CliffBates
SOC-12
I am curious has anyone made a program that did the hard maths--where you would input things like the given units and locations, the system details, etc?
I am curious has anyone made a program that did the hard maths--where you would input things like the given units and locations, the system details, etc?
I am curious has anyone made a program that did the hard maths--where you would input things like the given units and locations, the system details, etc?
Which maths would those be?
did anyone find this useful?
what context should I include to improve the presentation?
"Their first officer is my ex-husband. Never cared for him, really."
I see no context here. the "48 seconds" and "self-directed" missiles seem more background color for rpg patter than any kind of system. sort of when like when spock says he's going to amplify the sounds aboard the enterprise by 1 to the 12th power.
if I understand you correctly, you view the rpg as context for an unspecified technical dramatization. I was hoping to do the opposite - provide an objective system and use that as the context for the role-playing game.
that's the second time I've seen you bring up an "ex". someone in your past?
The only complaint I have is that it removes destroyed items from the things to absorb later hits. (A destroyed AFV in the cargo hold is still large hunks of metal that can absorb energy from additional hits to that location. A fuel tank that was full is no longer full.) I think a more reasoned approach should be used. A steel billet in the shape of a 200 dt cargo module is going to need to be in the destroyed radius of a nuclear device to stop absorbing hits, while a fuel tank that is ruptured no longer has fuel to absorb damage after a single hit.
However, that depends on your ability to attract and retain a test group.
ah. I see.
those attracted by rhetoric are not going to be interested in the system in the first place.
I kept the system I described here as general and modular as I could
I tried to explain it in careful step-by-step detail that minimized personal labor at understanding
no-one asked any questions.
I believe it met the goals I laid out at the beginning
3) in an intuitive manner comprehensible to ... the players
6) resulting in graphics that can be posted on a bulletin board, allowing for ship-to-ship combat action depiction in play-by-post games.
I was asking if anyone had in fact found it useful.
I am looking for something that I can use in my table-top game that meets your first four goals
My main barriers are ease of use ... I started reading it, and my eyes glazed over
I think there is a fear of looking dumb.
ah. then yeah, you don't want this, you'd be better off with a hex map. perhaps "mayday".
if you think this might be useful to you I'll try again.
communication is difficult. looks like I need practice.
not exactly. there is a fear of the consequences of looking dumb - being one-upped by aggressive co-workers who see an opportunity to look smart in comparison, being looked down upon by the boss 'cause you're not "success-oriented", being viewed as not part of the team, passed-over work assignments, missed raises ....
Well, you just told me I'd be better off with something else.ah. then yeah, you don't want this, you'd be better off with a hex map. perhaps "mayday" ... if you think this might be useful to you I'll try again.
The system has many of the ship combat goals I have as well, but strikes me as more complex without commensurate play value.