types, I am actually referring here to the Ground, Water and Obstacles. Obstacles can occur on ground and on water. And obstacles only affect ground and subterrain or submarine.
As for air units, they can move over ground, water AND obstacles. Thus while a hoover has +50% on movement speed. Air has +100%.

***

Perhaps this system is good. I just need to test and reconfirm that having ridges being linked to their host hexagon only. Works properly.

Perhaps I need to change the numbers.

So, we got a main hexagon and its ridges.
A ridge can act as a sub hexagon with another ridge.
OR
A ridge acts as a sub hexagon and another ridge acts as a sub hexagon as well.
But no matter what I choose, a ridge will only adres movement.

I think the latter works well for me.

We go from one hexagon to another. And one of the 2 ridge portions is an actually ridge, with base terrain of rocks. This means that the movement here is based on 0 space for ground units.

If we have 2 ridges connected. That for example have a forest type and a grass type. Then the forest type is the one that counts for movement. Meaning that there is only a 2/6th in space for moving through. Think of a line of tree's that block most units.

But if we have monkeys that ignore the tree's in regards of space. It will be the grass that supplies us with the space in between. Which is 4/6th.

Oh, if terrain differs in height. The movement over the ridge will be -1/6 on 6/6 times the height difference.
The result is multiplied with the space.
What this means is that in a 3600.
2/6 is only 1200.
And a height difference, for example 5. Is a 1/6th on that 1200, which is only 200.
Now you might see why it is very usefull to get one of those snipers being a size 200 only. :)

In a 4800 game, we would go down to 1600. But then the rule is applied that we do -1/8 or -1/4 on 8/8 or 4/4. Depending on the choice. We either get 3/8 or 0 with that 5 difference.
600 is a lot. 0 is not...

In a 6000 game, we can do the same. First we go down to 2000.
Then choices are -1/10 or -1/5. We are left with 1000 or 0.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Ridges in "2" parts?

I am pondering about the other options.
What if I have each ridge being 2 parts?

That means that a region with 6 ridges. Each acts as a normal hexagon in regards to space.

With 2 parts, I do mean that the corners of a ridge counts as a part. And the centre counts as a part.
Then a road would certainly fit in. And since the calculation is the same as the centre part. It would be easier for players....I think.

Just by watching the ridge, a player can tell how much can go through.

I can now have small and wide roads. A wide road covers the whole ridge. A small road only 1 part in the centre.

As for the central terrain. If a road crosses it, it counts as 1 part as well. But only if it is a small road. If it is a big road, not sure how it should look like. But I think I make the whole hexagon "grey". And add some lines for road indication.

Then again, this whole discussion that I have with myself. Started due to the fact that I wanted to have the ridges also add to the centre points. If I do that. We have a lot of calculations to do as a player. I don't think that is wise.

I still remember someone here, on BGDF, suggesting to simply add a number to each region, indicating the space.

If I do that. Perhaps I should do it, but then I require 3 numbers. Land, Water, Obstruction.
And with other rules in mind, that doesn't work well...

So, while I have the ridges being split up and serve only their host region. I do like to have them being a 2 parter like the central region. But only for movement.

And when I borrow terrain from other games. I guess I should group terrain aspects into No, somewhat, onlythat. Categories.
Where somewhat will be 1 portion. And onlythat is 2 portions.

***

I have one more problem though.
Rivers can cut a region in half. Each half will contain only half the space? Of course I can have rivers move over the ridges. But not as a kanal through hexagons. Unless I have the entire hexagon, or 2 portions, act as the river.

Why is this a problem? If I move into such a region. On which side were the units? I cannot have them cross the river, if the main hexagon rivers are bigger than the ridge rivers. And the ridge rivers can be extra small, and still block 100% movement.

Only solution so far is an indicator for the stack of units.
But I am starting to believe I need to get rid of this mechanic. I don't want to make my hexagons bigger.
I do consider making my hexagons smaller and have a stack of units occupy multiple hexagons.

(I want to have bridges over water so badly)

X3M
X3M's picture
Offline
Joined: 10/28/2013
No ridges?

I am really considering having a smaller hexagon grid. And then have each hexagon being just 1 terrain type. Thus a forest would contain multiple hexagons, each providing a tree.

As for the units and buildings. Their movement and attack range is still digital. But becomes a bit more detailed.
I am worried about the attack range though. It is without a rope these days. And from what hexagon are they shooting?

As for the size? Perhaps having 7 hexagons as a requirement for a unit to be? The units should be in hexagon shape as well now.
The 6 outer hexagons would only be occupied for like 40%. So the game remains playable. So, the centre hexagon acts as the main one. But moving 1 to the side is a change of 3 hexagons.

I think this is doable. But I need to test it out. If I have this, I should certainly not allow stacking different locations with overlapping hexagons.

Somehow, I feel this is too complicated.

Another option is, no ridges. Just 1 type of terrain (or a mix). And have high ground intermediate hexagons prior.
0.5 height difference is not really an option. Perhaps a high ground of 1. Starts with the "ridges" being 1 high as well.

But wait. This does not solve my river problem. What I get is full hexagons with water. I should draw the river in such a way that it is clearly not containing land. That is the only solution right now.

Still, if anyone is reading this. Perhaps you have a suggestion.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Kiss

I keep the whole old system.

What I change is that the ridges can also be 2 parts.
For the prints. I have to add the ridges on the edge of the map if I don't have them yet.

Only thing left are rivers etc. What side are they on?

Syndicate content


forum | by Dr. Radut