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Payment for a choice; Paradox

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X3M
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Somehow I didn't do this right.
It never felt right.
Maybe that is why my Attribute movement didn't work well.

Thinking of either scrapping it, or solving it.

These are the 3 situations that I want to balance:

1 - A tank has 2 weapons.
Normally both weapons can fire and are added up in weight points.
But a cheaper version would have only 1 of the 2 weapons fire, not both. The choice is by the player.
The cheapest choice is added for 1/3th to the total weight.
I am sure you understand that 2 weapons with equal properties are a NOGO in this.

2 - A tank has 1 weapon, but when firing, the body properties change. Like if it has 2 bodies.
Normally the bodies are added up according to 1/3th for the cheapest.
Again, I am sure you understand that having 2 exact same bodies is a NOGO in this.
With the bodies, this is more frequent.

3 - A tank that can transform. Like if it is 2 units.
Normally both designs are equal in weight to prevent discussion.
In the game, you can transform an unit for the cost of an action point.
Of course, I am sure you understand that having 2 exact the same units is a NOGO in this.

***

Advice?

let-off studios
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Utility & Advantage

So you are trying to compare the three situations to one another, in terms of balance? I have a handful of questions for you, and particularly the last question is just for you as a designer.

What's the difference between the two weapons fired by the tank in scenario 1?

Also, what's the reason transformation should/needs to take place? How much does terrain or environmental factors play in the usefulness of the transformation tactic?

Beyond numbers and calculations, what seems the most satisfying choice for players to make? What seems the most fun? Do you want to make the most-fun choice more expensive?

X3M
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Lets begin with the first

Lets begin with the first issue then. That would be 1 and 1 alone. Which immediately answers the last question.

The tank that has 2 weapons.
The player chooses during combat, the best weapon.

Other tanks have 1 weapon or shoot with both. The tank with the choice is supposed to be cheaper than the tank that shoots with both. But more expensive than the tanks that have one weapon.

It is kinda like this:
Tank A has anti infantry.
Tank B has anti armor.
Tank C has both.
Tank D has both, but uses only 1 at a time.

Tank D is the issue here. But also the fun choice. You are dealing with an opponent that has both infantry and armor. D is cheaper than C. And then relatively more effective, if the RPS is wide enought.

Units with a choice are more versatile. Harder to hunt down.

***

With the transformation. The best example would be a mobile artillery that becomes immobile and thus has more armor and firepower. By moving to a hard to access spot, it is easier when the cannon is not fire ready. Once transformed, you could consider the tank as a defence structure.

let-off studios
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Experiment

I'd suggest that if you haven't already, hold a few playtests where the only available tank units are C and D. Make your own observations, and gather feedback from the players about how things went.

If they had a good time and made interesting decisions with only those two units available, then scrap tanks A and B. Focus on maximizing the effectiveness and balance of the two units as opposed to a host of units that may or may not be utilized effectively - and could be considered tactically useless if in a real-world military force.

"Just because the choice is available doesn't mean you *should* ever make that choice." No (sensible) military would be able to justify the budget and production otherwise.

FrankM
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Construction rules

It may be easier to devise the rules used to construct units. This is where a lot of the goofiness of Mechwarrior came into play.

The tank unit would have a number of components:

Armor
Engine
Fuel
Wheels/tracks
Weapon(s)
Ammo/battery
Crew
Life support

In this hypothetical tank, you need one crew to maneuver the tank and one crew to fire each weapon. Each weapon has its fixed cost, but so does each crew member (they need a spot to sit that's climate-controlled enough not to kill them), which can ripple through the rest of the design (need a bigger engine, might spread a given amount of armor thinner, etc.).

Conceptually, the simplest way to build a choice unit is to skimp on crew (Mechwarrior did it through heat sinks). More complicated would be the mobile artillery case, but it would still come down to essential components that can only do one thing per turn (the vehicle structure can be mobile with tracks engaged or immobile with stabilizers engaged). Such a "transforming" component would be cheaper than a luxury component that can do both simultaneously (as found on a tank).

Note that mobile artillery guns are a heck of a lot bigger than tank guns, reflecting the kind of trade-offs inherent in their designs.

You don't even need to publish the construction rules if players only get to choose from a menu of unit types, and you can always tweak the costs in response to playtesting.

X3M
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@ let-off studios We did

@ let-off studios
We did experiment a bit already. Henceforth the Paradox. Because my cousin ( who else? ) thought of an unit that chooses between 2 exact the same weapons.

Tank A and B are both pure tanks. They are mathematically and game-wise the best options to choose from.
But some players rather have the so called "juggernaut" effect. The tank that has both weapons is thus C.

Then there is the faction of players that also want the "juggernaut", but cheaper. The last group, is asking me for tank D.

All 4 have their advantages in the game. It is just that D is "unfair". Because I don't see the way of "calculating" it fair. Especially when it chooses between 1 cannon or 1 bullet.

A, B and C are "perfect".
D is the issue.

Also, my cousin and that faction are always in war.
Trying to remain neutral here :D
If I succeed, my cousin will accept and bash them anyway.
But I fear that I have to scrap the choice units.

***

@FrankM

Some players design the units themselves for the fun of it.
So, this game too has strict rules to them.
It is a bit more complicated than Mechwarrior.
But the problem begins in the basics.
Simply looking at 2 different types of weapons and knowing that making weird choices will cause a problem.

So, in order to make the game balanced. I need to tweak the costs by tweaking how things are calculated.

All choice issue's where hard on me in the past. This one seems different.
I think I need to use a lot of math again to figure it out. But perhaps a simple train of thought might help me as well.

What I have learned from the experiments is that I am often in the right direction. But there are cases where the choice makes NO sense at all. And those nonsense choices make it hard to keep the sense choices existing.

When it goes wrong is when the choices themselves are unbalanced. This means that choice X costs 1 while choice Y costs 10. It is very rare or even non existent that choice X wins the day.

When it goes "right" is when the choices cost exactly the same. This means that choice X and Y both cost 10.
But even then, we need to be careful.

X3M
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My cousin is helping too

Which means in summary:
That we made a leap in progress.
But to prevent TLDR. I summarize where we are at.

The choice of weapon is depending on if there is a choice at all.

If a player switches from one weapon to the other; the advantage should be shown.
If in either direction, no advantage is shown; there is no choice.

If both directions show an advantage over the other weapon; this advantage needs to be put into weight.

Smaller advantages will give smaller weights.
No advantage will give no weight.

***

Some math

I don't know yet how to tell the exact difference. But the first basics are here.

These weapons are equal in worth:
6 * tier 1 (machine gun)
3 * tier 2 (mortar)
2 * tier 3 (dual lesser cannon)
1 * tier 6 (cannon)

1 * tier 1 (rifle)
1 * tier 2 (grenade)
1 * tier 3 (lesser cannon)

Something tells me that I need to look at the differences of both factors.
Going from projectiles to the exact same amount of projectiles is a NOGO.
Going form tier to the exact same tier is a NOGO.

So...
square root([difference in projectiles] * [difference in tier])
compared to
square root([max in projectiles] * [max in tier])

The result for machine gun and cannon would be:
square root(5 * tier 5) = 5
square root(6 * tier 6) = 6
The advantage is 5/6 in both directions.
5/6th is added to the total costs.
Or half of this, but I need to work now. More of this later.

X3M
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Statistics not to be touched?

While I am still debating on how to determine the weight of choices.

There are statistics that I surely should not touch.

Please consider the following choice:

6 bullets with an accuracy of 1/6th.
or
1 bullet with an accuracy of 6/6th.

There is no difference in cost for these.
Nor is there a difference in RPS this time.
Only the number of bullets * accuracy.

In the past I considered the use of all those multi-shot weapons with different accuracies. And it was depending on the opponents health and behaviour.

Also, a multi-shot with low accuracy had a chance on doing a lot of damage by accident. So these where all good for an 'all or nothing' moment. Of course, a hit-n-run was also in the options for these units.

It is almost as if I should put a penalty on those designs, by players that are not able to choose what their unit will be doing exactly.

X3M
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I better put it to a stop

let-off studios wrote:
"Just because the choice is available doesn't mean you *should* ever make that choice." No (sensible) military would be able to justify the budget and production otherwise.

RPS wise, it would be (slightly) cheaper to have the choice than the actually multi firing unit.

But the post before this one shows other options that are nonsense as well. Accuracy versus "rate of fire". Henceforth your quote for reasoning.

When I think about it, the double weapon unit is already an answer to those who can't make the choice and want simpler tactics.

I better stop with searching for an answer this time.

***

I wonder what I should tell those 2 that wanted this in the game?

Git80
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Did you consider to balance

Did you consider to balance Tank D with other restrictions? You could rule that this Tank must choose which kind of ammunition (anti–tank or anti–inf) it reloads, so that you have to think about what each Tank shall do in the next round. Or you could make this Tank a tank–hunter which can only Fire in an 90 degree angle to its front.

Perhaps these options are helpful.

Kind regards

X3M
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Ammunition hmmm... loading, please wait...

Does make sense here.

Lot's of bullets with low accuracy would cost lots of ammunition.
Using a different weapon would also cost different ammunition. Balance would require half ammunition for each weapon with 2 weapons.

Alas, there is no ammunition in this game.

***

But you did give me an idea regarding the use of Action Points.

Old mechanic
It costs an Action Point to transform.
Units that can transform will change at least 2 statistics. Or are simply double.
Players already had 2 USC slots when they used an unit that could transform. So transforming into an equal unit would simply mean using 2 USC slots.
Units that can transform will have 2 times the exact same costs.

Expanding on Action Points, new mechanic
So why not an extra Action Point to use a secondary weapon? This weapon could be only 50% of the costs. But added to the primary weapon.
So, a multi weapon tank for less money.
A third weapon could cost 33%. A fourth 25% etc.
The starting/average AP per player per round is 7.

I think I should allow transform to be used simultaneously with another action. Best to use it as an addition action.

Fun Facts!!!!

1 - Tanks with 2 or 3 barrels of the same kind can be cheaper as well.
Simply in the difference of either being allowed to shoot with all. Or only 1 or 2.

2 - Taking risks.
Having this super orbital laser being used for 4 action points for 4 times the damage. Yet the target might not be killed. With 5 times it could have. It would be a waste of Action Points by a bad decision.
Also, other units/structures could make use of this, like a barrage from MRLS.

3 - There are now 2 variations of Tank D.
Tank Da that uses the cannon as main weapon.
Tank Db that uses the machine gun as main weapon.

4 - Super weapons with higher "cool down".
Have now a more valid way of existing.

5 - A Sam Site can now cover in high armor. And by transforming and "barrage" can it decide to take down air.

***

Thank you, you have driven me in a great direction.
Not only do I prevent imbalance in other area's.
I even had a great idea for another old problem.

X3M
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Checking my current design

Action Points for transformations
Example, siege tank into siege mode.
I tweaked the rules a bit. Are these clear?

Quote:
- 0 or 1 AP; Transform
o Any unit or structure that can switch between 2 or more forms, may do so.
o If the transformation is permanent, it costs no AP. And the player is forced to do something else in the same time with another squad.
o Players check if the transformation is allowed in either case.
o The transformation is done after all the reactions are completed or awaiting.
o The transformed unit or structure may immediately do another action after the transformation. The AP for transformation is added to the other action.

The secondary and tertiary players may also transform. But as you can see, I added the word awaiting. Because if 2 players use transform at the same time. They need to go back and forth.

Expanding on Action Points
They are rarer to begin with.
I am not going to mention any of this in the AP list. Because it would be confusing.
These type of units will only be explained in their USC.

Not clear on balance just yet?
This occurred:
Tank A has as primary weapon 300 and secondary 200.
Tank B has as primary weapon 200 and secondary 300.
The costs are 400 versus 350.
Tank B will be preferred if the player is constantly going to use those 2 AP.
Fun fact 3 is apparently a problem?
Maybe... I need to test this.
Besides of being cheaper, tank B will be weaker in general.
So, I don't know how the others think about this one.
What do you think?

X3M
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A reboot in 2026 of this topic

Alright. The plan sounds easy. Having units that can transform in the textbased video game.

But balancing this remains almost non done. So, I rather discuss this a bit more.

***

The boardgame had action points for this. But I mostly avoided this. And had only transformations that would change the weapon and perhaps moving speed. The costs were always the same. and this method only works if the design is 100% linear.
(I guess, I should scrap the rule)

I read this topic. Can't find any other on it. And I searched through all my notes on my pc. It looks like this topic somehow was never completed.

***

For the video game. We still want this. But a choice of weaponry is not an option.
Yet, we DO WANT the transformation.

The balance I seek is a logic determination of the weight costs of the units.

Should I only allow the 2 modes of an unit costing the same?
In that case. The Mortar Infantry will be my spirit guide in this discussion.

The Mortar Infantry can walk, thats it..... Then, it can transform by deploying the mortar. It can no longer move.

So far, if I keep the costs balanced. The health of this unit is 120 when mobile and only 12,8 when deployed....

I don't like this huge difference.

And as for the transformation time. It looks like that at most, it will be 3 rounds. In other words. When transforming, the opponent has 3 rounds to move closer already.

I obviously am making a huge mistake here. Somehow, the bonus a player gets from being either a "tower" or "mobile shield" is too much if I keep it completely separated.

X3M
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Eureka moment?

Body and Weapon are calculated linear on themselves.
So, the choice addition is added here. Not later when I calculate the root.

Thus.

Step 1. We calculate both options for body and for weapon and select the most expensive one.

Step 2. We consider the bonus that the other mode offers.
For weapons, this goes exactly as before.
For bodies, we consider only the key numbers, not the basis.

Example for step 2 for a body:
Not moving with 10 health costs 50.
Moving with 5 health and 2 speed costs 35.
For not moving, which is the most expensive one, we have a basis, which is the H/D ratio. We have # basis + 0 speed.

Moving with 2 speed and 5 health? We take 0 basis + 2 speed.

If the basis is 5.
We have (5+0)*10 = 50
The bonus would then be:
(0+2)*5 = 10
The cost is only 50% of this, thus we add 5.
55 is the total.

If, by any chance, the costs would be equal.
Example: (5+2)*10=70 and (5+0)*14=70
We consider both situations.

(_+2)*10=20 or (5+0)*4=20.
If that is equal (and it is) you add 50% of this 20, which is 10.
The body costs 80 instead of 70.

Step 3. We add the body and bonusbody together and all weapons with their bonus together. The calculate the root and linear.

All done? I will find out later.

X3M
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It is still not correct?

I don't know anymore. Trying everything step by step.
Only a few days past. And I already find mistake after mistake in this department.

So, what I need to do now is???
What stats matter? Only movement speed and health!

1 Body cost option belongs to the most expensive design.
1 Body cost option belongs to the least expensive design.

I should look at the least expensive design for what they receive as bonus.

How to keep this simple?
The cheaper version can have more or less health.
But also more or less movement speed.

It is possible that with less health and more movement speed, the total costs is:
- Less than the other body option
- Equal to the other body option
- More than the other body option

In all 3 cases, if the movement speed changes. I need to calculate for this.
Thus the movement speed (without the basis) multiplied by the total health would be key here.
If the movement speed doesn't change, but only health. The extra health is key here for sure.

I think I should make a matrix of the situations:
Movement speed is higher, health is higher
Movement speed is equal, health is higher
Movement speed is lower, health is higher
Movement speed is higher, health is equal
Movement speed is equal, health is equal
Movement speed is lower, health is equal
Movement speed is higher, health is lower
Movement speed is equal, health is lower
Movement speed is lower, health is lower

I give it a rest now. But each situation should be considered and then "calculated".

X3M
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Matrix shows me a solution

I consider each situation to be where the body we look at. Belongs to the cheaper design.

1 Movement speed is higher, health is higher
No problems here.

2 Movement speed is equal, health is higher
No problems here.

3 Movement speed is lower, health is higher
No problems here.

4 Movement speed is higher, health is equal
No problems here.

5 Movement speed is equal, health is equal
We clearly look at the bonus of the weapon.
Otherwise, no problems here.

6 Movement speed is lower, health is equal
Lower speed is silly.
The bonus of the weapon of the cheaper choice is added while the missing bonus of the body is thus subtracted.
Result is that applying this choice for transformation turns the unit into more of a support design.
Risking adding this choice into making the unit cheaper, indicating the 2nd choice, while still valid, is a cheat.

7 Movement speed is higher, health is lower
We have a grey area where health is high enough to turn the bonus into a positive value. Otherwise, we need to observe if there is a weapon bonus.
Same risk as in nr. 6.

8 Movement speed is equal, health is lower
Lower health is silly.
Same risk as in nr. 6.

9 Movement speed is lower, health is lower
Lower speed is silly.
Lower health is silly.
Same risk as in nr. 6. But much, much worse.

***

I can conclude, there is still something wrong here. Still, this is the calculation I came up with. And should avoid negative numbers.

The cheap body is C while the expensive body is E.
H=Health and Sp=Speed and Hd=HDratio=8

Normal 100% of (SpE + 8) * HE
Bonus S We add 50% of (SpC - SpE) * Min(H)
Note: This can thus be a negative value
Bonus H We add 50% of (SpE + 8) * (HC - HE)
Note: This too, can thus be a negative value

It is possible that either/and both bonusses are negative.
As said before, we can allow this and thus subtract it from the body value for the final root and thus cost calculation.
But we need to have a positive weapon bonus.

I think I should add a rule that the weapon bonus has to be equal or higher than what we subtract with the negative bonusses for the body.

One thing is certain: We cannot allow a choice, make the design cheaper.
We add more to the cheaper body stats.
And/OR we add more to the "cheaper" weapon stats.

X3M
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Gritty reboot (weapons)

Did some experimentation.

Perhaps I didn't even calculate the bonus correctly for weaponry.

What I also need to consider is if I have the unit transform or just make a choice for weapons.

Choice on the spot
If I allow this, an unit has less weaknesses.
I need to calculate the bonus efficiency. As always.
Then take this percentage * 50% over the primairy weapon costs.

Slightly more expensive, but still fair due to the 50%.

Choice by transformation
This time we calculate the efficiency the same way. As always.
We take this percentage *50% over the secondairy costs.

Is it fair?
No.

If we look at the equal weaponry. We get the same extra costs.
This can mean only one thing.

Transformation costs needs to cost less, compaired to a normal choice.

I only realized now due to experimenting with negative bonus costs on the body.

And this is also the reason why it is so hard.

Transformation needs to cost less overall.
If a transformation is a timecostly choice.
What should the choice factor be?

What should the cost factor be?
I always used 50% for weapons by choice.
I mever implemented transformation the correct way. And it only happened when a body changed.
The body costs where always equal here.

And then I took the weapon bonus cost for granted.

A siege tank always had a mobile and an immobile mode.
Movement of 3 with 125 health and 25 armor, or movement of 0 with 250 health and 25 armor.
And the transformation costed 1 Action Point and could ALWAYS be combined with another action.
The damage to the tank would transform alongside. Obviously still rounded upwards when dividing by 2. Another option we used back then was having damage tokens of half the damage. And applied twice in normal mode.

Imagine...
If that tank didn't change with the body at all. Always that movement of 3 and 125 health.
But the choice of the weapon would still be avaiable.

A choice that costs no AP.
A choice that costs AP.

What should the cost factor be?

A choice has normally 50%.

What is a transformation?
A choice that takes time. You choose the time as well.

So, here is my plan:
I calculate the bonus for both. With the primairy weapon cost for the bonis factor.

I apply 50% for the choice.

I apply 33% or even only 25% for the transformation.

As time for the transformation:
Roundup(8 rounds * (Abs(100% bonus body)+Abs(100% bonus weapon))/Cost most expensive design) = Round in transformation time.

Transformation will at least cost 1 round.
I am sometimes a very, very mean person.
I will add an unit that needs all 8 rounds.
If it is stuck, the squad is stuck, the squad needs 1 plus 8 plus 1 more rounds to get the heck out of there.

:)

X3M
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Body still an issue

So, while testing. I discovered that the Mortar Infantry. Deployed without health, is more expensive than when it has some health. This is a problem. And the problem stems from the fact that the total costs is a factor to determine the choice.

I must look at the body cost solely somehow. Maybe...an easy fix. But I don't know at this point.

I am going for setting the factor to the body instead of the total cost. But I need to be really carefull, when it comes to worse stats being the choice. It will be most often a negative choice. And negative choices are practically non-done. Thus, they simply don't fit in a practical balance.

I am starting to feel again that I better scrap the whole idea. Or at least only allow positive changes alongside transformations.

I want that Field Hospital!!

X3M
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Short update

I didn't do it....
I did something else.
Its fixed now.

How to explain? I urhm....?

You always transform or make a choice for a positive reason. If the secondairy mode (or choice). Has no weapon, but a weaker body as well. It is simply a bad choice.

In fact, if the bonus cost of the body is negative somehow, despite checking all stats. It means that having a design without the choice or transformation with those stats. Is actually better. And thus, the design is invalid.

For the Mortar Infantry. I have a weapon of 266.7 points and a body of 50 points with a body bonus of another 16.7 points. This design costs exactly 300 in the game that I set up.

And the stats are as following.
Mobile: 2 speed and 14 health
Immobile: 0 speed and 8 health and a weapon.

I am allowed to go as low as 7 health for the mobile version. Simply due to that it is a mobile version. But other than that. If I go lower, like 6 health? It is better to have a version that can move and shoot at the same time. And it would cost less from that point onwards. In other words, if the choice yields a negative value. It is simply not a choice.

***

Transformation time...

I said that the change should be divided by the total cost.

Going from 0 to 266.7 is a big change. It is weird how this too is kinda hard in Excel. Only to make it fair you know.

Either way, somehow I got to 8, 9 or 10 rounds for this tranfsormation. Yet the version that doesn't transform, thus taking 0 turns, costs only 275... instead of 300.

In a sense, I should only include bonus on damage in one direction. Thus towards the secondairy choice.

Now, it takes 2 rounds for the Mortar Infantry to set up and fire. When wanting to move, it will take only 1 round.

Maybe I switch this. What makes more logical sense? Going faster from primairy to secondairy or vice versa?
Right now, it is from secondairy to primairy. Since primairy is more expensive.

With an attack range of 5.33, setting up is recommended to do early. Or time it right.

Not sure, but here are the versions:
-Transform allowed, 300 cost, mobile has 14 health, immobile only 8.
-Transform not allowed, 295 cost, always mobile and has only 8 health.
-Transform not allowed, 360 cost, always mobile and has 14 health.

In a balanced game. Being able to transform in 1 round and take 8/14th of the damage, while 1 round equals 1 damage. Sounds like a bargain.
The more expensive version receives 5/6th of the damage.

So...
Option 1 lives for 13.25 rounds if it goes mobile.
Option 2 lives for 8.14 rounds, relatively speaking.
Option 3 lives for 11.67 rounds, relatively speaking.

At least this comforts me, knowing the transformation is a good choice.

questccg
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I read in diagonal... But I agree about the Field Hospital...

X3M wrote:
...I want that Field Hospital!!

Yeah you should fight for that idea. I like it too. Makes it a bit interesting for the way SUPPORT is done. This is a NON-TRADITIONAL way (too bad that RA-3 has something similar) but shows you that the concept is GOOD. I mean IF someone else implemented something SIMILAR ... Well that means it's probably a good concept to have.

It's similar to an UPGRADE ... Like Tanks have a SIEGE-mode.

The Medic can deploy a "Field Hospital"... Make 100% sense in my POV.

Best!

Note #1: IF it was a Video Game RTS, you could have Modern Day Warfare and that an Apache Helicopter "Extract" Wounded units and deliver them to the "Field Hospital".

The opponent cannot ATTACK the "Apaches" directly they are linked to the Field Hospital... And pick-up wounded units from the battles and deliver them to the Hospital...

It would be cool Video Game Concept... I can picture the Apache Helicopters picking up the wounded units and then flying away to the Field Hospital... That could be REALLY NEAT!

But I know there are no graphics in what you guys are building. So you don't need the Helicopters... Or do you???

Note #2: The concept reminds me of Dune 1: the building of a Dynasty. The Harvesters would be picked-up by Helicopters when they are full. And the player could not attack the "FLYING HARVESTERS" only when they are on the surface collecting "spice".

The Apache would work similarly and I took the idea from M*A*S*H (the TV show).

Anyhow... It's modern day warfare like in Vietnam. The wounded being picked-up and hoisted onto Apaches to be taken back to the Hospital...

That's a bit on how I got the idea. From other RELEVANT sources...

X3M
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Still....

questccg wrote:
X3M wrote:
...I want that Field Hospital!!

Yeah you should fight for that idea. I like it too. Makes it a bit interesting for the way SUPPORT is done. This is a NON-TRADITIONAL way (too bad that RA-3 has something similar) but shows you that the concept is GOOD. I mean IF someone else implemented something SIMILAR ... Well that means it's probably a good concept to have.

Indeed. I was just surprised to see it happen AFTER I got the idea (with help). And the idea is thus actually over 10 years old already. I believe it stems from 2009? So, 17 years. Wow...

questccg wrote:
It's similar to an UPGRADE ... Like Tanks have a SIEGE-mode.

The Medic can deploy a "Field Hospital"... Make 100% sense in my POV.

Not sure yet how to implement it all. But the Field Medic can deploy a Field Hospital. The normal Medic runs around and is less protected in 2 ways. 1, it has to follow the army or stay outside unprotected. 2, a "structure" is always more durable or efficient.

Another thing to ponder about is, resource managment for healing and repairs. We don't have much overlapping time due to work. So, under a beer and BBQ with the family, I will ask him if he likes to talk a bit about it. Time is running out he said. I understand.

questccg wrote:
Note #1: IF it was a Video Game RTS, you could have Modern Day Warfare and that an Apache Helicopter "Extract" Wounded units and deliver them to the "Field Hospital".
I got an Ambulance, but that one is a normal unit. And I got a normal Hospital. Somehow, when tweaking the numbers, the healing is massive. 1 Medic alone, costing 150, can heal up to 10 hit points. I am starting to believe I have to fix this and make it cost depending as well. Support units being healed much faster makes sense, but also doesn't make sense.
Same goes for super fast units. They hardly have health.
Perhaps I should have the healing follow the production rules. And thus infantry that costs 3 times more, heals 3 times slower. Something like that. IDK. Your view on it?

As for that helicopter, it can be shot down. We can do transport. But it is for crossing entire regions with more ease. And the limit is the ammount of units. As soon as the transport is insufficient, the whole force slows down. (Or (a part) drowns).

questccg wrote:
The opponent cannot ATTACK the "Apaches" directly they are linked to the Field Hospital... And pick-up wounded units from the battles and deliver them to the Hospital...
Alas, no. Transformation is already pushing the limits. We can however, getting HEMS in the game. There....I just did. It costs 750. Making all the medical units costing n times 150. The Field Medic should cost around 450. Making this guy more expensive than an Ambulance, but less than a Hospital. I hope I can follow the tradition, but don't have time to puzzle that one out atm.

questccg wrote:

But I know there are no graphics in what you guys are building. So you don't need the Helicopters... Or do you???
Alas, we will start with placeholder pictures. That's it. It is a text based game for a reason. And the game would look the most like Ogame in terms of command.
IDK, this is the department of Pepper.

questccg wrote:
Note #2: The concept reminds me of Dune 1: the building of a Dynasty. The Harvesters would be picked-up by Helicopters when they are full. And the player could not attack the "FLYING HARVESTERS" only when they are on the surface collecting "spice".
Dune 2.
You can attack them. You need Rocket Turrets in the classic. And most reforged versions have the troopers and missile tank, attacking them too.
But the classic version certainly has the Rocket Turrets firing at them. And I believe, the cannon turrets can as well, but that might be by accident.

Also, when picking up an harvester, blowing up the harvester before the carryall lands completely, will destroy it too in the process.

***

Still....

Ok, so the Mortar (deployed) has an attack range of 5.333.
And the new HEMS has a movement speed of 6.667.

And another thing.

I really need to remind myself that the current design of the Mortar, really has a benefit for being able to transform. In the form of healing.

Speaking of healing. I didn't realize it yet, but I put in a production score for the production of vehicles and structures for the engineer and mechanic.
But that one doubles as repairs. And it is THAT score that needs to be used to calculate how much they repair.

I must update it too. Since 1 is more efficient on vehicles and the other on structures. As well as the body type in terms of armor. Vehicles and Tanks, a difference of factor 3.

So, I need to calculate the production value's and healing value's per tier. And make sure it is in the table. That way, I can also calculate it all for the medics.

And probably, change the factors for some designs. I bet that a Hospital having only 80% more healing power, yet costing 4 times more. Is not a good choice for the players. Even though, relatively speaking, it is very durable. It is more like a wall that takes 9 times more attention than a rifleman. Oops...

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