Poll

Would you be able to join/help in a RP?

I can Help and join
1 (11.1%)
I can Help
1 (11.1%)
I will join
3 (33.3%)
I don't want another RP
0 (0%)
Lukipela's (Great BTW.) RP is fine enough for me
4 (44.4%)

Total Members Voted: 9

Author Topic: Gauging Support  (Read 2980 times)

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Offline Draxas

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Re: Gauging Support
« Reply #15 on: July 24, 2009, 07:13:10 am »
Or something to that effect, yes. But it's still important to run the numbers every time, otherwise it's open to abuse.

Offline Trekkie

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Re: Gauging Support
« Reply #16 on: July 25, 2009, 01:58:39 pm »
While the hybrid system sounds good in concept, it would likely be a problem in execution. If you implement a rigid combat system, you need to commit to using it, even for battles that might seem inconsequential. Otherwise, you leave it open to interpretation as to what "inconsequential" means: While you may only consider that scouting vessel vs. fleet example as qualifying, someone else may interpret a fleet battle of 200 vs. 50 as qualifying, and someone else may apply flawed logic about UQM's player vs. AI melee engine to decide that their 5 Juggers should have no trouble decimating 100 enemy ships without effort. You need only look back less than a week on the forums to see real examples of this argument being made in posts.

So yeah, nix on the hybrid system, as far as I'm concerned. A better idea would be to let the victor (and perhaps even the loser as well) RP the outcome once the combat system decides who that is. This way the result is already set, and nobody can be accused of not giving an opponent a fair chance, but it also allows players to get creative, which is the entire point.

That sounds fine, sticking to the numbers while still letting players be creative, However we will still need to figure out a system to do battles, The alternatives i can think up are:

1. A stats based system, each ship could be given a stats page to compare when doing battles, however  i think we will need to implement some element of skill or chance to keep it from getting too monotonous... At least one of he Umgah Probes must have defeated an Ur-quan. :P

2. A Dice-based system, similar to the stats based one, as it would probably need some sort of stats in it to reflect the different ship strengths, we could use dice-rolls, most likely done by an impartial Mod, to reflect the attacks of ships, with things such as "Battery" which is depleted by normal attacks and abilities and regenerates a little each turn. Each turn would last for one post by each involved party describing their actions (perhaps with an optional short RP of the attack which could be included in the mods end of turn post if appropriate). E.g And Ur-Quan sheet might look like:
Code: [Select]
Ur-Quan Dreadnought:

HP: 50 (dunno their in-game crew complement :P)
Battery: 75
Battery Recharge: 5 Per Turn

Attacks:

Fusion Bolt: 10 Battery, One Turn Recharge rate.

Deals 5 units 0f damage.

Has Small chance of causing a chain reaction in target, Destroying it.

Abilities:

Launch Fighters: 25 Battery, Launches Two fighters.

Each Fighter does one unit of damage to a random enemy ship per turn Providing the enemy targeted does not make a successful evade roll. Fighters last for 5 turns before returning to the ship, Or an enemy ship makes a successful Attack roll against them.

3. System where all parties involved in the conflict post a story where their side wins, and an impartial Mod determines which is the best and most realistic portrayal, and that choice is taken. However this one is open to lots of bias accusations and isn't the most practical choice as it is unfair towards those who have not as good writing styles.
 
A movement system might be less necessary. It should be fairly obvious which ships can outrun others, and implementing a system there would just bog things down more likely than not.

Not in battle no, I'm referring more to how long players will have wait when travelling from say Sol to Epsilon Gruis, say a fleet with Supox, VUX and Ilwrath would move at a certain numbers of parsecs per day, their speed calculated by getting an average speed of the whole fleet.

Offline Draxas

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Re: Gauging Support
« Reply #17 on: July 25, 2009, 04:44:23 pm »
My vote goes to a dice based system. If you've seen any of my previous work, you'll notice I'm rather partial towards having at least some element of randomness, and am not averse to a great deal of dice rolling.

As for movement, it seems unwise to bog down the game any more than it has to be. Since it's going to be a forum game, it's already going to move relatively slowly.

Offline Lukipela

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Re: Gauging Support
« Reply #18 on: July 31, 2009, 06:24:02 am »
Shiver helped me make a small table with probabilities for the SC1 ships fighting eachother for a side-side project I'm sort of working on. I set it up so that all I need is one random number, and it'll decide who has won and how much crew the winner lost. Something like that might be handy for smaller battles.
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Offline Zeracles

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Re: Gauging Support
« Reply #19 on: August 01, 2009, 02:51:00 am »
Need some random numbers?

And for the rest, I'm not active enough to participate in an RP.

EDIT: removed link
« Last Edit: August 04, 2009, 01:52:39 pm by Zeracles »
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Offline fossaman

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Re: Gauging Support
« Reply #20 on: August 01, 2009, 09:27:58 am »
Random.org is better for random numbers.
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Offline Angelfish

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Re: Gauging Support
« Reply #21 on: August 01, 2009, 09:58:37 am »
Shiver helped me make a small table with probabilities for the SC1 ships fighting eachother for a side-side project I'm sort of working on. I set it up so that all I need is one random number, and it'll decide who has won and how much crew the winner lost. Something like that might be handy for smaller battles.

For big fleet battles you could just multiply that random number by the number of ships and there you have your winner :).
Unless you want to do some massive calculation on each ship, then you're prolly better off getting a program that calculates that for you :).
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Offline Angelfish

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Re: Gauging Support
« Reply #22 on: August 01, 2009, 09:59:11 am »
Random.org is better for random numbers.

What's wrong with good old dice throwing? :P
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Offline Eth

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Re: Gauging Support
« Reply #23 on: August 01, 2009, 10:24:27 am »

Offline Alen

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Re: Gauging Support
« Reply #24 on: August 01, 2009, 01:08:12 pm »
That block of dice was pretty cool lol.
And that's all I got to say about that.

Offline Lukipela

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Re: Gauging Support
« Reply #25 on: August 02, 2009, 04:16:08 am »
For big fleet battles you could just multiply that random number by the number of ships and there you have your winner :).
Unless you want to do some massive calculation on each ship, then you're prolly better off getting a program that calculates that for you :).

I set it up in a spreadsheet so that all I do is enter the ships (1= Ur-Quan and so forth) and the random number is automatically calculated and applied. The damage calculations still stink, which is why it's partially on hold.
« Last Edit: August 02, 2009, 09:11:36 am by Lukipela »
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