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

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X3M
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I think it actually belongs in the playtesting.

First a bit of history. When I started working on my hobby for actually gaming. I never thought we would be playing the game. But we did. Those were fun sessions.

Now, after many years. Everyone got very busy. And the game nights were no more for some years now. I think it has been 3 years?

***

After all the years. I had the question again to have one of those game nights. But during the years, the material used is either of no use anymore. Or...gone.

And the rules. Some changed recently. And by a lot.

If we want a reboot, I should hurry and create something for playing. Something simple, yet fun.

Just 2 players
Clearly going one on one with the new rules. Might be boring. After all, a 1 on 1 requires base build. And I get the feeling the evening will not be that long. We are also going to play another game that is still waiting.

A co-op. That is what we are going to play. Several co-op missions.
And 1 faction, that is all I need to design.
Yes, we start from the bottom.

The Board
I have no proper boards anymore. All are gone, the printed ones, the borrowed ones. All that is left are some empty prints on my pc. Which, I still need to see to print.

I should re-create the boards, but after I have thought of some missions.

The Event Cards
Honestly, the rules changed so much. I could go through them and see which ones can still be used. The deck was self balancing. Some other event cards could use some adjustments. But I need to write on them. Or at least keep a list with the names and their real effects. Yes, that is the only way to re-use them all.

The Faction
1 Faction...
In matter of fact, I need to design the units in such a way. That we can play against the same faction as opponent. This in order to reduce my work. But also to address new mechanics. And to avoid the weirder rules that I thought of.

Don't get me wrong, I have thought of dozens of factions and what they are in a thematic way. I did not get to designing units. Because there would be over 300. And they are all only in name and numbers. There are no graphics.

So, I must design 1 faction. 1 unit at a time. And that 1 new unit each time, should get a function in the campaign. I don't need to design an unit with balance in mind. Since it is 1 faction.

This is what we get: Combat units, units with properties and thus are used less. The latter will be used more and more as there are more designs added.

The Campaign AND Board AND Faction
These 3 need to be designed together, in order to re-learn the game.
The map should accomidate a path of story and thus a path for movement.
The units will need to get new friends if the map shows any trouble.

X3M
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Projectiles, Missions

For these missions, we need a gamemaster as well. Since the AI needs to follow a script. The script will be kept simple. So that if buddy wants to be a gamemaster, this is no problem.

There might be some randomness in what the ai will do. Either way, in order to follow the script. The board will be needing coördinates.

The latest Projectile path rules

I forgot to mention, the board will be simple in such a way. That height is displayed. But no centre dots. And no graphics. Only colours to indicate the terrain. Light colours. Perhaps I display a number to show what portion of a hexagon is what kind of terrain. But I rather work with simple colours for now.

There are ridges too. But all of that doesn't matter much, compare to the most important rule:
Terrain influence.

If a hexagon is between 2 attackers, it might block projectiles. How to determine if a hexagon is in between? We used to use a rules or rope to see the path. That is history.

The projectiles may follow only one path.
The path of the projectile can go in 12 direction. Since it is a hexagon field.
Between 2 hexagons will take the average of the 2.
The projectiles pick the most direct path. Can make a 30 degree turn at some point. Then from the opposite side, a mirror path is used as well. The projectiles will form a zigzag patern. And all hexagons in between might have influence on the projectiles.

It is rare, but possible. That there are 2 paths to choose from. The player may pick the most optimal one. This might trigger that both sides pick a different path due to weapon attributes.

Sorry, I have no visuals. But let me ensure you, this way does not require helping tools. And is 100% "digital" and thus considered 100% fair.
It is just looking a bit weird and sometimes unlogical at the extremes.

Note
I didn't create the boards yet. It could go any way. These are just rough idea's for now.

Mission 1
Board segment...Will be just 1.

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

I am sure that most people understand most of these numbers, knowing it is a hexagon board.
But those who are new or need a recap:

Salvo will be the cost of action points if this unit fires. Most have a salvo of 1 by default. But it will be mentioned once it is 2 or more. Because then there also should be a mention of how the salvo looks like.

The sumsize is for internal cover. Meaning that this size is used to see if they can go into a transport or bunker. The normal size is used to see if they can take cover behind a special designed wall or shield or tank. By default, the sumsize is the same as size. Only support or meat units will have a larger sumsize. The logic??? Inside an object, you got 6 sides that are limited. Behind an object has plenty of room into 1 direction.

As for the armor and damage. In combat, these 2 are compared. The lowest number will be the actual damage multiplier. This means that 1 vs 36 remains 1. But 36 vs 1 becomes 1. I know it is counter intuitive, but you might as well read armor-tier.

As for accuracy, 5/6 is a d6, 5 or less remains a hit. After that, a damage roll will occur.

Still mission 1

We both start in the corners at the bottom. We both have 6 riflemen. The enemy is at the top. We can move through a thick forest (space 600), but not together. Behind the thick forest, we can move as one. Or stay in separate groups.

Enemy forces are also 2 groups of 6 riflemen. They are inside a dense forest (space 1200 and 1200). We need to work together. But not act as 1 group. If one has an action, then the ally has a reaction. The ai will return fire. The special rule here is that victims alternate between the 2 of us if we are 1 group. But the enemy will have bonus damage if we are one group. We need to remain separate here. Unless, we take 1 more distance. We get a bonus attack range. If this happens, the enemy will retreat. After the first group, the second group can be attacked.

There should be an high ground option. If firing from here, the ai will choose between return fire or retreat. Then we need to get down, but the enemy will have regrouped. See previous block.

There should be a forest (space 1200) option. If firing from here, the ai will return fire. The other group will be within attack range as well. They will be outnumbered though. But only 1 group can fire per turn. The ai will now divide the action points into 2x3=6. And can fire 4 times with 50% power here. The bonus is +50%. The penalty is 50% that 33% hits. Thus -33% on average. The total power will be 200%. While we have 1+2+4=7 each in terms of action points. We have not 4 but 6 attacks in total. And can even fire at the same time. But no bonus. And we do get a penalty of -33% as well. Our power seems to be 200% as well. And our only advantage is that our initial attack is slightly stronger than the ai.

I want to see if my buddy can recall the tricks through the rules.
1. We should act as if we are outnumbered for getting bonus damage. We still can fire together.
2. We should act as one big group for getting bonus attack range.

Either way, if we position ourselves right. We can choose between the 2.

Mission 2
We add a new map segment adjacent to the previous one.

We get 1 new unit:
Combat Tank, cost 600, size 600, (sumsize 600)
Movement 2, Attack range 2, (Salvo 1)
Armor 36, health 180
Damage 36, Projectiles 1, Accuracy 5/6

The units reset. But now we can choose what we want. Both of us can spend 1200 now.
We start in the same corners.
Either we get 2 tanks, 1 tank with 6 riflemen or 12 riflemen.
We need to make use of the fact that the units can block enemy units. They will try to get close for optimal fire. We need to keep our distance. Perhaps even take highground for that -1 attack range on the enemy. No matter what we do, one squad blocks, the other one does some wacky actions and keeps its distance.

The enemy will be having 3 groups.
In mission 1, we hade 2x600 vs 2x600. "Difficulty" 100%.
Now it is 2x1200 vs 3x1200. "Difficulty" 150%.

The groups are futher appart and will only act when we get within range. Thus mission 1 had 1200 in total vs 2x600 or 1x1200.
Mission 2 will be having 2400 in total vs 3x1200. While we have the upper hand at first. If we don't use strategy, the ai will win this. We need to make use of the RPS that comes through the tanks. We need at least 2 tanks together.

We can choose, one player gets 2 tanks while the other has 12 riflemen. Or we both get 1 tank and each 6 riflemen.

I let him decide. And the complex tactics are embedded within the action points. And the fact that a re-action can cost 0. Thus we can exhaust the action points of the ai here.

X3M
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More missions and units

Mission 3
Still debating if I introduce 4 new units. Or just 1 or 2.

Either way. 2 more map sections are added. 1 or both new sections are certainly going to contain water.

And the new unit should be at least an ATV with a transport ability over water and still holds a weapon. It might even be tanky.
It thus comes with at least 2 attributes. And is one heck of a challenge to design if we add a weapon and make it tanky.

Attribute; moving through a small water
This ATV will be able to move through water. And with through water, I really mean THROUGH water. It has to land on land after the movement. The default weight factor of 0 movement is 0.6. The landing is 0.2. If we apply more than 1 movement distance, we add 0.2 per distance. But if this movement can go through water, we add 0.3.

0.8 + 0.2 + 0.2 + 0.3 would allow it to move a distance of 4. But move only through 1 wide hexagon of water. Thus rivers. Not sea's. The total weight factor is 1.5 here. We could do a variant of 1.8 where the movement distance is 5. And through water is 2.

The body weight is by default 60 per armor value of 36. Thus 180 health is 5 times 36. Or the default weight is 5 times 60 is 300. With a 1.5 or 1.8 as factor. I can test some options.

Note: This factor is also used on the transport.

Attribute; transporting of organic units
The ATV will also be able to carry infantry. This is based on the sumsize. The infantry cannot shoot from the ATV. Thus the cargo weight factor here is 20%. We only allow organic + units. The cargo weight is now reduced to 5%. This means that if we allow a transport value of 1800. Thus 18 riflemen or 5 bazooka. Then the transport weight would be only 90.

But....we are transporting here. And the movement with attributes counts as a factor as well. I am not that well versed yet with calculating it all by head it seems.
And I didn't mention this in the topic about walls.
If the movement weight factor is either 1.5 or 1.8. The new weight for transport would be 135 or 162. Unless I figure that this rule needs a fix. I settle for that 135 for the time being. And allowing a transport, less than 1800 is also an option.

Why 1800 though? We will be getting a bazooka infantry later on. This one will cost 300, but has a sumsize of 360.
Either I redesign this one with a sumsize of 300 or 450 or even 600. Or accept the weird numbers.

Trivia:
Entering and Exiting a transport costs a movement action point. It can be combined with a retreat and assault.
The action point is for the group inside the transport. The transport itself has its own count of action points. In a sense, units inside a transport can shoot this way. But it costs 7 action points. Still allowed through the rules, but very costly. Let's see if my buddy can figure this out.

Not sure what the stats should be of this ATV.

A movement speed of 3 with the water attribute on movement only gives a weight factor of 0.6 + 0.3 x speed (=3) = 1.5.
The body is that of a tank, thus this weight factor is 300.
We get a total default of 450 so far. Or 90 per HP=A.
The other option gives 108 per HP=A.

We also want an anti infantry weapon. And the costs should be designed in such a way, that the unit counts as a normal one. Transport counts as a weapon. And the machine gun should be at least 50% of the "weapon" systems.

Instead of looking backwards. I should look forward. And see the options.

The design can be only normal. A tanky ATV like in the past will do me no good.
I try 4x36 for the health. With that weight of 1.8. The body is 432. With a 4:1 ratio, the true weight is now 360.
This leaves us with 90 for the weapon. And the meat factor is 1.2. We get 108.

A transport of 100 value, weights 9.
Take the beautifull number of 600. We have a weight of 54.
It would be nice to see if we can get chunks of 9 for the weapon as well.

A projectile basic weight is 50. At an attack distance of 4, this is x1.8. We have 90.
Per 1/6th accuracy, we have 15.
Per 1/5th accuracy, we have 18.
Per 1/30th accuracy, we have 3.
Don't worry, a combat tank can use assault and still harm this unit.
We got a lot of options opened up now.

Per 1/30th accuracy, we can add a 3 to the weapon weight.
Per 100 transport, we can add a 9 to the weapon weight.
The total should be 108.
Per Hp=A, we added 108, the total is 432.
432+108=540. This is the sumsize. The cost will be 540/1.2=450. A player can have a maximum of 8 of these.

54 for the weapon? 18/30 would be the accuracy. Or 3/5th...
Just 1 bullet. But, it has an equal ammount of transport, when looking at the weight factors.

Not sure if this is all correct. But with a cost of 450. And having 8 of these. 144 hit points per ATV.
1.6 riflemen can die against a full squad. And a full squad of riflemen can deal 50 damage.
4 riflemen per ATV... That sounds about an equal ammount, the ATV is NOT a combat unit.

I need to ponder on this.

X3M
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I found a solution, story time :)

When calculating, I should sometimes look into the weirder number.

ATV
Cost 600, size 600, (sumsize 720)
Movement 4 with 2 through water, Attack range 3, (Salvo 1)
Armor 36, health 216
Damage 1, Projectiles 2, Accuracy 4/5 x 4/5
Cargo is a value of 600 Organic Units

With a cargo of 600 (sumsize), it can transport infantry of the same value as itself. On being destroyed, the infantry can walk out. There is no chance on losses of the personal.

It can go through water. But not park in it. Thus a river of 2 hexagons wide can be crossed.

The ATV is a tanky unit that can take a decent beating. 20% more durable than a combat tank for the same price. The machine gun has an accuracy of 64% that can outrange riflemen and combat tanks. Although the damage compared to that of a rifleman is only 53% higher. It is more than enough to win in the long run against a whole squad of riflemen.

On average, 1 ATV can survive a full squad of riflemen for 4 attacks. In the time of 5 turns, it can deliver enough damage for killing 2 of them. There is even a 11% chance a kill can occur in the first turn.

With a maximum of 6 ATV. 7 Riflemen on average can be killed in 1 round. When comparing with 6 combat tanks, this would be 5 on average. The ATV is clearly not THE choice for dealing with infantry. But if a player needs to make a choice, the ATV is a better choice than a combat tank. With that 20% extra durability and 40% extra anti personel power, the effectivness is a bit more than 60% higher.

***

Perhaps renaming size and sumsize.
What about cover size and cargo size?

***

The first RPS right now is:
Riflemen = Combat Tanks > ATV > Riflemen

It is a very soft RPS in general. In fact, the riflemen might actually beat the combat tanks.
The combat tanks cannot catch up with the ATV, but if they do, the ATV will suffer greatly. And the ATV are slightly better than the riflemen.

Mission 3 needs another unit. One that can counter the RPS effect of combat tanks vs ATV.

***

While I said that the ATV is needed to get accros water. There is a path to the enemy barracks. The goal is destroy the barracks. The river crossing will give access to a higher ground. And the enemy will only be able to start returning fire once enough infantry are trained by them. It is a race against the clock. Not only that. But the movement speed of the ATV is 4. And the distance should be a bit shorter too, than the go around. It will be a mission that is a given.

***

4th unit.
The Bazooka
I would like to have it cost no more than 300.
But the cargo size will be bigger.
Either I make it a 1:4 or a 1:9 unit.
Meaning that the cost can be multiplied by 1.2 or 1.5.

With 300, the cargo size would be 360 or 450.
With 200, the cargo size would be 240 or 300.

The body and weapon value would be either;
300: 72+288 or 45+405.
200: 48+192 or 30+270.

If I pick the 30+270, then the movement speed has to be 2 for this bazooka. It is an option.
If I pick the 72+288, I got this design ready. But the cargo of the ATV goes to only 600. Meaning there is 240 room left.
If I pick the 45+405, I have no idea what would fit this description. The 45 is not allowed at all.
If I pick the 48+192, I can have another design. But the weapon will be much weaker than the 72+288 design. But, we then would get a cargo size of 240.

In a sense, I did say that I would be designing options at a certain time. Perhaps I should have this 48+192 version go alongside the other version.
240+360 = 600. It is a neat fit. And the 200 and 300 are also nice options.
Googling shows me that the RPG is a better version of the bazooka. In most games in terms of damage. I have an better idea. I have the attack range be the difference.

So, I design both!!

Bazooka
Cost 200, size 200, (sumsize 240)
Movement 1, Attack range 2, (Salvo 1)
Armor 1, health 6
Damage 36, Projectiles 1, Accuracy 4/5 x 4/5 x 5/6

RPG
Cost 300, size 300, (sumsize 360)
Movement 1, Attack range 4, (Salvo 1)
Armor 1, health 9
Damage 36, Projectiles 1, Accuracy 4/5 x 4/5 x 5/6

If we look at their difference. With a full squad. It is 18 vs 12.
The triangular numbers are 171 and 78.
The RPG is 50% more durable too, thus 78 becomes 117.
If it comes to damage, the Bazooka deals 46-50% more.
The RPG however can deal damage before any target can return fire. This in numbers, scores a 12. So, 117 becomes 129.

And if the 2 groups fight each other. The RPG can even shoot twice.
But with that low accuracy, the average damage would be 21 for those 2 turns.
The other group would loose no more than 3 Bazooka. And their number ends up with 15.
They too can still kill 3 RPG. It would be very close. But a 15 vs 12 > 12 vs 9. You can tell who will win this. The RPG can only get an extra advantage if they are located on a spot where the Bazooka need to walk around more. A +2 turns does wonders here. And they end up as equals.

When dealing with ATV. The RPG can fire any time.
The Bazooka have a 1 attack range disadvantage.
A full force of ATV can deal 12 damage. Enough to kill 2. The RPG are actually a better choice for this. No matter how you look at it.

What about micro managment?
1 ATV can carry 1 RPG. For 3600, we can have 4 couples.
As for actions. It is possible to keep a distance to an AI opponent. But you need to get out of the attack range of the RPG as well. The AI needs to get closer during a round, while wasting precious actions. And the player can then pack up and move further away, at the end of a round. Next round, unload and wait again.

As a player using Bazooka, the map is small. You can indeed start running. But you need to wait for the enemy to waste their turns. And only approach if the round is over. You need to move twice. The second move could be an assault with a +1 bonus range. This is very hard to pull. Because the other player might as well not unload at all.

It is an impasse thanks to the ATV.

X3M
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Mission 3 recap. What about mission 4?

Each mission allows the player to buy for 600 credits per mission number.

In mission 3, one of the players certainly should go for that ATV and use the high ground. I have yet to design the map and calculate the distance for the around trip.

With 1800 credits. The options are limited:
100 for a rifleman.
200 (240) for a bazooka.
300 (360) for a RPG.
600 for a combat tank.
600 for an ATV.

The portion with the ATV requires the RPG. This is a 100% certain victory. Because the goal are the Barracks.
Even the riflemen can target these from the high ground.
The player needs to choose, but the riflemen actually deal way more damage against the Barracks. But are also within attack range of the enemy, despite the high ground.
So, if the player decides to go for that ATV with either. Credits remain.
2 ATV + 2 RPG = 1800
1 ATV + 6 Riflemen = 1200. 600 to spare. The other 600 should go around. Although the ATV has an attack range of 3. Thus it could help from a safe spot.

In fact, 1 ATV deals a bit more than 2 damage per turn against a Barracks.
And 2 RPG deal a bit less than 2 damage per turn.
The 6 riflemen deal a bit more than 8 damage per turn.

The 6 riflemen can take 30 damage.
The 2 RPG can take 18 damage but are completely safe.
The ATV can take 216 damage and is somewhat safe.
I must design the location of the barrack in such a way, that the attack distance is 3. This means that a squad of Riflemen can only reach it if the target location is filled. The AI will have 1 more room to move in. And can return fire despite the 1 level high ground.

The room to fire from is only 600. So, the ATV can stand 1 spot further away. And cannot be reached anyway. Once the AI has to deal with this, it will start to move around too.

By the way, have I mentioned that the Combat Tanks have no use in this mission? In fact, the ATV is actually more usefull in direct combat at well.

***

Mission 4

Would simply be the 3 missions again. But then the players start with 2400 credits.
2 new units will help here too.

The medic and mechanic.
The original rules are outdated.

It is a different type of "projectile".
I call these the HRG-Projectiles or Heal/Repair/Generate projectiles.

HRG counts as an "attack" and as a "weapon". Thus it costs 1 AP when performed.
It is however allowed to be applied parralel to any other action the player does that round. And if the player is in turn and only applies this action. As a bonus, it can be used to spread over multiple regions.

The HRG comes in 3 flavours:
- Self inflicting HRG.
- Indirect HRG as a shield.
- Direct HRG as a shield.

Self inflicting HRG goes together with an attack. It can also be performed if there are no enemies nearby. The plusside is that attacking and having a self heal costs only 1 AP. Another plusside is that if this unit was already damaged, there might even be healing if the enemy misses. The downside would be that it cannot heal other targets.

Indirect HRG as a shield. Means that if the target gets damaged. The HRG can reduce the damage per damage roll. For this, an extra AP is spend.
If a medic can heal 3 hit points. It can reduce the damage of 3 projectiles. 1 becomes 0, and 4 becomes 3. So, 2x4 can still kill a 5 hp soldier. And the third healing projectile is not used. But, if the enemy deals 0 damage, the player could choose to heal by 1. If healing outside combat occurs, 3 projectiles are NOT overkill if there was an injury of only 1 or 2. This also counts for healing that remains once all damage has been allocated already.

The player has to allocate a good spread. Since there is no proper cover mechanic anymore. This indirect HRG can also be used for healing outside of combat. Once more, if this is the case, the healing can be spread over multiple regions (and thus units as well) as a bonus.

Direct HRG is THE shield. This time, it is slightly more expensive. It cannot heal. Only prevent damage. But it will not reduce the damage per damage roll. Instead, it will block all damage. In a matter of fact. The calculation is almost exactly that of giving cover as a wall. A shield could get an attack range. But instead of the supplier taking the hits. An illusionairy object takes its place with its own health if you will. This health is as if this effect is a heal.

I need to rework this in my personal manual to make it simpler to understand.

Mission 4?
With these 2 new units. 2400 can be spend. A player could decide to go mechanical only or infantry only. Then again, it would be a race against the clock. Having to fight through 12 rifleman again. Then the 3 squads that are composed of either 2 tanks, 12 riflemen or 1 tank with 6 riflemen. And meanwhile, that barracks keeps producing extra riflemen.

The mission 2 block can be easier now with the bazooka and RPG added. In fact, if enough room is created in a 12 riflemen squad. An ATV could cruise through it in order to reach the barrack faster.

There are a lot of strategies that a player can apply.

X3M
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Medic and Mechanic and Mechanic of the Medic

Medic, cost 150, size 150, (transport size 180)
Movement 3, Attack range 0, (Salvo 1)
Armor 1, health 3
Damage -1 on organic units only, Projectiles 8, Accuracy 100%

The transport size of 180 means that 2 of them take 360 room and a Bazooka could ride along. (I should design an unit with transport size 120.)

Enter;
Light Infantry, cost 120, size 120, (transport size 120)
Movement 2, Attack range 3, (Salvo 1)
Armor 1, health 6
Damage 1, Projectiles 1, Accuracy 4/5
It is just annoying

Medics
Designed as a support unit. If they are right behind an infantry squad. Chances are, they are not targetted. But... even if they are.
What effect do they have?
If we have 6 riflemen, we need 6 medics to give all of them 1 medic to be assigned. For the cost of 6 riflemen, we have only 4 medics.

But even so, if we have 1 medic per 1 rifleman. The healing is 8. This means that outside of combat, a rifleman can be completely healed. And a RPG down to 1 hit point can also be completely healed. It sounds like overkill. But there are 2 other rules. One, after combat, healing can be spread over multiple units, even multiple regions. Two, the healing does last slightly longer during combat.

What I mean is that if combat takes place. Each damage roll is not d6-2 but d6-3 instead.
And this only counts for the hits.
If the target is injured and the next damage roll is 0, it actually can heal for 1.

This all rarely happens. Why?
Damage rolls are sorted from low to high.

There are Event Cards that allow the attacker to sort the dice. Or the defender. The latter allows for 0 damage in total.

There is also the option for having the roll not to be sorted. There is even a new Event Card for this too.

In general, if units die and cannot be healed. The medic is rather useless. But if the healing can be stacked somehow, the medic is a sure way to counter all that damage.

The Cumulative rule comes in action here!
If you want to heal 1 damage immediately. It costs 1 medkit.
If you want to heal 2 damage immediately. It costs 3 medkits.
If you want to heal 3 damage immediately. It costs 6 medkits.

In a way, 4 damage would be 1 damage this way as well. Then, the next 2 projectiles can be healed for only 1 each.
Healing 2 damage would cost 3. This can be done twice, then 2 times 1 remain.
3 projectiles can still kill a rifleman this way. But, you need to roll really lucky. And rolling 3x4 damage having it result in only 1 kill is rather bad. Not to mention. If a rifleman has 2 medics assigned to it. There is another medkit ready to reduce that 4 damage to 1. And yes, we reduce the damage here. The rifleman does not die.

Mechanic, cost 200, size 200, (sumsize 300)
Movement 2, Attack range 0 and 1, (Salvo 1)
Armor 1, health 3
Damage -36 on mechanic units only, Projectiles 1 and 1, Accuracy 100%

I should mention, that -36 is actually the armor value. And thus, a mechanic unit with armor value of less than 36 will also get less repairs done.

The mechanic looks very cheap. But can keep tanks easily alive if they are dealing with simple weapons. During heated combat however, they aren't that usefull.

At an attack range of 1, they can repair only half.

You might have noticed that they cost the same as a bazooka. But their transport size is 300 instead of 240. This is due to the fact that they are an extreme support unit.

I kept the health the same. But movement is 1 less. They carry heavy tools if you will. Speaking of which. Multiple mechanics can work together for reducing damage as well. So, 3 mechanics would offer a total of 6 repair kits. Meaning that 3x36 can be prevented as well. You need 5 mechanics if you want to prevent 4x36.

questccg
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I haven't read everything but...

I gather your are now taking into consideration SIZE as a unit of measure which you categorize the area occupied by it. That's really neat! TBH in everything that I have read, this is the MOST promising idea because it allows units to work in TANDEM with other units. Like Riflemen and a SUV or Jeep, etc. etc.

I might have read it in THIS post EARLIER... But I think this is the FIRST time you talk about SIZE. And I LIKE IT! Hahaha.

Definitely adds another DIMENSION (LOL) to the game...

No but seriously I think it makes a LOT of sense. Both from a Design perspective to a player's perspective. Because it allows units to LINK with each other and that is an important synergy between units.

Anyhow... I think it's really clever!

Cheers @X3M!

X3M
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I still should design the maps

There is still so much I want to add. But with 4 missions. I think we are busy for the night.

Mission 5 and 6 would both add 2 portions to the map. Making a total of 8. Where in mission 6, we certainly would have a base ourselves.

By then, we need production facilities, resource managment, base defences (the ai should get them too).
I want to add vehicles too. I have 2 infantry in mind. 3 vehicles. And we still need that one tank that is anti infantry as well.

That one light infantry was only designed to accomondate the transport. We need more of these units too, that have a cost with a base of 20.

Let's see. Not sure how the designing will work out. But here are my wishes for the designs:

Grenadier
Should get an attack range of at most 1. It will be a fast infantry unit that is anti vehicle. The attack will have an explosive die.

Mortar Infantry
Should get the transform option. It will also be a fast infantry unit. But cannot move, once transformed. It will have the artillery ability. It needs a scout. And once more an explosive die.
I have no idea how much penalty cost this unit should get for the transformation. It does cost an extra action point. Perhaps consider the changes in terms of costs as well. And take 50% of this.

Assault Buggy
Will be a fast vehicle with anti infantry capabilities. Perhaps this one will have a cooldown of 1. Meaning it will be sniping infantry.

Missile Buggy
Will also be a fast vehicle, but with anti vehicle capabilities. The missiles can fly very far. The only counter is the inaccurate mortar infantry. Thus micro with action points is a must. Salvo of 2? And shooting missiles in the first AND second turn?

Rocket Launcher
Will be a slower vehicle, perhaps a bit more durable too. The rocket(s) can fly even further. The missile buggy will be a good counter through manouvering well. But to counter the rocket launcher, the grenadier (with some medics) might be the best option. Considering giving this unit a cooldown of maybe even 2 (16/37) or 3 (64/175). (Salvo would be 3 or 4)

Artillery
Will be the tank variant of the mortar infantry. Except, it cannot transform. But the projectile will be explosive. To an extend, it will be relatively effective against infantry too this way. Maybe I give this one a charge. But not sure how long.

We now have 2 short and 4 long range weapons. This is added to the other relative short range weapons. The RPG is more like a midrange weapon now. But I do have the feeling that most anti vehicle weapons do a lot with long range and bigger salvo's.

We need one more unit. The ATV isn't that well versed in dealing with infantry. And the Assault buggy immediately has plenty of counters. We need a tank that is anti infantry.

CATV
I am bad in names, you know that. The Combat-ATV is the same as the ATV. But it has less movement speed. Maaaaybe the crossing of water. No transport capabilities. And deals much more damage. It will be having a machine gun.

There are 2 more units that could see the day.
A sniper, with a specific weapon against organic units.
A....whatyamightcallit, vehicle-anti vehilce. Like a quad from Dune 2000. But if it is not attack range, it is speed that a mid tier of armor will hold. I believe I talked about this before.

And what about another type of mechanic that can fix vehicles too? Perhaps I should change the mechanic a bit. And have one of the 2 change from -36 to 2x -9.
I can have 4 variations of the mechanic. Kek.

I also need an engineer if we want to fix mechanical structures.

Base buildings?
Barracks (1); trains organic units
Factory (36); builds mechanic units
Resource node (9); gives resources every round
I don't feel for adding more here. All 3 tiers are covered.

Base defences?
A wall (1) that only blocks movement
A wall (9) that can give cover
A bunker (36) that can give internal cover

A guardian (1), immobile gun turret, very weak in durability.
A guard tower (9), similar to the assault buggy, but immobile.
A modular machine gun, which can be placed on that bunker instead of having infantry go in :)

A mortar pit (1), same as the mortar infantry. But cannot transform. Slightly better though, in all ways. Due to not being able to transform.
A missile turret (9), that can shoots 1 missile. This missile has the seeker ability. Thus you place it behind a forest. It has the best attack range. It also probably has a salvo of 2 or more. Depending on what works best.
A modular missile launcher.

Tank Trap Mine (1), It really is just a barrier. These mines are not the burried types. You can not get close though. The explosive is insanely strong. While they are useless due to being avoidable completely. They do help in protecting something like a cannon turret. And on usage, they dissappear.
A rocket turret (9), with a main purpose of damaging incomming combat tanks.
A cannon turret (36), classic!! Yes, classic counter, they are simply more durable than a combat tank.

3 types of walls, of which the bunker can double with one of the 2 modular weapons.
6 defences. And 1 mine that just sits there.

***

Now, I do want to spend time on the mine and its tactics.

1. The mine can be shot by anything that has a weapon.

2. The mine is truly a melee weapon. But a big force can be targetted at a distance of 1. The rule here is that sufficient mines need to take action. And overkill might occur due to spending more mines for that +1 attack range.

3. The mines used, could easily get a +50% damage boost. Since a player could decide to spend only a few instead.

4. Defences or units behind the mine field can be protected against shorter ranged units, see the 2nd line.

5. Combine with walls for immobility. Since destroying walls does give access to go through them. Having some mines in the vicinity will enforce the walls in their purpose. Take note, the mine field should be in a separate line of hexagons. Since this way, the player needs to use several types of weapons and blast 4 regions instead of the 3 regions with mines.

6. Spread out the mines. Having them being spread out might reduce your own mobility. But it will hold back the enemy too. And the enemy can attack only 1 region at a time. Just remember that spreading them out is a choice. They have less a chance to get that +1 attack range this way.

7. Do not combine mines with units. The mines are there as a waste of time. But you don't want to reduce the attack power of your own squads. See the 4th line.

8. Be a bastard like me. Have room between the mines in such a way that the enemy feels safe and moves closer. Then, move into your own minefield. So these little shitters get that +1 attack range. And voila, in the next turn you can use them as intended. But keep in mind, the action points of the mobile force is added to that specific region.

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questccg wrote:I gather your

questccg wrote:
I gather your are now taking into consideration SIZE as a unit of measure which you categorize the area occupied by it. That's really neat! TBH in everything that I have read, this is the MOST promising idea because it allows units to work in TANDEM with other units. Like Riflemen and a SUV or Jeep, etc. etc.

I might have read it in THIS post EARLIER... But I think this is the FIRST time you talk about SIZE. And I LIKE IT! Hahaha.

Definitely adds another DIMENSION (LOL) to the game...

No but seriously I think it makes a LOT of sense. Both from a Design perspective to a player's perspective. Because it allows units to LINK with each other and that is an important synergy between units.

Anyhow... I think it's really clever!

Cheers @X3M!

Been talking about size and space for years. It all started with those shitty looking hexagons I showed like a decade ago :D

I have this square root rule too. An unit designed to be 450. has a size of 200, and thus costs 675.
Often, I have my snipers this way too. 600, with a size of 150. Thus the cost is 1200.
Due to the action points, being spend on a region instead of units. All units in that region can take an action.

What you get is that having 4 times more units makes the action 4 times as effective. But you need to save up resources for this. Maybe I have this altered size for the sniper again.

But this time, the transport size will also be altered. If the sniper somehow has a size of 400, a cost of 400 and a transport size of 600. I could make it so that the cost is 800. The size is 100, and the transport size is 150.
Making use of all 3 statistics with different value's.
The ATV could then transport 4 snipers, worth 3200.
And once unloaded, together with the ATV, only fill 1000 space.

That said. I do have to discus with my cousin if he wants modular weapons with a different "transport" size as well.

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ATV mistake?

I might have made a mistake with the ATV design?

Modular weapons should not influenced by the transport attributes.

In fact, transport can appoint attributes.

Modular weapons can have any attribute, thus this is 2 or 4 times more expensive. A modular weapon should be as if it is a weapon.

Transporting units that have a body and thus attributes is different.

The ATV cannot carry a modular weapon of 600. But I should mention, it can carry a weapon worth 150. I need to calculate this to make certain.

But with this knowledge, I assigned the attributes of the ATV itself to the "attack range" of the transport.
That is wrong.
If a transport gets an attack range, it should apply to loading and unloading on a distance.

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X3M wrote: ATV Cost 600, size

X3M wrote:

ATV
Cost 600, size 600, (cargo size 720)
Movement 4 with 2 through water, Attack range 3, (Salvo 1)
Armor 36, health 216
Damage 1, Projectiles 2, Accuracy 4/5 x 4/5
Cargo is a value of 600 Organic Units

This is the old design.

The body weight is 1.2 x 300 x Speed
Speed is 0.6 + 0.3x2 + 0.2x2 = 1.6
The body weight is 576.
It is a 4:1 meat unit. Thus the final weight is 480.

The weapon weight in total is supposed to be 144.

It looks like I have assigned a weight of 64 to the weapon. Thus 80 remains for the transport.

Which translates to 600 IF I apply the movement attribute of the transport.

It actually makes sense. But then I have to calculate for a modular weapon.

Transport over types of terrain?
80/1.6=50 while 80 for the MW remains.
Transport cannot shoot?
Then 50×5=250 while 80 remains.
Attributes? Organic Units
250x4=1000 while 80 remains.
Attack range of the transport?
1000x0.6=600 while....80 remains.

So, a modular weapon of 80 is allowed...

All in all, I think I should allow that 1.6 attribute cost. Since you help what you carry.

Odd.... how did I get to 64 for the original weapon?
50 x 2 x (0.6+0.3×3) x4/5 ×4/5 = 96
I should double check my excel file!!!
Maybe I got different numbers there.

Anyway...

Modular Weapon:
Attachable Machine Gun
Cost 80, cargo size 80
Attack Range 2 (salvo 1)
Damage 1, Projectiles 2, Accuracy 4/5 x5/6

This reminds me.
Why allowing a modular weapon for just 1 unit?
Should not all units be able to get modular weapons?
That would be logical?
Don't forget, you pay double for it?

Here is the deal. If we get an unit with transport. If modular weapons are allowed, you get one in the storage with the unit.
If you want that machine gun, you get an ATV. Later on, a Jeep will also be able to get a modular weapon. Which is different. And the 2 could exchange.

When you build an ATV. You need one extra round or turn to attack the weapon.

That makes sense to me.

So, all I need to do is check the weapon for the ATV.

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Doing by head isn't always smart

I forgot what I agreed upon with myself.

X3M wrote:
As for the "attack range" of this "weapon". It should equal the movement speed of said unit/structure. And the attack range of the one taking cover still counts for combat.
So, there is actual transport taken into account.

Long story short. I did make a calculation mistake. But the original one is still correct.

I did a lot of testing and calculations. But I will try to refrain sharing these. Since it would be a complete mess and chaos. Based on a mistake, based on the assumption of another mistake.

The correct way to calculate transport is to use the weight factor from the movement speed of said transport.

Thus, the weight for a modular weapon that comes with the ATV will be 48.

Modular Weapon:
Attachable Machine Gun
Cargo size 48
Attack Range 3 (salvo 1)
Damage 1, Projectiles 1, Accuracy 4/5 x 4/5

I hope I did everything correct now.

***

... ehm....

I just realized that this modular weapon is exactly the same as the weapon the ATV already carries.
So, I guess I should have the transport of a value of 600 infantry units. Be modular too!!

I can allow players to decide on training the ATV. If they are going to be full transport without a weapon (1800). Or a full fledged tank with a level 3 machine gun.

But.... would this not make things over complicated again?

There is a limit to this rule. The "transport" is linked to the design. It can not be exchanged with other designs. Because the attributes of the bodies of those designs might change too.

Since modular weapons have not attributes themselves. They can still be exchanged.

The ATV comes with the option to have 0 to 3 times the cargo hold of 600 infantry. And 3 levels of the machine gun as modular weapon.

If you want another unit with modular weapons to have an exchange. You need to build both in order to get the modular weapons. The weapons can be stored at the factory. And can only be exchanged there for the cost of an action point.

Or, in the field, between the 2 units. It should cost an action point.

***

I can see the F-kening happen now.

My biggest concern now is the rule for having modular weapons in the first place.

Is it only allowed when transport is involved?
Would this not trigger my cousin to ask for all designs to have the cargo ability, then the designs would all get a modular weapon...

Not only that, but if it is possible to have a transport that can transport itself. Then we get a stack of units...
We can... If the ATV can transport mechanical units only. And uses 2 transport modules. It certainly can transport itself.
Thus we have a stack of 6 ATV. And there is room for a value of 3000 more.
Imagine if this is finetuned. And we do this with structures only. We would get 1 region to be infinitaly big.

***

Knowing my cousin. I have to think of better rules regarding this.

Any idea's?

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Researching my own research

I am reading through this ...
https://www.bgdf.com/node/24356

I did get to conclusions. And I thought that the result was well balanced. I reconfirmed some rules.

If we pick 600 for transporting organic units. At an movement attribute of 1.6. And a transport attribute of 0.25 x 0.2 = 0.05. We have a total factor of 0.08 on 600, which is 48.

For this 48. We don't divide by any of the factors for getting to the "cargo" for modular weapons indeed. Right?

Let's assume we had 600 for organic units. Then it would be only 150 for all units AND structures.
Now we look at the fact that a modular weapon wants to fire. This is a factor of 5. We remain with 30 points now.
That one particular movement attribute of 1.6 doesn't count. And once more, we get to 48.

No matter how I look at it. The 48 cargo for modular weapons that want to shoot, seems to be correct.

But by the looks of it. In that other topic. I paid for the modular weapons AND the cargo room.

A bunker costing 100 with cargo of 100. And either a rifleman costing 100 or a modular weapon costing 100. The total there is 200.

What does this mean?
The modular weapon for the ATV should be paid for.
Yikes!!

A ATV that has no cargo has the same weapon as an ATV that has only cargo. And the cargo in the form of modular weapons would add 144 to the cost. Making a total of 744 for the ATV with modular weapons. Yet you gain NOTHING.

X3M wrote:
Back to the drawing board

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X3M wrote:ATV Cost 600, size

X3M wrote:
ATV
Cost 600, size 600, (cargo size 720)
Movement 4 with 2 through water, Attack range 3, (Salvo 1)
Armor 36, health 216
Damage 1, Projectiles 2, Accuracy 4/5 x 4/5
Cargo is a value of 600 Organic Units

Will get a do-over.

I have 2 options.
Option 1. I add an replacement projectile. That is discarded once transport is filled.
Option 2. I add an replacement projectile. That is discarded once transport is filled.

Lol, yeah, but one of the 2 options has a different roll-set. And the other option is actually a complete weapon that simply has less projectiles. I see first if the latter is possible. So from a game point of view, it is easier.

X3M wrote:
ATV
Cost 600, size 600, (cargo size 720)
Movement 4 with 2 through water, Attack range 3, (Salvo 1)
Armor 36, health 216
Damage 1, Projectiles 4, Accuracy 4/5 x 4/5 x 4/5 x 5/6
Cargo is a value of 600 Organic Units for the exchange of 1 Projectile

And no, you cannot exchange twice or trice or whatever. The whole weapon set was only good for 3x 600 as transport.

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Assault units

Mission 5 was supposed to get a very important lesson on a specific action and attribute: Assault.

However, I am reading the rules I set up back then for the attribute. And I see loopholes and issue's.

For some reason, I already simplified the Assault in terms of penalty. But the movement speed and attack range was of great influence in the old days. And those rules....are also still in it. So, I am going to look for that topic and re-open it. Before I get my hands on the Assault Buggy (Movement will be 5, attack range 3). Which will be the very next most intensive micromanagment unit. And for good reasons!

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I did not get the time yet

Several things I want and need for later missions.

Mission 5: Assault attribute.
I need to re-establish still. Or scrap it and simply advice as action.

Mission 6: Concusive and Splash.
I re-read this topic. And in my designer manual.
I might have to re-establish the weight factors. But these are more a gamble and skill related. Yes....skill related. That means that the theoratical balance has a range.
For concussive, this is 100% or less in weight.
For explosive, for some reason I had 167% as weight. But this has to be lowered for certain. Both of the attributes are going to get synergy with the normal dice rolls.
A simulation is out of the question these days.
A calculation has to be approached slowly, and with a plan.

Perhaps open a new topic for each problem? Well, I could re-open older ones. I should do that.

Either way, concussive is for a sniper.
Splash would be for rockets.
Also, perhaps I should make sure to re-name splash. Since I got several mechanics with similar names. THAT, should be an entire topic on its own.

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Skipping the Assault Attribute

For now. I find it more important to have the damage dice being sorted out. Which can only be done at my home.

I have 4 different damage allocation mechanics in the game.

As for naming these damage allocations. Maybe you have suggestions.

We have: Normal, Concussive, Focussed and Splash

It always regards the damage. NOT the accuracy.

Normal:
Specific weapons also fall in this category.

You roll d6.
By default you subtract 2.
Specific weapons add or subtract a different number.

Sorting goes from low to high.
This is done for each damage tier as well.
Thus a 4 on tier 1 goes before a 1 on tier 4.

Weight 100%.

Efficiency:
It seems that these are especially bad against 1 and 2 health targets. The next dips would be 5, then 9 health.

Concussive:
You always apply 1 damage. You don't roll dice here.
You can assign these anywhere to any other damage die.

You are NOT allowed to apply bonus damage.

Weight 100%. (90% is still in debate)

Efficiency:
These are the best choice to deal with 1 health targets. This efficiency is compared to 36 normal dice. While maintaining the 100% weight factor.
On 1 health, 150% efficiency.
On 2 health, 86% efficiency.
On 5 health, 78% efficiency.
On X health, 60% efficiency.

If the weight factor is 90%. I get 40 concussive:
On 1 health, 167% efficiency.
On 2 health, 95% efficiency.
On 5 health, 89% efficiency.
On X health, 67% efficiency.

I talked about these before. It depends on how much synergy they have on if the weight is 100% or 90%.

Focussed:
Previously known as splash. But I think that would be the wrong name.

You roll like the normal dice.
You can assign these anywhere to any other damage die.
(The damage can be split up, is in debate)

Weight will be 120% or more. (Again in debate)
(If damage can be split up, the weight is 167% compared to concussive, if the latter is 90%, then focussed will be 150%)

Efficiency:
They do very well in combination with the normal dice. Not only can they get optimal synergy with normal dice. They act like normal dice when combined with concussive. And they can have internal synergy as well.

Splash:
The most complicated damage mechanic.
Not to confuse with explosives.

You roll like the normal dice.
You assign them AFTER the normal dice.
You assign them before the concussive and focussed dice.
The player is allowed to assign them as optimal as possible due to armor types.
Hits are applied in iterations; each possible target may and must, receive only 1 hit per iteration.
0 damage may also be assigned, but may be assigned to a dead target.
With each iteration the remaining damage is reduced by 1, then assigned once more.

Weight should be less than 100%. But testing is in order.

Efficiency:
With this mechanic, the weight is hard to calculate. But the splash acts as splash, just like in RTS. Overkill happens when there are not enough living targets. The more normal dice were used, the less effective splash can be.

Supposedly these are decent against a lot of low health targets. But the exact efficiency still needs to be tested.

***

There are many ways to look at these dice. The weight surely changes with bigger dice pools.

If I consider the dice pool of 12d6 with the factors of 1, 3, 9 and 27. Then we get to 120 projectiles.
Normal games have 36, 48 or 60 dice with riflemen.

I am going to balance on 36 dice with 100% accuracy.

Once I reached a conclusion on the weights. I will post them here.

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The weight factors

100% for normal.
90% for concussive due to having the option to get a possitive synergy with normal.
120% for focussed due to having synergy as well.

Concussive is good against 1 health.
Focussed is good against 5 health.

Splash is troublesome. I need advice on the mechanics.

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10 freeking weeks!!

Well, I was on vacation for almost 3 weeks. And I know that I wanted to fix the dice rolls in their weight before continuingthething.

In the mean time. I manage to finish "school". Thus 1 diploma is heading my way.

With reduced stress. I should continue this project. But, I am going to discard the plans for missions. I am going to design the one faction. And I am going to design in such a way that a co-op is possible.

Only units would be best as how we played years ago.
And only 1 big map, like in the old days.
A player spawn location. Probably a capital building or whatever.
A resource pile. Off or on the map.
A resource transfer to the player. Obviously off the map.
And perhaps a maximum of spawning allowed.

It would be like "the mother of all wargames". But then with city destruction instead of conquering. Perhaps like in the good old days. A building that resembles a city. And has a speciality in resource income, unit production or a mix in between.
Then again, if I make the "structures" smaller. I could specialize them anyway.

- Resource location. Needs a resource node in order to start giving resources to a player.

What do I need "at most", to add to the list of normal combat units?

- Resource node, auto income, no downtime.
- Refinery, resources are instantly converted to a certain limit. Destroy either a resource node or a refinery. And the income slows down. Resources are not given to the player, so these will not be reducted from the node if not processed at the refinery.
- Mobile resource node, like in KKnD. You move to a spot. It deploys. What is missing is the harvester in between.
- Barracks. Trains any biological unit.
- Factory. Builds any mechanical unit.
- Construction Yard. Builds any biological or mechanical structure. Ahem....a wooden fence would be a biological structure.

I need to reset my rules on training and building stuff. Based on attributes. I used to include the armor value's. But this is a no go to be honest. After all, most RTS games differentiate between unit/structure and biological/mechanical. And so does the damage values based on attributes. As for airial units or subterrain structures like mines. These certainly need yet another structure in the future.

For now, infantry and vehicles/tanks and any structure. The build speed is treated as a damage value. 2 or more attribute combinations means a choice. Thus the construction yard build speed has a weight factor of 1.5. Making it 33% slower instead. I think....
It does ask for Flamebased units to be added.
It does ask for other units with anti mechanical structure attributes. Or just anti mechanical attributes.

Next post should list the units once more, with their stats.
And as soon as one of the new units uses a new mechanic. I re-explain this mechanic as if it would be in a manual.

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Rewrting some rules too

X3M wrote:

- Resource node, auto income of resources.
- Refinery, auto conversion of resources into credits.
Lowest value avaiable of the 2 counts.
- Mobile resource node. Turns into a resource node.
- Barracks. Trains any biological unit.
- Factory. Builds any mechanical unit.
- Construction Yard. Builds any biological or mechanical structure.

Have been rewriting the personal rules on production facilities.

I copied the 4 page document into the weapons document. Keeping the original alive this way. And keeping paragraphs title's in which I point to the original document.

Certain paragraphs are removed this way.

First, I removed the rules on sets. It is for when there are over 100 designs avaiable to players. And I am designing only 1 faction at the moment.

Since by default, there are always 2 attributes combined. Adding 1 more, like for the construction yard. Simply means a 25% addition in weight. Or a 20% reduction on build points.

Movement and attack range on production facilities are rewritten for more clarity.

The new rules on calculating costs. Made me realize that I have less "fair" options for designing a resource facility.

I tried on the Barracks. Which has 100 BP, which results in a 150 weight value for the "weapon" side. And automatically has 150 weight value for the "body" side.

Due to the attack range and movement speed rules. The default factor is 1.0 for both. Not 0.6.

If a barracks costs 300, the most optimal BP will be 100. That is my goal. I cannot find round designs when jugling between "tanky" or "supportive" production facilities.
Almost everytime I need to round things.
The thing is. I wanted to have 2 versions. One to optimal train 100 riflemen. The other that other version of 120.
Now it is a requirement of 6 barracks to train 5 of the 120. And the cost would be 1800 in total. No worries. This is cool.

***

Once set with good rules for myself in the designing proces. The 3 production facilities will be good to go. I should then throw in the rules on resource managment. Which should be exactly the same. What this means is that you gather 33% per round at maxed out resource nodes and refineries. And you can produce 33% at either infantry, vehicles or buildings.
Well, the latter would be 80% of 33%, thus 26.7%.

The income at a 3600 game should be 1800.
Production would be 1200 for the barracks and the factory.
This means that I cannot exceed a cost of 1200 for 1 unit.

Only 960 for the construction yards. And I think that I need to add "attack range" to it too. Thus reducing the BP.
My options here are "Attack range" versus BP for a "full squad":
0 - 960
1 - 800
3 - 600
5 - 480

(I changed a bit in my excel calculator program in regards of range factors, this is separated from the attributes now)

I would like to have 3 construction yards being able to build 1. So I certainly need to look into the "supportive" versions here. So less health, more BP.

My other goal is to have the factory having a cost of 1800. Thus the first tier is 600 BP for mechanical units. So...

I should add some sort of HQ. That can also build in the same way. But moreso, it builds construction yards too. 1 at a time. The HQ is given to the player. Perhaps it generates some income by itself. But I rather not do this. Just have the players start with money. The HQ can certainly be a supportive type. Allowing the third armor tier only.

The total production of the construction yards and the 1 HQ should be at least 1800. Or exceed this.
With an attack range for both at 3. We have a total of only 1200. The HQ does have a bonus range of 1 all the time due to it filling the entire region. But I rather not.

So, "supportive" designs are required.
The 50-50 designs are for the HQ costing 3600 with 600 BP and the construction yards costing 600 each with only adding 100 BP.

TBC

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HQ

At default settings has a health of 1080 and armor of 36. This means that a full squad of combat tanks, with their accuracy. Deal a total of 300 damage per round. If set to destroy the HQ. They need 4 turns. Or a little over 1 round, for destroying this HQ.

I completely forgot to add defence structures etc. But there is another problem. The HQ fills in an entire region. And thus, the combat tanks get a bonus range. Not only that, if I make the HQ a more supportive design, the full squad of combat tanks clearly require less turns in destroying it.

Solutions?

1. I change the rule on the default movement speed being 1.0 into 0.6 again.
This will add 67% more health to begin with to all structures. Thus 25 instead of 15, 150 instead of 90, and of course 900 instead of 540 and 1800 instead of 1080.

The HQ will now need 6 turns or 2 full rounds, in order to be destroyed. Luckily the Combat Tank will be late tier. So, what is the build up? I will come back later on this as a test.

2. I add 2 more units. An Engineer that can only construct. And a MCV that is similar to the construction vehicles as seen in Generals. The Engineer and MCV are mobile. And thus can keep their 0 attack range. Still, the movement speed is also added to the attack range. So, I am thinking of a movement of only 1 for both. The extra bonus to this is that in theory, they may build resource nodes in the field.

I got a lot now....but....
Trying to get the Engineer to be a support builder. It is complicated.

X3M
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New designs?

All of the following designs have:
Produces Biological and Mechanical Structures.
2nd option for getting RN in the field.

I also removed the Salvo, Projectiles and Accuracy.

Engineer [balanced version]
cost 120, size 120, (sumsize 120)
Movement 3, Build range 0
Armor 1, health 5
Build Points 20
Full squad build points 600

Engineer [support x3 version]
cost 400, size 400, (sumsize 600)
Movement 3, Build range 0
Armor 1, health 5
Build Points 180
Full squad build points 1620

MCV [balanced version]
cost 600, size 600, (sumsize 600)
Movement 3, Build range 0
Armor 9, health 75 (8.3)
Build Points 100
Full squad build points 600

MCV [support x2 version]
cost 600, size 600, (sumsize 720)
Movement 3, Build range 0
Armor 9, health 36 (4)
Build Points 192
Full squad build points 1152

CY [balanced version]
cost 600, size 600, (sumsize 600)
Movement 0, Build range 3
Armor 9, health 150 (16.7)
Build Points 100
Full squad build points 600

CY [support x3 version]
cost 600, size 600, (sumsize 900)
Movement 0, Build range 3
Armor 9, health 45 (5)
Build Points 270
Full squad build points 1620

HQ [balanced version]
cost 3600, size 3600, (sumsize 3600)
Movement 0, Build range 3
Armor 36, health 1800 (200, 50)
Build Points 600
Full squad build points 600

HQ [support x2 version]
cost 3600, size 3600, (sumsize 4320)
Movement 0, Build range 3
Armor 36, health 864 (96, 24)
Build Points 1152
Full squad build points 1152

HQ [support x3 version]
cost 3600, size 3600, (sumsize 5400)
Movement 0, Build range 3
Armor 36, health 540 (60, 15)
Build Points 1620
Full squad build points 1620

What are your oppinion on the designs?

I rather keep nice round numbers. But the HQ feels so weak. And having a support type of building seems rather wrong. They can die very fast. So, I certainly need to add walls that can protect the CY.

As for the MCV, I don't know if these have use to a player. They are like the Engineer, but 1 Engineer can enter an ATV. Thus gaining even more mobility. And the MCV comes in very late. The Factory costing 1800 will need 1800 BP in total from all the production facilities.

I will ponder on the options for a bit.

When looking at the costs and the BP of the CY and the HQ.
HQ B can build 1.
HQ S2 can build 1...
HQ S3 can build 2...
While the S2 and S3 can build more overall. They lack optimalisation.

The Engineer can provide 180 BP.
This means that 1152 + 180 > 1200
and 1152 + 4x180 > 1800
Or
1620 + 180 = 1800.
Perfect...

As for protecting the HQ. Once walls get out with the cover mechanic. It doesn't matter much where these walls are placed. As long as they are adjacent to the HQ region. They can offer protection. It is just.... the protection needs to be more than the size. Thus the walls should get a lot of cover points. And I suspect I need to enlargen walls in such a way that they become cheaper.

I feel strange in this progress.
I design with a goal in mind that can only be done after the previous design is done.

As for the things I would like to choose to be in the game?
I feel like having the S3 HQ would be good as well.

If I choose the B HQ. I can build 1 CY at the end of each round.
If this CY is the B version. My total BP grows with only +100 per round:
BP in round 1 is 600.
+ 1 CY.
BP in round 2 is 700. 1 CY.
+ 1 CY.
BP in round 3 is 800. 2 CY.
+ 1 CY.
BP in round 4 is 900. 3 CY.
+ 1 CY. +1 Bs.
BP in round 5 is 1000 and 100. 4 CY. 1 Bs.
+ 1 CY. +1 Bs.
BP in round 6 is 1100 and 200. 5 CY. 2 Bs.
+ 1 CY. +1 Bs.
BP in round 7 is 1200 and 300. 6 CY. 3 Bs.
+4 Bs.
BP in round 8 is 1200 and 700. 6 CY. 7 Bs.
I guess, now we do a +4 Bs and + 1 E.
BP in round 9 is 1380 and 700. 6 CY. 7 Bs. 1 E.

Only after 7 rounds, I would be able to place 2 more CY. But... I would have reached the maximum of 1200 BP. And you need to add other things now. Perhaps start with Barracks at round 4. But that is too late.

There is only 1 version of the Engineer. An Engineer adds 180 BP. But you need 2 rounds in order to get 4 Barracks.
Then having at least +600. You will be needing 4 more rounds. This starts in round 3. So, you end up at 7 rounds.
However, in the mean time, you keep adding Engineers as well.
And also more Barracks. Once summoned, they cannot do anything yet.
BP in round 1 is 600.
+2 Bs.
BP in round 2 is 600 and 200. 2 Bs.
+2 Bs.
BP in round 3 is 600 and 400. 4 Bs.
+2 Bs. +1 E.
BP in round 4 is 780 and 600. 6 Bs. 1 E.
+2 Bs. +1 E.
BP in round 5 is 960 and 800. 8 Bs. 2 E.
+3 Bs. +2 E.
BP in round 6 is 1320 and 1100. 11 Bs. 4 E.
+1 Bs (limit reached). + 2 E. + 1 CY
BP in round 7 is 1780 and 1200. 12 Bs. 6 E. 1 CY.
+ 3 E. + 2 CY.
BP in round 8 is 2520 and 1200. 12 Bs. 9 E. 3 CY.
+ 3 CY (limit reached).
BP in round 9 is 2820 and 1200. 12 Bs. 9 E. 6 CY.

This method is more than twice as effective. I simply don't like the fact that it takes 9 rounds. And the costs?
12 Bs = 3600. 9 E = 3600. 6 CY = 3600.
A Refinery will cost 1200. And each resource node is 300.
Engineers can build these for you. If you have at least 2 of them. So, in round 6, you head out with 4 Engineers to 2 resource spots. And in the mean time you build 1 Refinery in the base? No, that refinery costs 1200. And thus, you need to build it with the Engineers. Thus, in round 5, they finally head out. While in the base, you can get 5 more Engineers and get a CY. Which also grants you more than 1800 BP in the base. This for that Factory.
In round 6, the first tank could roll out. But the opponent can have walls by the time it arrives. And also lots of RPG and Bazooka infantry.

If I pick all the support types. The total BP can be 6012.
If I pick the lowest types. The total BP will only be 3420.
With almost half of it comming from Engineers though.
Should I see for a balanced version? Yeah, I added it to the top now. And I picked the cheapest doable version.
The total BP would now be only 2400.

What I should do is find a way to increase the BP to at least 3600. Without the HQ. And thus being able to rebuild this thing as well. You know...Just in case :D

X3M
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Reconsideration then Rebuild options?

Time to look from another perspective. Which could make more sense to the readers.

But before that
I am pondering about the fact that my buildings are weak in the first place. And perhaps I should change the whole calculation for production facilities. Also, how I calculate things. Perhaps I should revert to a better way, such that my weapon attributes don't have these weird factors for production and resource managment. I did this halfway now, during writing this post.

As for the other half. I need to have some good logic to it if I want to increase it. Right now, a 50-50 design has only 3 times more health than the basic unit it can produce. And this can easily be overcome in 3 rounds. Once the 0.6 is applied. It has 5 times more health. 5 rounds? Well, it is still an illusion. Because a production facility is 3 times as expensive too. Thus a building is only 167% durable compared to the 3 units it produced. And the weapon from these 3 units? Well, they are designed in such a way, that the H/D ratio is 3. And you can fire 3 to 7 times per round.
A bit of a lucky roll in 1 round. And the production facility is gone. This "F" moment is way to fast.

Perhaps I should change BP into a "body" property. Thus making the factor 6. And BP takes half. Thus resulting in a factor 3 only.

And the...Reavers building Scarabs should get a storage system or something. But then again. this would be getting very complicated. And I should set up rules for it all AFTER I finish my decision making. The decision making will show me a result. And thus give me a feeling of how much I need to change the rules.

This includes adding the walls. But the decision is solely on the health of production facilities.

I designed 4 different objects for building a base

HQ
Mechanical Structure
Cost 3600, max of 1 allowed
Armor tier is 3rd
3 BP options: 600, 1152, 1620

CY
Mechanical Structure
Cost 600, max of 6 allowed
Armor tier is 2nd
2 BP options: 100, ---, 270

Engineer
Biological Unit
Cost 120 or 400, max of 30 or 9 allowed
Armor tier is 1st
2 BP options: 20, ---, 180

MCV
Mechanical Unit
Cost 600, max of 6 allowed
Armor tier is 2nd
2 BP options: 100, 192, ---

Story time

As you can see, I had often a 2 or even 3 options.
The normal designs are the 1st option. The 2nd option always has a total of 1152. Which isn't that handy. And the 3rd options is considered to be the maxed out option with a round number. The total here is always 1620.

Choosing the Engineer

For the Engineer I had a very cheap option. Where you pay only 120 per Engineer. You can transport 5 of them in the ATV. And their total BP per ATV would then be only 120. In a sense, this is shit. If we switch to only 1 Engineer of 400, the sumsize is 600. And this one too fits in the ATV. But this time, the BP is even 180. It is simply very weak in durability. But THE option for building somewhere else on the map.

--> The Engineer with 180 BP is in!

I decided that I am not going to pick any "2nd" option, if avaiable.

Choosing the HQ

As for the HQ. I should add walls. But the most balanced option providing only 600 BP is more than enough to get started. It is just that getting a refinery is slow. And it seems like the build up is close to that of KKnD. Thus, I have 2 solutions here:

1. I pick the one with 1620 BP. And a valid strategy is placing walls that provide cover asap. But a Refinery can now be the first choice. A Refinery is going to cost only 1200. Then, depending on the map layout. A player can choose to build a CY or 2. Or sufficient Barracks.
The 2 CY can easily build any Resource Node in the vicinity. If 1 is located within a distance of 7. It can be done this way. If the distance is 8 or more. You need a mobile construction unit. The Engineer would be able to do this asap. And only 2 are Needed per Resource Node.

2. I stick with the one with 600 BP. And the only valid strategy is getting CY. For the Resource Node, it has to be withing 7 spots. As for getting the Refinery. 1 HQ can get 3 CY in 3 rounds. The 4th round, we can add 2 more CY. In the 5th round, this is completed and the 6th round would show the first Refinery.

Undecided yet.

Choosing the CY

Either 100 or 270 per CY.
While the Engineer is weak. It can be protected easily by the ATV as well. You can add only 6 to the 6 ATV. 3 remain unprotected though.

The CY cannot move either. So, walls are certainly needed here. No matter what version I pick. Personally, the 100 feels little.

If I pick the HQ with 600. I can build 1. It adds either 100 or 270, making the total 700 or 870. Both are not that usefull. But the 870 can build any defence costing 720.

If I pick the HQ with 1620. I can build 2. It then adds either 200 or 540, making the total 1820 or 2160. Both options can now build a Factory costing 1800. And that 2160 can make 3x720.

Undecided yet.

(not really) Choosing the MCV

Well....the only option here is that of +100 BP. Since I decided against the weird +192 BP. And it is a late tier unit.

--> The MCV with 100 BP is in...

Rebuilding?

Assuming we don't have a HQ. But we do have sufficient Barracks.
We start by training Engineers. The total can be 1620 now.
We cannot get a Factory yet with the Engineers. But 4 Engineers can start building CY. Once the CY are added, not caring which version. We can get a Factory at some point. The MCV that come from this one will add a total of 600.

1620+600=2220. We are 1380 short.
We can only get this last portion from the CY if the CY version is the +270 BP.

--> The CY with 270 BP is in!

It looks like that Engineers will save the day. We need at least 2 of them. And eventually everything can be rebuild.
It does mean that we need a maximum of the 3 builders.
1620+600+1620=3840. Just 240 over the required 3600.

And then adding a sad little ammount of 600 just doesn't sound right to me. So...

--> The HQ with 1620 BP is in!

Time for other plans.

***

Plan B
Having higher costs for a faster production? If we have only 100 BP. But want to produce 101 or more in worth. We pay a cumulative cost.
150 costs 200.
200 costs 300.
250 costs 450.
300 costs 600. etc.

I will put this in my rules. Just to make that portion easier. The cost of an HQ with only 1800 BP would be 5400.
And with only the 180 BP of 1 Engineer, it would be 37800...yikes! But...it is a possibility since we don't limit storage.

Plan C would be that 1 Engineer would get credits assigned to it every round. These credits are lost. But eventually will place the building in mind. It will still be announced to the other players at the start of each round. And a change of mind is not allowed after the first one. This way, 1 Engineer can take 20 rounds for building the HQ in that spot where it stands. The downside will be, if the Engineer gets killed, the credits are lost. I will add this rule too. It makes sense to me.

X3M
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Reconsideration plan A

Perhaps it is time to put the BP into the Body stats instead.
It takes away 50%. And then gives 33% BP compared to the total costs.
The concequence is that a design will get 3 times more health.

As for how BP works. I guess I could keep the Weapon system. And calculate accordingly. Simply having a 1/3rd attribute added to the body side. Thus the health is x3.

It offers a problem when a production facility is having a normal weapon. I do have to calculate this manually.

Here are the results, and new strategies:

Engineer [support x3 version]
cost 400, size 400, (sumsize 600)
Movement 3, Build range 0
Armor 1, health 15
Build Points 180
Full squad build points 1620

As said before, a strategy is to get to some resources with the help of ATV. Even over water.

MCV [balanced version]
cost 600, size 600, (sumsize 600)
Movement 3, Build range 0
Armor 9, health 225 (25)
Build Points 100
Full squad build points 600

The strategy here is...look how tanky this one has become. You need a lot of tier 2 weapons already in order to kill it. 25 hits instead of the normal 5 hits. Although, the relative costs is twice as normal. So, lets say 12.5 hits. Relatively speaking, it takes 2.5 turns instead of 1 turn. And 2.5 turns is thus 3 turns. Meaning that these units cannot fight other targets. And the MCV can build defences on the spot. Even perhaps a wall, if this one is designed right.

CY [support x3 version]
cost 600, size 600, (sumsize 900)
Movement 0, Build range 3
Armor 9, health 135 (15)
Build Points 270
Full squad build points 1620

Expanding the range of base building by base buildings by 3. That's it.

HQ [support x3 version]
cost 3600, size 3600, (sumsize 5400)
Movement 0, Build range 3
Armor 36, health 1620 (180, 45)
Build Points 1620
Full squad build points 1620

45 shots hits required.
This requires 27 dice with an average damage roll.
The combat tanks have a 5/6th accuracy. Thus the number of shots 1 has to do is 32.4, or 33 if you want to be nitpicking.
We can have 6 at most, leaving us with 5.4 turns.
This is 2 rounds.
Yikes....it looks like the MCV is way more durable. Despite it being smaller.
Perhaps I need to consider the death rate of these combat tanks as well.
If there are 6 combat tanks defending.
In 1 turn, they can destroy 1.67 combat tanks on average.
So while the attackers target the HQ. They do die off.

6 or 6 shots
4.3 or 5 shots
2.7 or 3 shots
1 or 1 shot
A total of 15...which is less than half that of 33. Succes!!!!

X3M
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Reconsideration plan B, all plans have mistakes in them too

I did make one huge mistake on purpose with plan A.

Where I simply multiplied the health by 3. The BP was still calculated as weapon. This means that all the support (and meat if they existed) are not calculated correctly.

Putting the BP into the body for the calculation means that the root factor is not included anymore. Well....
The calculation for BP should be multiplied by....3 as well.

But this means that for example a Barracks has not 100 BP, but 300 BP instead. It can produce 3 riflemen in 1 round.

And that 1620? It will turn into 4860 instead. There is no need to get the HQ being the support now.

Here are all the balanced options agian:

Engineer [balanced version]
cost 120, size 120, (sumsize 120)
Movement 3, Build range 0
Armor 1, health 15
Build Points 60
Full squad build points 1800

Well....no need for the 400 version anymore. A squad of 5 that fit in an ATV. Can build a Barracks somewhere now.

MCV [balanced version]
cost 600, size 600, (sumsize 600)
Movement 3, Build range 0
Armor 9, health 225 (25)
Build Points 300
Full squad build points 1800

Like wise, durable. And can build a Barracks somewhere. In fact, it can build a Resource Node as well. In fact... the Engineer are less clumsy now. Only 1 ATV is required.

CY [balanced version]
cost 600, size 600, (sumsize 600)
Movement 0, Build range 3
Armor 9, health 450 (50)
Build Points 300
Full squad build points 1800

Hmmm....it starts to look more simple too.

HQ [balanced version]
cost 3600, size 3600, (sumsize 3600)
Movement 0, Build range 3
Armor 36, health 5400 (600, 150)
Build Points 1800
Full squad build points 1800

Ok, so a HQ can build a Factory right away. Or a Refinery and a CY or 2 Barracks. 1800 is more than 1620. And it is a nice round number. Perhaps I should consider this. Thus the BP being half that of the cost, instead of one third....

I just realized that the health should not even be x3, but x6 instead. And to be fair. The BP really should be only one third of the costs.

I have a lot of trouble here. And should go back to the whiteboard.

X3M
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Combining the good parts? What parts are good anyway?

I need to set up what I want for my production facilities:

1. The durability should be high. Preferably close to the ratio of simply placing an object somewhere. This is x6. But x3 for the durability compared to what it represents is good too.

2. The BP should be equal to that of "shooting 3 times in a round on a balanced unit". If this is the case. The BP should even be equal to that of the costs of said production facility. While I prefer having a 1/3 or at most 1/2 ratio in this.

3. The BP should be part of the Weapons calculation. In order to allow fair versions.

A. I certainly will add the option for allowing cumulative costs. With enough credits, everything is possible.

B. I certainly will add the option for gathering credits on the production facility. It adds a sense of time. And provides a weakness that can be strategised on.

***

One

Ok, what happens if I don't look at BP in the first place.
A structure without a weapon has 6 times more health.

Let's consider the barracks first. The goal is having a cost of 300 for it. This means 3x the 5 health a rifleman has.
Another factor is 0.6 since it cannot move around. 5/3 x 15 = 25.
However, since there is this root factor. Solely a body system without weapons would multiply the health by 6. We are now at 150.

If we target this by the basic rifleman. We can use 3.
150/3=50.
The accuracy is now also applied.
50/ (5/6)=60.
Riflemen can shoot 3 times per round.
60/3=20.

This means, 3 riflemen need 20 rounds per barracks.
And we didn't include the fact that a full body is also x2 because there are no resources in the weapon. Or else, it would have been 300 health and 40 rounds.

This is too much. Clearly I need to discard the x6 now.
This happens automatically when we add BP as a weapon to the calculations.

We are left with 25 health.
This means 3.33 rounds or 10 turns are needed for 3 riflemen, in order to destroy 1 barracks.
This is acceptable.

Assuming we use this logic. What is the durability of the HQ against 6 combat tanks?

We have 1800 health, the damage is 36 per hit. So, we have 50 shots. Again the accuracy of 5/6 means we need 60 rolls.
60 by 6 tanks is 10 turns.

And a decent dying squad of combat tanks would only apply 15 on the 60 rolls. Thus 25%. Well.... I think this is the goal I had in mind. So, the "supportive" versions should be a choice by the player. And the counter effect can only be the walls that provide cover. Thus, we need to keep this way of calculating things on the Body side. And thus point Three is included here as well.

Two

If we consider the destruction of an unit. It takes on average 3 turns. Not 3 rounds.
3 turns is like 1 round.

And production of the same "object" should be 1 round as well in terms of "damage".

What is the best logic here?

If the object that is being destroyed was only body. And we don't include the root factor. We would be needing 2 rounds. And thus, we should need 2 rounds for production as well.

So, 300 cost for a facility would mean 150 BP. And this BP is at an "attack range" of 2. (I double checked, I have this applied in my calculations, including that the addition is only +0.2)

For the normal production facilities. 50% is too much imho. But 33% is just right.
The other production facilities for producing 3 attributes instead of 2. Would provide 40%. And if we follow the 33%, it is 26.7% there. At 40%, we have 1440 for the HQ.
At 26.7% we obviously have 960 BP. And applying a 3 attack range would mean: 25% or 16.7% in comparisson.

25% isn't that bad to be honest. And perhaps we should allow the Barracks to have some "attack range" as well?

I am stuck on this part for now. But I don't have to look at A and B. Because if I add these, both solve the low production rate of my HQ and other stuff. And having a support version is now optional.

How do I make this division of 1.5 explanable or logical?

X3M
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ehm...?

1 attribute? 100%.
2 attributes? 150%.
3 attributes? 200%.

This way I can explain the factor of 1.5.
But the factor from 2 to 3 would now have +33% instead of +25%.

It is a way. But we do have the issue with production facilities being able to produce only 1 attribute. Which means either biological or mechanical or unit or structure.

And these designs can be produced by other production facilities by logic. For example, if a scarab can be build. Like for example this being an unit without hp. Then it would be able to be build by barracks and factories as well.

This is where sets should come in...and for a reboot game. I shouldn't bother yet.

As soon as something like a Scarab comes in. We will start using the sets mechanic. Thus from the default of 5. We can differentiate in this with a minimum of 1. And attributes are then combined with other properties. Of which, the weapons that are a 1 time use. Will have the tier of 0.

As for other objects. As soon as they have a body. They will have use for the 2x2 basic attributes. An attribute is really linked to a body. And a weapon being a weapon is without attributes. The attribute of the object producing these weapons would be that it produces that particular weapon.

That would be all.

X3M
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As said before. For now we

As said before. For now we don't use sets for the structures. If I would, we would be having differences in the costs as well.

Good to know that a plan A and B are ready for production as well.

But here is a thought. We need "storage" of things. Perhaps it would be interesting to set a default of this as well, compared to the cost of a building. And the storage is added as default if a production is present.

While production has a certain "speed" due to range and other effects. The storage can be linked to the total value.

If production is 1/3 of the total cost.
And resource managment is 1/2 of the total cost.
Then... lets look at existong RTS games.

Most don't have a storage system. But some do.
Some have it directly on the field. Some have it piled up together.

C&C td has it in the field, divided. Aside from a feature, it can be taken over as well.
If we copy this, the total storage would be tracked. And resources can pile up here. Not on the field.

Resources can then be placed on the production facilities until they reach an ammount, like suggested in plan B.

Since they are chips, this is done before the combat phase.

This way, resources are reduced on the big pile.

If I allow structures to be taken over. Production will also give stored credits.
But a resource storage of the big pile, only that, what is too much.

Storage for both resources, credits and production...
Thinking about having the root factor times the cost.
This means that most production facilities have 1, 1.2 or 1.5 as factor. A silo has 6.

The resource node and refinery have 1.

In the future, when the rule is applied of having to transport the resources from a pool to the refinery. The movement speed of a harvester will reduce the cargo. But so will the range.

Just like how production facilities have a default range of 2 due to start and placement added to the production.

X3M
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No time again.

Due to the things going on at work.
But also the last one having something GOOD going on in his private life.
I have decided to put this project in the fridge again.

I often try to do this project. But, due to the little time I have. It often crawls only 1 or 2 steps.

Perhaps I should not have done the full fledged version at all. And really keep it to the few units I had in mind.

A couple of co-op with units designed in such a way. That each player has fun. The AI would simply sit in their spot. And the players attack.

An AI that moves out and counter attacks is already hard. Without it making a stack of mistakes.

So, perhaps I should think of those rules instead. And anyone can copy them for their game.

X3M
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The AI must have squads.

The ammount doesn't matter. But each squad moves as one. Each squad gets a number.

1. You roll a d6 to determine which squad will take an action.
Once a squad is removed from the map. The corresponding numbers move forward. If a squad is targetted by a player. The roll will be a yes/no question first. In order to determine if the squad that is being "attacked" will take a re-action. Or that another squad will do something.

2. You roll a d6 to determine the action.
Move/Attack/Move+Attack
If there are not enough AP left for this AI, you roll a d6 on the move+attack in order to determine if it is only a move or attack. If the AP is still not sufficient for any action here. The AP is simply lost. But if it is a re-action, the AP is simply NOT lost.

3. You roll a d6 to determine the direction. This is the start of the "clock" in regards of attacks. You see what squad of the player is aimed at, and you go clockwise (or counter clockwise with help of a d6 roll) If an attack would not connect, it will be a move instead. However, if an attack will not connect due to the action being a move+attack. Then the move is done afterwards. Or follows the attack patern.

If the squad doesn't fit or can't attack. It tries to get as close as possible to a convenient target.
In case of chokepoints. If possible, the squad pays extra AP in order to get through these chokepoints.

Final note: a squad will always target as optimal as possible. With 2 players against the AI. 1 of the players will make sure the AI will fight properly. Because the 2 players, while being allies. Will still see who is the better one (or more lucky one)

X3M
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Difficult at work

I cannot do much at work. Which is logical.

Still I think of this game every day now.

While planning to have a simple match in destroying my AI enemies. I do wish for some defense structures.
Reason would be that some long ranged units are required.
And then, the AI should get some very fast units to react to the long ranged fire.

But then, there is hardly a choice?
-Player selects some normal units.
-AI gets defenses.
-Player selects some long ranged units.
-AI gets fast units.
-Player already has normal units, simply get more.
-AI still could get more defenses, but long ranged defenses are also an option. Behind some walls that provide cover.
-Now the player should get fast units and make use of certain Event cards.

In a sense, we got 2 camps. The player or attacker. And the AI or defender.
The attacker has only units. Unless I allow conatruction. And the units have normal speeds, while an arms race in terms of attack range is happening. Eventually getting some faster units too since these are a better option with the longest of attack ranges.
The AI on the other hand, will get the faster units in an earlier stage. The AI is more of a camping faction with fast hit n run units.

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