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Textbased game? Lesser game mechanics

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X3M
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Thanks for reading

I tried to do without numbers. Since these are always variable until we observe them. And most don't understand the numbers if they don't know the relation between the numbers.

questccg wrote:

Note #1: I especially LIKE the "Medic" and how that unit can be deployed as a "Field Hospital". That's pretty neat idea. Very original from what I have seen in other Video Games (RTS).

I thought so too. My cousin wanted deployable material. So, attempting to add some unique things.

This specialized medic can go alongside the troops. But is less effective as the normal medic. But once it puts up the field hospital, it will be more effective. However, it cannot move asap. And is much weaker to attacks. Thus, you add these specialized medics to a second force. And deploy them somewhat away from an enemy. A place to retreat to, if you will.

I had a similar idea for a heavy machine gun stand. Just like the mortar infantry. But then, the heavy machine gun can also be carried. Although, the firerate and attack range goes down dramatically while movement is somewhat up when going mobile.

Not sure though if we can even implement it all. The orders have to be given by the player. 1 mistake, and the players plan fails. Not sure if they like playing that way. Each special ability is a double edged sword.

***

As for the design patern, I will stay on the path I have taken. Perhaps my cousin doesn't like it. Perhaps too much already.

Once more if I didn't mention it yet. We agreed on the following for resources:
- All solids can go together in a mix.
- All liquids can go together in a mix.
- We can have specialists in 1 or several resource types.

questccg
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A couple ideas for you!

X3M wrote:

questccg wrote:

Note #1: I especially LIKE the "Medic" and how that unit can be deployed as a "Field Hospital". That's pretty neat idea. Very original from what I have seen in other Video Games (RTS).

I thought so too. My cousin wanted deployable material. So, attempting to add some unique things.

This specialized medic can go alongside the troops. But is less effective as the normal medic. But once it puts up the field hospital, it will be more effective. However, it cannot move asap. And is much weaker to attacks. Thus, you add these specialized medics to a second force. And deploy them somewhat away from an enemy. A place to retreat to, if you will.

Hmm... I was thinking that the Mechanic can open a Garage and that the Engineer can open a Factory... The Garage would be for REPAIRING Vehicles and the Factory would be like a WAYPOINT and allow production of Units closer to the enemy and further away from your own Base.

Again just some thoughts because I saw this cool stuff with the Medic, I just like wanted to SEE MORE of it.

Cheers!

X3M
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heeeeyyyy.

You gave me a great idea.

Not sure what the proper naming would be. But I could add a Repair Vehicle and add a Mobile Repair Station or MRS for short. The latter functioning the same as the specialized medic. Thus, turning into a Repair Station.

Although, perhaps specialized medic should be replaced by name somehow. Field Medic, perhaps?

As for a mobile factory.... no.
But we will allow units to build a Factory in another place. If a player wants to build closer to an enemy. They need to build a proxy base.

- The deployable healing and repairing is already a great help for first aid in the new location.
- Furthermore, the player needs to take resources with the force. These are carried by the same units that will also harvest them.
- The things to build are storage, refineries and barrack + factories.
- A mobile construction vehicle or MCV for short. Can also serve as a construction yard on the spot.
- And finally, some defences. Before you start adding more troops to the location by the freshly build factories.

X3M
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Only those that know me

Will understand the numbers.
The following tiers are going to be used:
50 - Infantry, Soft Structures and Light Aviation
150 - Light Vehicles, Medium Structures and Medium Aviation
450 - Heavy Vehicles, Hard Structures and Heavy Aviaton

Further more:
Organic/Mechanical and Unit/Structure attributes are used for certain designs in body and/or weapon.

Primairy damage modifiers: 1, 9 and 81. Thus, powers of 3^0, 3^2 and 3^4.
Health value's are by default a 10 x this primairy damage modifier.

Thus, a Heavy Vehicle will have a primairy weight of 450 for the body. 81 is the damage modifier, in this case, not used. As for health, if it is 810, the weight remains 450. If the health is for example only 7 times, the health will then be 567 and the weight 315.
The weight will also change by movement speed.
Not sure if the size will change by the movement speed, but only the health etc.

The weight of the root AND lineair cost is 50% each.
For now, we need to test how it goes later on.

I still need to test some numbers. But this is the plan for me to make a set of data for the game.

X3M
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It is like that scam game

But this time, we need way less numbers.
I feel like I am making a similar spreadsheet.

Still I need some extra columns. And will continue adding and removing stuff when needed.

In the meanwhile, I started to truly set numbers for certain units.

Changes I made:
- I changed the default health from 10 down to 8. With the default speed=2.
This....saves me so much trouble somehow? (Except for speed=3, which gives me a multi of 11)

- "Removed" the movement from the weapon. But left it in by choice. Thus, now I can compare 2 versions of an unit. 1 that can only either move or attack. And 1 that can do both at the same time.
Still need to talk with Pepper (the guy I am working with) about this.

- A debit column that shows me if I distributed the costs correctly among the 9 resources.

Changes I need to make:
- 1 Extra column for rounding and 1 extra column for showing me the relative offset.

- Still a proper way to see how a transforming unit/structure would act and cost. I suspect I need 4 rows for this one. Which I then copy paste for other transforming units/structures.

***

Things that I should tell myself:
4.5 is a proper speed number in video games!!!
You stupid Dumbass!! USE IT!!!! FFS!!

For my readers. I realized that 4.5+8 gives a nice number.
12.5 is a very nice number.
13.5 is also good.
Even 10.5 can be of use.
11 and 13 are bad for me.

***

Some costs that I decided on:
100 Rifleman (ocd number I guess)
150 Medic
300 Mechanic
450 Engineer

300 Barracks (ocd number again)

The thing is, in this particular game, a Barracks can produce 50*7,5=375.
375 worth of Infantry per round.
That is a lot to be honest.
And the main reason is that production cannot have an attack range in this game.
Or.... should I?

X3M
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More things done

Making numbers goes faster and faster now.

The rounding column is done. Decided to round unit prices to 5-folds. Meaning, 97 is 95 and 98 is 100.

Applied 4 levels of tracking the offset. Green is (almost) perfect and neglegible.
Yellow will mean that games with 10,000 units will notice a 1 difference in outcome.
Orange has this on 1,000.
Red has this on 100.

I try to get into yellow, unless the unit is more of a logistics unit and not one for combat. Then I also allow orange. But red, will never be allowed.

***

Added 2 columns:
- Is there production? If yes...
- How much?

The question is, should I add some sort of factor guide, in order to see how efficient the object is in production?
You know what, I will just add this column as well.

***

Added a helping tool for determining body or weapon value goals. These values can be aimed for in order to get better balance.

***

Decimal in the health. It has just been decided while typing this post. Medic has 7.75 and the Mechanic has 8.25.
Players will see only percentages.
If I ever make a wiki. I will multiply the health value's by 20. This way we have 160 for a rifleman (8 in the game). 165 for the mechanic and only 155 for the medic. It will be nice and round. And heck, it will be confusing for players.

However, I have seen this shenanigans before in some RTS. Where the health value is like 150, but later on, they decide to make is 145 instead. It is really weird, but balance wise, it is perfect somehow.

Another way to look at this is that if a group of soldiers is attacked. Some units simply take slightly more damage. And with groups of 100, losing 9, 10 or 11 can result from a health difference of 3%. It feels....randomized.

X3M
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Next Subject: Resource managment

This time I am talking about the actual "changes" and "handling" of resources. This might be a new concept for most of us here, in this point of view. For me as well.

The main question is. What can we do, with resources involved?

Harvesting
We all know this form. You got something that can gather the resources. Another word could be gatherer.

And I believe I had a topic on this in the past on all kind of harvesting operations. Mobile, static, batch, constant, etc.

Resources can be limited or infinite in ammounts on the map. Or ways to gather them.

There can also be many forms of resources.

Refining
Often, you need to bring the resources to a place where they are then added to the stockpile of the player.

A drop off point. Or a special place that "refines" the resources into credits.

There is a third option here. You refine the resources, but they become more advanced resources. This, you can see in games like Factorio. Where a refined resource can eventually be used to make a product or object that can exist in the world with a function.

Storage
A lot of old RTS games have a storage for the resources. It was especially important in Dune 2. Where you would loose credits if the storage was not sufficient.
Later on, in C&Ctd, you could bypass this by producing an expensive building and cancelling it, turning the stored credits in just credits.

In other games, you use storage more like a buffer. Just a little extra to make sure you had time to make decisions.

But there are games where the storage serves tactical or strategic purposes for the enemy as well.
1. The storage gets destroyed. What can happen is that the credits are lost. How are they lost? Perhaps they just vanish into oblivion. However, there are games where the resources then simply lay around where the storage has been.
2. The enemy steals from the storage. For this, they need units that can handle resources. Like a harvester. Perhaps even specialize one into stealing.

Production
Resources being refined, counts as a production? Perhaps.
But resources being turned into objects for on the map. This counts 100% certain as production.

Scaveging
If a product gets destroyed. Perhaps a percentage of the resources once used, will be laying around.
You could have units being specialized into scaveging.
A great example would be the recycler in ogame.
Scaveging could also be done on resources that spil from a destroyed storage. So...

Stealing
Stealing resources has been mentioned now. But the player needs to make a choice between stealing and scaveging. The latter requires the storage to be destroyed. But the storage might be a bunker and is thus very durable.

Stealing is a goal that has a very well defined focus for the units. But stealing should be worth it. Why not harvest the resources yourself?

Well, for 1, resources that are refined, take more steps after being harvested. And the game we focus on, will have 2 refinement steps.
But, it should be said that stealing the basic resources should also still be worthwhile. That is, if the enemy doesn't defend well. The player that wants to steal needs to:
A. Be able to steal more than the losses that might occur.
B. Be able to steal much more than is being harvested back home.

If those 2 points are met, it is worthwhile stealing.

Supplies
A game with upkeep? A game with a supply line?
Well, we don't have the latter, but the first in mind.
And thus, we need special units that can supply the rest of the force that moves out.

***

I have several questions:

What else can be done with resources?
And how much should each property weight to one and another?
And should I have put this in a separate topic? Since it might be lost in the posts?

***

As for weight factors.
I intend to make all rounders and specialists.

An example would be an Harvester that can obviously store resources in itself. But also is able to steal and scavenge to a certain extend. And finally, it needs to be able to give supplies to the rest of the force.

I am rather stuck on the percentages for now. [I will work this evening on the subject]

100.% Harvesting
66.7% Refining
16.7% Storage
100.% Production
50.0% Scavenging
33.3% Stealing
100.% Supplying

I need to put in some logic. And see all strong and weaknesses to the process.

X3M
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What are you even doing mr. Harvey?

So, what happens with the resources when one of the 7 "attributes" are applied?

Each "attribute" will contain a set of ""attributes""???

***

Is there a change in the resources, by type?
What I mean is, will the resource change from one to another or even an object?
Refining, Production and Supplying fall in this category.

Are the resources sorted and avaiable for a next step?
All fall in this category, except harvesting. But...It is the Harvesting that brings order? So, either bringing order or keeping it. Well. I think all 7 go in this category. So I might as well scrap it.

Are the resources in transit?
Meaning, are they being brought from one place to another. This can even be true in the base of the player. Thus from a harvester to a storage is a transit. But a storage doesn't have this function, there is always one object that can take and give. The storage is just....there.
The 6 fall in this category, except for storage.

Is it possible to do something in the enemy territory?
As crazy as it sounds. It is plausible that even production is possible at the enemy gates. However, I am unsure if we will apply this. Perhaps it is better to think of, is it IMpossible?
We are not going to refine resources in the enemy base. We need to set up some economics.... I just realized, allies could actually share a territory. And when hell breaks loose, oof. I honestly don't know here.
Lets change the question.

Does the resource managment include direct combat?
Which means, if you can only do this kind of transitions during combat?
Now it is clearer what we can think of.
We can harvest the resources there, and use it for supplying our troops. At least, the simple ones.
We could send a mobile refinery, it has to be in the force. We talked about this some weeks ago for the....resource Plasma. BUT, the enemy is not involved anymore. At least, with harvesting, the enemy cannot harvest those resources.
And you risk losing the refined resources too. So yeah, how about nô!""
Storage doesn't count, it is just....there.
Production is the same deal as refining.
Stealing is a 100% yes!
Scavenge is also a 100% yes!
And supply is agian a no.

***

So far, all resource attributes are equal in weight. Only storage is left behind.

I am currently stuck on this.

Perhaps this is one of those moments that I should simply say "let there be..." and that without logic. Just instinct?

X3M
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Side note

Will units be able to attack AND move at the same time?

If yes. Micro is possible. And I need to add the movement speed to the attack range.
And dear I say, I do it 100%?

Other than that. I started brainstorming on the combat. The combat is 1 dimensional. Still we want factors on the terrain effects. I just realized that the extra 50% on the attack range is incorrect. It is just....1 region. Even melee units will have the terrain effect implemented. Thus, I should use the projectile attribute on the whole weapon instead of just attack range. This will make things simpler.

But I have to make a lot of changes in one go. And while I try to communitcate with the other party, there is hardly response. So, I guess I shall leave it be. Our time is way to small. And hardly overlaps.

X3M
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See the time difference between the 2 posts

I made it that easy for myself to implement changes to the core.

Well, subtract 5 minutes for me posting this post though.

Either way, the stats for the riflemen are beautifull.
In fact, if they can attack and move. The accuracy is 5/9.
And if they cannot. The accuracy is 6/9.
It is a very small difference to be honest.

The smaller the difference, the harder to work with.
But 1/9 is big in the long run. No doubt.

Again, either way, if you consider that they have 8 health. Then this weapon will either need 14.4 hits or only 12 hits.
And that...it a big difference. In the latter, they need to move to a distance of only 2. And then they can start shooting. As for the other one, they can move to a distance of 2, and keep the distance at 2 if the enemy has a movement of 2 or less. After all, the rifleman can move with 2 per round.

Cheers, X3M

PS. Still stuck on the resource managment.
If you like, you can select the 7. And without knowledge of the game. Simply tell me how you think they should weight from your point of view?

It would tell me not only your viewpoint. But also, HOW you are viewing from your point. :)

questccg
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My POV is not Pepper's POV ... But

X3M wrote:
PS. Still stuck on the resource management.

I will work BACKWARDS. So the first question is WHAT(?) are the Resources.

questccg wrote:
Hard to work not knowing the limitation and what you WANT in terms of available resources.

The second question is HOW(?) do you gather the Resources.

questccg wrote:
There are various solutions to this which can go from SUPER easy to complicated as hell because you want it to seem all balanced.

If you want a SUPER easy way, it goes something like this:

"Each Worker you have can be put to collect 'Z' of a resource PER TURN."

That's the easiest solution. The more workers the more 'Z' x Workers collect Resources per turn.

The third question is WHERE(?) do you gather the Resources from.

questccg wrote:
That can also be EASY or HARD too depending on how handle the OWNERSHIP of a Resource location.

So let's say at COORDINATES (X, Y) there is Resource 'Z'. You have 10 Workers and therefore collect 10 x A x 'Z' where "A" is a FACTOR for gathering resource 'Z'.

If you want to do like MODERN WARFARE... The rules of engagement state you can ONLY target MILITARY targets.

That means the Workers and their routine of gathering run UNEMPEDED. This is the SIMPLEST solution: gatherers cannot be destroyed because they are NON-MILITARY units.

You probably won't like that.

The FIX is that you can DESTROY a Worker... And that you will need to handle by yourself. But then you need to balance all that sh!t out. And I cannot help you with that because ... You have your own way of BALANCING stuff which I don't understand. The Math.

***

And there you have it. A FEW Questions(?) to help ANSWER MOST (I've left workers and their health as a unit up to you...) details regarding Resource Management.

If you take another approach... That's fine by me. But this is how I DESIGN. Not based on MATH but based on SIMPLEST solution that solves the problem. Some people call it "MVP" or "Minimum Viable Product" which means it's the SIMPLEST implementation to solving a problem.

Good luck with "Pepper" ... He probably works, has a child and a wife... He needs simple solutions.

Anyways if you WANT me to help further ... Answer my 3 Questions and I'll do my best to HELP you as much as a I CAN.

Please do not respond with a MATH solution. All I need is those 3 Questions answered clearly defining on how you vision from your POV the game.

Cheers.

P.S.: I know this post was not for me. But I figured I'd TRY to help. And you definitely have a HARD way of doing things. I do things the EASY way and work to solving the problem from my own POV.

Note #1: Also you would need to FIX a HARD limit on the number of Workers and how many can gather from one location.

Let's say Resource 'Z' at Location (X, Y) can at most have 10 Workers per Player. This is a generalization which means that BOTH players can exploit a LOCATION with the LIMIT of 'B' TOTAL Resources to be gathered.

'B' x Number of Players is the maximum for a Location of Resource 'Z' that can be gathered.

Something like that.

Note #2: So each Location (X, Y) has Resource 'Z' and gathering is a Factor 'A' multiplied by the number of Workers. Each Location has a defined maximum amount of 'B' Workers per location per Player. # Workers x A = 'Z' Resources per turn. If 'C' is the TOTAL AMOUNT of 'Z' at a location. C / (B x # of players) = number of turns to collect all of 'Z' for a Player.

This takes a BUNCH of assumption and implies definite rules. But it's the MVP for sure.

X3M
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The 3 questions

Resources are 4 basic, 3 refined and 2 advanced
We also have credits for the market later on.
But let's focus on just one resource for now.

The first way to gather resources is simply having your workers in your territory. Indeed gather the resources by being allocated to them. And they do their job as long as there is storage. If it exceeds the storage, the resources will be bare, but still sorted. (only in a base) They resources inside the storage stay. The resources outside of the storage will go down, faster the more you got unprotected against nature.

The resources are gathered automatically once a worker is allocated to that resource.

***

As for note 1.
This was already set.
Players can decide to overfarm a location. And then a natural limit follows.

As for note 2.
There will be no hard maximum. We need more than the workers working. We also need workers to go on an adventure with the attack force.

***

I am pondering about the weight balance of the following 7 forms of what happens with resources[R]?

-Harvesting (R is found and taken to a new home)
-Refining (R becomes better R)
-Storage (R is safe from nature)
-Production (R becomes objects)
-Scavenging (R got spilled from objects, it needs a new home now)
-Stealing (R's ownership is about to change)
-Supplying (These R's are about to be fed to the objects that are on an adventure)

X3M
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Decided to at least see what my wishes are

All round harvester has 5:
- Harvesting
- Storage
- Stealing
- Scaveging
- Supplying

In a sense, I could say the total weight is 1+4×0.5=3

So, here is an idea:
I make a list of designs with the 7 main attributes. And each attribute simply allows # times the value.

For example. Harvesting weights 1.
Storage weights 1/6th.
That keans that a harvester that can gather 50 per round. Can do this up to 6 rounds when it can also store.

So, we actually have factors for the attributes in how much the value is multiplied.

Tbc

X3M
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My ideas so far

So far I thought of some weight factors per attribute in regards of resources.
There is no clear logic. This time I assigned the value's, period.

So, the score is multiplied by a factor:
6x Storage
3x Steals
0.8x 1/3 Production (not sure yet if correct)
2x Supplying
2x Scavenger
1x Harvesting
1x Refining

***

All Round Harvester (ARH):
- Harvesting
- Storage
- Stealing
- Scaveging
- Supplying
Weight 300%

Dedicated Harvester (DH):
- Harvesting
- Storage
- Supplying
Weight 200%

Silo or Cargo (SC):
- Storage
- Supplying
Weight 150%

Bunker Storage (BS):
- Storage
Weight 100%

Thief (T):
- Steals
- Storage
Weight 150%

Scavenger (S):
- Scavenger
- Storage
Weight 150%

Refinery (R):
- Refines
- Storage(?)
Weight 100% or 150%

Barracks:
- Production
Weight 100%

Construction Yard:
- Production
Weight 100%

Note 1: I am going to keep the Unit/Structure and Organic/Mechanical attributes separated. This means, barracks has another factor of only 50%.

Node (N):
- Harvesting
Weight 100%
Note 2: The player clearly needs a separate storage in the vicinity. And a mobile version could be a crane, that needs a truck on the side.

So far clear and understandable?

***

I think Production doesn't belong in this list.

Other than that...
Lets say we have an all rounder. And the value is 150.
Then this unit has:
-150 Harvesting per round
-900 Storage
-450 Supplying per round
-300 Stealing power per round
-450 Scaveging per round

The weight is 300%, thus the basic cost weight is 450.
It would fit nicely on a tank.

For that same cost, but a dedicated harvester.
-225 Harvesting per round
-1350 Storage
-675 Supplying per round

***

Not sure about the supplying numbers. Maybe make them lower. Since an army doesn't need that much in one go?

...

X3M
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"Little" update

1.
I need a column for the weapons...the names that is.
And perhaps what kind of bullet they are even using.

Reason: Upgrades.

2.
Mentioning it here too. I am always all about balance. But a boardgame and video game is totally different.
In a video game. And also the textbased game we are working on. It is possible that some units are build only once, a couple, a little special squad or is the majority of certain forces.

Therefor, I am not filling in a 3x3 table where I try to fill in each slot. No, I am doing a "chain of options". Which means.
I get this rifleman. What is good against it? Ok, this buggy. What is good against a buggy. A hummer due to durability. Ok, that was a small boost and both are good against the rifleman. So, we add, not a tank, but a grenadier. Closing the loop if you will. This is the first ring of the chain. Now for a second chain. We see what units are relatively usefull in the first ring. The hummer seems to be best.
We now add a tank. And then, a rocket soldier. This loop is closed too. Perhaps we observe all 7 now. Which one seems to be best? Well, we keep repeating this. And add more options that counter the best unit in the game so far. But we need to close the loop from time to time. I got all freedom in this. And it is only numbers.

3.
2 versions of the Riflemen?
Which one to choose?
I do BOTH!!
Simply calling the second one assault infantry.
I am also going to have a combat tank and assault tank.
Which are also very similar, but 1 difference. The assault versions deal slightly less damage and can move and attack.
They are weaker against their twins. But better against some other units that keep moving.

For example, the assault infantry is very good in microing against the grenadiers.

X3M
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Made the following:

1.
A tab on resource attributes. And filled it in with what I posted here so far. It will combine with the weapon attributes as a build in factor. This makes it easier for me to determine stuff.

2.
Already reserved a tab where I will put in all bodies and weapons by "class" for future upgrades. But also a counter to see how much the class is used in the designs. But that is only to track it a bit. Nothing more.

3.
Resorted the rows. Placed "unfinished" transformations at the bottom. Because I want to look at them in the future. It is the Field Medic, that will probably come into the game first as first transformation unit. And a mobile contruction vehicle. You know, to do stuff on another tile.

***

I also talked and we made some new decisions.

We will have a rather empty map in terms of resources. So that players are forced to gather futher away.

We will also allow players to set up automated resource lines. Which means that harvesters can get the order to go somewhere. Get the resources, then come back.
Once set up, it will be like in one of my board game itterations. Where you have a line of resource gatherers, passing the resources. Any region where they pass through, can be attacked. And it will only reduce the number of the harvesters. Once reduced. The game will automatically divide the remaining ones as fair as possible over the distance.

The goal is to set up a force this way. That is actually spread out over multiple regions.

We also made the agreement, that I should come and visit and have beer and pizza and stuff. But then, I explain once more how the combat is calculated. After all, it has been a while since we made a MMO game.

I forgot to mention that we need several pools for the resources though. Or at least, I did mention, but not explain properly.

1. Resources in a region. They are "hidden". They regrow too.
2. Resources sorted by being in storage. These can be used now. You can steal them too. And they are used for supplying.
3. Resources sorted by being in storage. But they are like hardlocked. The player has to get them out manually, so they are not used for supplies. You can still steal them though.
4. Resources that don't fit in the storage. These can be used now. But will be used first. Or dissappear. When these are around, stealing them is possible. But so is scavenging and harvesting. Obviously, they can be used for supplying.
5. Resources that come from things being destroyed. These are not sorted anymore. Cannot be used. But are not hidden either. They dissappear as well. These can only be harvested or scavenged.

So, we got like 5 pools per region.
Although....
1. Is limited to certain biomes.
2. Is normal.
3. Is probably optional for the player. The attribute factor is 1.5 for the 2nd pool. But only 1.0 for the 3rd pool. It means, there can be more. I honestly don't think this pool will be used. Unless the player doens't want to supply the forces in that portion. It also means, upkeep is not running properly. And even the silo itself might be dying eventually. Thus spilling the resources.
4. Is a pool that logically comes from upkeep failing. But isn't linked. No....
5. Is THE pool that comes from upkeep failing. This means that if a silo dies. The resources from the silo construction itself is not sorted anymore and needs a scavanger for picking up. But the resources that were inside would be treated the same way.

Sorted: 2,3 and 4
Not Sorted: 1 and 5

Usable: 2 and 4
Not Usable: 1 and 5
Manual: 3
Note: Not sorted simply means, not usable.

Harvesting: 1, 4 and 5
Stealing: 2, 3 and 4, you can steal sorted resources.
Scaveging: 4 and 5
Storage: 2 and 3

X3M
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Idea's for air units

I don't have much here.

So far, I got that HEMS that is airborne and heals infantry.

Definately need some transport through the air too. But that is of later concern.

Right now, I am looking for combat units.
We cannot operate with a rearming pad or anything. The air units will be like those in games like Starcraft, mostly.

- VTOL Fighter
Which is fast and has medium armor. An air unit that can also shoot air.

- Apache
Which is relative slow and has heavy armor.
It will also have the best anti infantry weapons. But other weapons are added. Almost a true allrounder.
It belongs in the Helicopter department.

- VTOL Bomber
Which is going at a relative normal speed with heavy armor.
It has a "melee" attack for obvious reasons.
Variants might be one with napalm, bunker buster and normal. The normal one is good against vehicles of medium and heavy armor.

- Combat Drones
Light armor, relatively fast.
Light to medium weaponry.

(I just realized, we have had 0 sacrificing units, I rather skip these until we do mines)

- Cargo plane
Heavy armor. Fast. And is the best option to set up a resource route between a proxy and main base. It is just a justified plain plane.

I could copy other games. But...I rather get some more original idea's. While we landed on an alien world. The tech used for combat is modern plus 20 years if you will. Like how it was 20 years ago.

questccg
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Highway to the Danger Zone (Top Gun)!

X3M wrote:
...I rather get some more original idea's. While we landed on an alien world. The tech used for combat is modern plus 20 years if you will. Like how it was 20 years ago.

So your Modern Warfare of the 2000s? Sounds cool to me. You seem to indicate that it was 20 years ago... Why not make it like 25+ Years ago and go back to the year 2000?!

That was still part of the "Cold War" with Russia... no?

Probably some time BEFORE 9/11... Which was in 2001. I remember that day as I was driving into work in the middle of traffic in the morning and they were reporting on the Radio that a plane had struck the World Trade Center and news was trickling in as the events unfolded.

Anyways... I like the premise so far. Back to the days of the Hornet and the F-18 (or is that like further before like the 90s or 80s)??? Says introduced in the 1980s... And I also found: "...The U.S. Navy retired its legacy Hornets in 2019". So yeah I guess they would still be around in the early 2000s!

It doesn't mean you cannot introduce other Army Assets (be it planes or units and/or soldiers for example). Or the fictitious kind (made up).

Right... And don't forget that Pizza and Beer. Anytime you have a chance to spend time with Family is worth it. I'm the same way with my cousin: they have a larger family too... And they are almost always busy with some event or birthday, etc. etc. But I try to include them in my plans and see if their schedule works or not... It's what grounds us and makes you realize how important those relationships are...

In any event you have an open invitation which is nice. Cheers!

Note #1: Instead of saying that Humans landed on another World... Why don't you just give the "people" another name like "Tellurian" and make up a story about THEIR World.

It's much easier if you World-Build from another RACE as a perspective. Then you can invent whatever you need from Aliens and so forth. Plus you can make the game in the future like 3025 One-Thousand years into the future of that race but having technology from the 2000s...

Just easier to make things fit... Best!

X3M
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Airships...

Are another option.

As for the tech. What I meant is that the past 20 years. The tech didn't change much.
They predicted some special weapons for these years.

C&C td is the best example. While you got normal "modern" units.
The slightly weird things are:
- Mammoth Tank?
- ORCA?
- Ion Cannon!
- Recon Bike?
- Flame Tank?
- Stealth Tank!
- That Chemsprayer!
- Obelisk of Light!

All other things are...well, normal.
The game setting takes place in 1997-2000. (That is what I meant like 20 years ago)
And the normal units are all like created in 1980.
Some even in WW2, like the mobile artillery.

So, my idea was roughly the same. Ground forces are mainly units that are like the modern army you see now. But never improved much after. But on this new planet, you eventually will get the tech to get new interesting things.

questccg
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Sounds very promising!

X3M wrote:
...But on this new planet, you eventually will get the tech to get new interesting things.

That sounds kewl. Also the Tech from the 80s sounds good too... I got it Modern Day units from the 2000s... Or around there.

You could have the Hornet/F18 Aircraft! But only if you want to... Hehehe.

I mean that the timing is accurate (in terms of your timeline and the units). I will always remember "Top Gun" an the Hornet/F18. Was created thanks to intelligence of the Nazis and shared by both the Russians and the USA. That's why like in the 80s the MIGG and Hornet looked to be so SIMILAR in design due to the plans that the Nazis had been working on. I know it's like 40-Years later...

But still it mattered that the opposing sides were using the SAME TECH...

Keep up the good work ... And let me know if the Hornet/F18 makes it into YOUR game.

Cheers!

X3M
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Certain mechanics

Sometimes a game needs a weird tweak on the mechanics.

For air units. We decided to NOT have an airfield being a landing spot. Nor a helipad for helicopters.
However, these production facilities will still be present for simply said...production.

In other words. Anything that normally needs an airfield for liftof or landing is a nogo.

Hence I mentioned VTOL etc.

***

As for the supplying mechanic.

We want a specialist in this regard as well.
The supply truck certainly needs a place.
It will be cheap and...specialized.

The supplying mechanic needs to be reconsidered. How to apply the number?

I considered the number to be like the production numbers. If the army itself costed 1000. Then having a supply truck that can do 500, supply only 50% of these. You need 2...at least.

The suplly truck also needs to be self supplying.

Why this way?
Then we can tryout a different factor for upkeep without messing with the balance between supplying and other resource parameters.

X3M
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Long story short

I need to do some resource mechanics. And balance issue's.

X3M
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Short story longer...

I changed the weight factors of certain resource attributes. This made the supply truck more realistic, compared to the all round harvesters.
The thing I changed was looking at change of ownership.

If it doesn't, the weight is 1.
If it goes from neutral to the player, 2.
From the enemy to the player is 3.

Storage still seems to be relatively low.
And somehow doesn't seem to increase that much when it is solely storage.
I managed to get 375 storage on a 50-50 silo.
And perhaps, I should include storage in the "body" instead of the "weapon".

That way, it gets a buff by max 100%, when there is no process involved.

2 ways possible:
- 1. A hard number added to the body.
- 2. A number added to the body, based on what I add to the weapon.
In a sense, I can subtract a value from the weapon cost and add it to the body cost, based on the ammount of storage.

Example, storage costs 100 points and the body costs 100 points. Normally the total costs is 200 and the storage is 375.
Reverse engineering would show that 100 of these 100 points is storage points. It gets added to the body and subtracted from the weapon. The weapon should end up with 0 now and the body with 200. However, the cost is now only 100.

It is like a wall that has half its durability.
I find a storage with cost of 100 and a storage of 375, sounding decent.

But looking at other games.

Dune 2 has a silo with total cost 186 and a storage of 1000. This is a factor of roughly 5.3.
C&C has a silo with total cost 165 and a storage of 1500. This is a factor of roughly 9.

I thought I applied 6. But I can manage to get it up to 3.75 with the balance.

If i make a silo with the body weaker. It can increase to 750 tops without having any hit point at all. In other words, all silo's die instantly with an attack.

X3M
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Little update

Changed the rules again, regarding storage.

It's better now. And the more storage is the primairy function of an object. The cheaper it gets.

The silo costs 200 and can store 1500 of any resource.
The supply truck costs 600 and can store 1500 of any resource and also can supply with 500 tops.

What I still don't like is the supply power. It sounds to high and to low at the same time for all.

Considering changing a round time into 90 seconds. And the upkeep to 0,1% per round.

960 rounds a day. Meaning that 96% of upkeep is paid a day?
If not, the units take 0,1% damage per round. Thus 96% damage. Selfcanibalism is a part of the game though. But we rather give the players a chance.

Either way, the supply truck right now can give an upkeep of 500. Itself will ask 0.6 resources per round. And with the storage, it is able to last 2.6 days, all by itself.
The silo needs a supply centre to help. But indirectly, it can last a little more than a week.

But what about the army? If 1 rifleman costs 0,1 upkeep. And the Supply Truck can offer 500 per round. We seem to be able to supply 4994 riflemen per round. Then after 3 rounds. It is finished. And the damage is 0,1%. 0,1% over 4994 riflemen with 8 health each is roughly 40 damage in total. This means that 2 to 3 riflemen get eaten every 90 seconds. Yikes!! So, these men look at each other for 4 minutes. Then they go hom nom nom....

The supply power needs to be brought down.

...

X3M
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Let's see what AI has to say about this

google wrote:
How many soldiers can 1 supply truck support?

1. In Military Simulation Games

In strategy and tactical shooters, a "supply truck" acts as an abstract, game-balanced mechanic rather than a true logistical unit:

Hell Let Loose:
One truck carries 300 to 600 supplies, which is typically enough to build 2 to 3 garrisons or establish logistical nodes to support an entire team of up to 50 to 100 players.

Warno / WARGAME:
Heavy supply trucks can carry 1,500 to 2,000+ supply points, which is generally sufficient to keep a large battlegroup of hundreds of soldiers (or dozens of tanks) fully re-armed and repaired during sustained front-line combat.

2. In Real-World Modern Warfare
In real combat operations, a single truck cannot sustain troops on its own; it requires a complex pipeline (the "tooth-to-tail" ratio) where it takes 3 to 8 support personnel to keep a single combat soldier fighting.

Planning is measured in daily tonnage rather than "number of soldiers.

"The Daily Burden:
Military planners estimate a single soldier requires about 10 to 15 kg of consumables per day (food, fuel, and water). A standard mechanized infantry squad can quickly use thousands of rounds of ammunition in an active firefight.

The Truck's Capacity:
A medium tactical truck—such as the US Army's LMTV or M1083—has a payload limit of 2.5 to 5 tons (roughly 2,200 to 4,500 kg).

The Support Equation:
Because of the heavy daily burn rate of a modern, mechanized unit (including fuel for vehicles), a single 2.5-ton truck can fully sustain roughly 30 to 50 active combat soldiers for a single day before needing to be restocked itself.

google wrote:
Are you looking for logistics planning numbers for a specific military doctrine, or are you trying to optimize your supply lines in a specific video game? Let me know the context, and I can give you more exact numbers.

***

Well, what would be the correct question then?

I find the 30 to 50 active combat soldiers sounding like a nice number. That for a day, before the Truck has to restock itself. Sounds about right, it means that a player plans missions for itself that take a (working) day.

50 soldiers is like 5,000 in resources. A Supply Truck only carries 1500. That is a third. Thus like a little less than 8 hours. No worries, we can simply add a second Supply Truck to these 50 soldiers. 0,1% of 5,000 is 5. 5 resources per 90 seconds sounds about right. We also need to consider advanced orders that will increase the upkeep.

So, 1500 supplies should be handed out? With 50 soldiers, the factor is like 50 transfers. The supply power should be around 30 then. Which is 50 rounds at max.

The Supply Truck at maximum would be empty in 75 minutes. That sounds like a nice number.

And in 75 minutes. A force can be supported that is worth 30 upkeep. 29,4 x 1,000 = 29,400. This is 294 men?

This feels satisfactional. If those men are not supported. Let's say 300 men. Then we have 2.4 damage per 90 seconds. It will take several minutes until soldiers start to die (and get eaten). Actually, I think it is like 4 hours or so before the first soldier bites the dust. Then, the resources of this soldier, (40%?), Is like 40 credits. And I dunno. I think we need a hunger bar or something. We will see.

X3M
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Hunger or default storage?

In a sense, a tummy can act as storage. Although, I don't think we will pull "carbons" out of there.
The same can be said about fuel.

While I set up a system for the ground forces. I also need to think of the air forces.
The latter uses up fuel.

I personally think that something like a hunger bar is better. And a well fed unit, can last for half a day or something.

Googling teaches me that a fighter jet can stay up for 2.5 to 4 hours. That sounds about right?

15 minutes is like 10 rounds.
We are talking about a hunger bar that can support the unit for 100 to 160 rounds.
And 100% is 1000 rounds.

So, the default hunger OR storage (and selfsupply) is 10% to 16%.

Let's say, I pick that 10%. Then each unit would "cost" 110% in the first 2.5 hours. And now I realize, that the upkeep that I have in mind is waaaaay to high. You pay the cost of an unit, each day? That is too much.

I cannot decide this by myself to be honest.
How many days should it cost to pay upkeep, equal to that of the cost of an unit?

I googled. The results are interesting.

10 days is a minimum. 10% a day.
The average seems to be 20 to 25 days. 4-5% a day.
It suggest no more than 50 days. Thus 2% a day.

7% perhaps? That would be like 98% in 2 weeks time.
0,007% per round? There are 960 rounds a day. 14.88 days.

142 riflemen will cost 1 resource per round. An army, costing 14,200. Will cost 955 resources per day.

***

Back tot the fighter jet.
15 minutes is like 10 rounds.
We are talking about a hunger bar that can support the unit for 100 to 160 rounds.
And 100% is 14286 rounds.

So, the default hunger OR storage (and selfsupply) is 0.7% to 1.12%.

With this logic. I could say that a rifleman can carry 1 resource. And this is depleted after 142 rounds. 142 rounds equals 3.5 hours. So, the default self supply storage (SSS) is 1%.

Still working with allround resources though. And I think that I should have the selfsupply set to twice the ammount. After 7 hours, a soldier will get hungry. Or is it really after just 3.5 hours?

More of this after my 1 week vacation.

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