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Call for submissions: Pocket Empires and Milieu-0

jaymin

SOC-8
Hiya Folks,
For those who don't read the TML, I'm reposing here...
Colin has asked me to start looking after www.pocketempires.com. I've got my basic structure together enough to ask the list for
submissions from interested parties. The current categories are:

</font>
  • Old Rules:
    </font>
    • </font>
    • Eratta - lists of misprints in T4 material</font>
    • FAQ - looking for Q's and/or A's about M-0 material</font>
    • Commentary - looking for commentary by the authors on the M-0 material</font>
    • Cut Scenes - I have extra stuff that got edited out. If other authors do
      and would like it to see the light of day, please submit!</font>
  • New Rules:
    </font>
    • Conversions - anyone's conversion of M-0 setting material to non-T4 systems.</font>
    • Extensions - New rules and/or fixes of M-0 setting material</font>
    </font>
  • Settings and Adventures:
    </font>
    • Any sort of adventure, from snippet to campaign</font>
    </font>
  • Designs:
    </font>
    • Designs from any system for any component (worlds, ships, guns) that is suited to M-0 play</font>
    </font>
  • Tavern Tales:
    </font>
    • Fan-fic or similar non-rule prose relating to M-0</font>
    </font>
  • Affiliates:
    </font>
    • You deserve your own pocket empire! wanna be santry.pocketempirescom?</font>
    </font>
Content accepted in virtually any format. If you've got your own stuff on your own site, I'm happy to either duplicate it or link to it (or both). Software is accepted. Galactic datasets, etc. I'm not proud.
There will be a Pocket Empires mini-war game feature on the site. If you have a passing familiarity with hex-war games I am also looking for scenario designers.

Drop me a line at jo@111george.com with questions or submissions.

Cheers,

Jo
 
Hiya Folks,
For those who don't read the TML, I'm reposing here...
Colin has asked me to start looking after www.pocketempires.com. I've got my basic structure together enough to ask the list for
submissions from interested parties. The current categories are:

</font>
  • Old Rules:
    </font>
    • </font>
    • Eratta - lists of misprints in T4 material</font>
    • FAQ - looking for Q's and/or A's about M-0 material</font>
    • Commentary - looking for commentary by the authors on the M-0 material</font>
    • Cut Scenes - I have extra stuff that got edited out. If other authors do
      and would like it to see the light of day, please submit!</font>
  • New Rules:
    </font>
    • Conversions - anyone's conversion of M-0 setting material to non-T4 systems.</font>
    • Extensions - New rules and/or fixes of M-0 setting material</font>
    </font>
  • Settings and Adventures:
    </font>
    • Any sort of adventure, from snippet to campaign</font>
    </font>
  • Designs:
    </font>
    • Designs from any system for any component (worlds, ships, guns) that is suited to M-0 play</font>
    </font>
  • Tavern Tales:
    </font>
    • Fan-fic or similar non-rule prose relating to M-0</font>
    </font>
  • Affiliates:
    </font>
    • You deserve your own pocket empire! wanna be santry.pocketempirescom?</font>
    </font>
Content accepted in virtually any format. If you've got your own stuff on your own site, I'm happy to either duplicate it or link to it (or both). Software is accepted. Galactic datasets, etc. I'm not proud.
There will be a Pocket Empires mini-war game feature on the site. If you have a passing familiarity with hex-war games I am also looking for scenario designers.

Drop me a line at jo@111george.com with questions or submissions.

Cheers,

Jo
 
Tell me more about this wargame. There seems to be no information about it on your site, or at least, not on your front page.
 
Tell me more about this wargame. There seems to be no information about it on your site, or at least, not on your front page.
 
Originally posted by TheDS:
Tell me more about this wargame.
It isn't public yet. I preferr not to post "works in progress". But here's some info:

Pocket Empires is a small scare wargame recreating battles between 20-30 systems with fleets of 40-60 ships. If you have ever played TCS, that's about the _scale_ I'm talking about. This is a much simpler system than TCS though.
Ships posess the following attributes: Attack, Defense, Capacity, and Jump. Attack and Defense are arbitrary units (although for comparison purposes Defense can be equated with Maneuver + Agility) that are compared in battle to give odds (e.g. 1:2, 2:3, etc). The odds give a chance of a hit occuring. One hit damages a ship, putting it at half Attack and Defense. A second hit destroys it. Ships can be repaired by remaining a turn without moving or shooting at a Starport. Different starports repair at different frequencies.
Capacity can be used to store either other ships, if using a battlerider strategy in fleet deisign, or extra fuel for longer jumps.

Scenario design is primarily done by picking an area of the Imperium (I've got all the normal sectors programmed in). Then customizing it if you have Milieu or scenario specific information. (E.g. for the Santry-Cordova war I have to update the UPPs to Milieu-0 values)
You then define sides, what planets they start with, and what ships they start with.
You define the length of the game in turns, and create formulas for computing victory points. The player with the greatest victory points at the end of the game wins.

The game will come with some scenarios pre-programmed into it. You can clone these or create new ones from scratch with a text editor. The documentation is currently in the form of a Wiki (http://111george.com/friki/view?PocketEmpires) but may, when stable, be merged into the game.

Under discussion is the adding of the ability to build ships during the course of the game.

It is a Java based program targetted to run on Windows, Linux, Mac, and other platforms supported by the Java Web Start technology.

If you are interested in being a designer, have a look at the doc and let me know if you have further questions.

Cheers,

Jo
 
Originally posted by TheDS:
Tell me more about this wargame.
It isn't public yet. I preferr not to post "works in progress". But here's some info:

Pocket Empires is a small scare wargame recreating battles between 20-30 systems with fleets of 40-60 ships. If you have ever played TCS, that's about the _scale_ I'm talking about. This is a much simpler system than TCS though.
Ships posess the following attributes: Attack, Defense, Capacity, and Jump. Attack and Defense are arbitrary units (although for comparison purposes Defense can be equated with Maneuver + Agility) that are compared in battle to give odds (e.g. 1:2, 2:3, etc). The odds give a chance of a hit occuring. One hit damages a ship, putting it at half Attack and Defense. A second hit destroys it. Ships can be repaired by remaining a turn without moving or shooting at a Starport. Different starports repair at different frequencies.
Capacity can be used to store either other ships, if using a battlerider strategy in fleet deisign, or extra fuel for longer jumps.

Scenario design is primarily done by picking an area of the Imperium (I've got all the normal sectors programmed in). Then customizing it if you have Milieu or scenario specific information. (E.g. for the Santry-Cordova war I have to update the UPPs to Milieu-0 values)
You then define sides, what planets they start with, and what ships they start with.
You define the length of the game in turns, and create formulas for computing victory points. The player with the greatest victory points at the end of the game wins.

The game will come with some scenarios pre-programmed into it. You can clone these or create new ones from scratch with a text editor. The documentation is currently in the form of a Wiki (http://111george.com/friki/view?PocketEmpires) but may, when stable, be merged into the game.

Under discussion is the adding of the ability to build ships during the course of the game.

It is a Java based program targetted to run on Windows, Linux, Mac, and other platforms supported by the Java Web Start technology.

If you are interested in being a designer, have a look at the doc and let me know if you have further questions.

Cheers,

Jo
 
Originally posted by Jo Grant:
</font><blockquote>quote:</font><hr />Originally posted by TheDS:
Tell me more about this wargame.
It isn't public yet. I preferr not to post "works in progress". But here's some info:

... Ships can be repaired by remaining a turn without moving or shooting at a Starport. ...
Cheers,

Jo
</font>[/QUOTE]Player 1(Offense): I have you surrunded and all of your remaining ships are damaged. So you going to surrender your starpart to me?

Player 2(Defense): Nope. I am declaring that all of my ships are going to shoot my starport.

Player 1: What !!!, why would you do a stupid thing like that?

Player 2: Right here in the rules is says that a ship can be repaired by not moving OR shooting at a Starport.

ROFL

Dave
 
Originally posted by Jo Grant:
</font><blockquote>quote:</font><hr />Originally posted by TheDS:
Tell me more about this wargame.
It isn't public yet. I preferr not to post "works in progress". But here's some info:

... Ships can be repaired by remaining a turn without moving or shooting at a Starport. ...
Cheers,

Jo
</font>[/QUOTE]Player 1(Offense): I have you surrunded and all of your remaining ships are damaged. So you going to surrender your starpart to me?

Player 2(Defense): Nope. I am declaring that all of my ships are going to shoot my starport.

Player 1: What !!!, why would you do a stupid thing like that?

Player 2: Right here in the rules is says that a ship can be repaired by not moving OR shooting at a Starport.

ROFL

Dave
 
Took a look at your page. VERY interesting! Would like to see a few example ships/counters to get a feel for what units do what. The FAQ-wannabe page was full of good stuff too. My thoughts:

If a unit is 2-1-0, what does that mean? I assume the first digit is the attack, and the second digit is the defense, but can't tell what the third is. Usually it's movement, it might be jump capacity, or it might be "capacity".

Not all units should have 2 hit points. If you are resolute that a fighter is going to be 1-1-0, then you will either have to give it half-points when it takes a hit, or leave it at full strength, which is kind of odd. On the other hand, soemthing like a battleship is probably designed to take a lot more than 2 hits. 3 or 4 might be good numbers for particularly tough ships.

Are all the values arbitrary, or do you take a look at published stats and have a definite scale to determine what a value should be?

Defense consists not just of maneuver + agility. You must factor in armor and size. A small ship is hard to hit, but hitting it probably will destroy it. A large ship is easy to hit, but it takes a LOT of hits to damage it. I would say that there should be 3 scales, one each for armor, smallness, and maneuver. The more a ship has of it, the higher its defense rating. So a ship could have a lot of smallness to compensate for its lack of armor. (I use "smallness" rather than "size" so that all three of these terms can be understood to be "higher numbers is better".) The specific cutoff points, well, there's plenty of precedent for you to follow for most of these, and there's a lot of personal preference. A ship that has a lot of smallness and speed may have a defense BETTER than a mid-level battleship, but it's only going to have 1 hit point, whereas the battleship may have 4.

The likelihood of successfully hiding out in a system is going to correlate directly with the smallness of a ship, and since hit points are going to be a direct reflection of this, base the odds on the number of hitpoints. A ship with 1 HP will usually succeed, while one with 4 will usually fail. Odds are modified by whether there are ships to screen the retreat and how many enemy ships there are to watch them go (and perhaps their sensors and TL).

The implementation of jump drives must be thought out carefully. A jump drive and its full fuel load take up space that can otherwise be used for other things. If you are using the 10% per jump rule, you can EASILY justify reducing A/D by 1 per jump number. A 9-9-0 battlewagon reduces to a 7-7-4 battlewagon if it has a J4 drive (and assuming that third digit is jump capacity). The two ships will cost the same and take the same amount of time to build, but the 7-7-4 battlewagon can only be built at an A-port, while the other one can be built at much cheaper B-ports. So DON'T base production on combat value, unless you are adding all three digits together (in this case). This is the hidden strength of battleriders: you can build them in your more plentiful B-ports, and build just the tenders at your priceless A-ports.

The last thing I'll offer up as an idea (for now) is a brief recap of the mod I made for Imperium 3rd Millenium (Avalanche's reprint/screwup) which fixes the most glaring errors.

Ships in I3M are rated for Beam, Missile, and Defense. Beam and missile are rated from 1 to 9 and Defense is rated 1 to 3. The offensive numbers are the number of dice to throw, and depending on range and weapon, you want 6's, sometimes 5's and 4's, which are hits. If the number of hits exceeds the target's defense, you score a blow. You can vaporize a ship (2 blows) by scoring triple the Defense, or hit it in two rounds. So for instance, if you have 3 ships which can roll a total of 20 dice, and you target them at a ship with a Defense of 3, you need to make at least 3 of those dice good to flip the ship. If that requires you to roll 6's, you've got about an even chance of succeeding.

There was other stuff messed up about the combat, but that's the important part that I kept. My changes were that prior to shooting, each player put their ships in a battle order. This was the order in which the enemy would shoot at your ships. This allows you to protect your transports or carriers, so long as you have screening ships available. The shooting player decides which of his ships will shoot, and rolls all their dice at once.

If he strikes a blow (causes the ship to be damaged), then he is allowed to shoot at the next ship with any units that haven't fired yet. But if he fails, then he still has to shoot at the same ship. If he goes all the way through the line of enemy ships and damages the last one, he's done shooting, even if he has ships left that haven't shot yet. (Also, if you use transports to screen warships, those warships cannot fire; they are considered to be hanging back too far, or the transports are in the way or whatever.)

What this does is it forces a player to decide how hard he wants to hit the current ship he is shooting at, to try ad get at the more valueable ships it is protecting. If he wants sure success in hitting the lead ship, he has to devote a lot of his turn's combat power to doing it, leaving less for the targets he really wants to hit. But if he devotes just the bare minimum to defeat the lead ships, then he runs a good chance of not hitting them, and having to waste even more firepower on them instead of the targets he wants to hit. It worked extremely well.

The board has a 3D feel to it, but I didn't go and make any extra factors for attacking from multiple directions or whatever: there's no GOOD reason to break up a fleet, but they often ARE broken up because they come in from several places.

The idea will translate almost perfectly to your game. Players line their ships up in the order they wish them to receive fire. They designate how much fire to put on the lead ship (in increments of whole ships' combat factors, of course) and from which stacks, add up the factors to determine the odds of success, modify the odds by whatever circumstances are relevant (attacking from multiple directions, target is in gas giant atmosphere, one fleet is in a minefield, admiral bonuses, TL bonuses, whatever) and then rolls. If he succeeds in hitting, a hit is inflicted on the ship and he can move to the next one.

Note that DESTROYING a ship is not required to go on to the next one. A ship hit in a previous round still can block, of course. All ships are present, including carriers, transports, and tenders, but hopefully there's enough escorting ships to keep them from harm.

With the system you have set up, it is possible to allow a special result. Perhaps on a natural 12, or if you beat the target-to-hit number by 5 or more you trigger the special result. That special result might be that you inflict 2 hits, or that you hit that ship and the next one, or that the hit is applied to the LAST ship rather than the first (you snuck a ship past the main line... if you're getting 6:1 odds, you shoudl be able to do soemthing like that now and then).

Just throwing out ideas here. Hope some of them are helpful.
 
Took a look at your page. VERY interesting! Would like to see a few example ships/counters to get a feel for what units do what. The FAQ-wannabe page was full of good stuff too. My thoughts:

If a unit is 2-1-0, what does that mean? I assume the first digit is the attack, and the second digit is the defense, but can't tell what the third is. Usually it's movement, it might be jump capacity, or it might be "capacity".

Not all units should have 2 hit points. If you are resolute that a fighter is going to be 1-1-0, then you will either have to give it half-points when it takes a hit, or leave it at full strength, which is kind of odd. On the other hand, soemthing like a battleship is probably designed to take a lot more than 2 hits. 3 or 4 might be good numbers for particularly tough ships.

Are all the values arbitrary, or do you take a look at published stats and have a definite scale to determine what a value should be?

Defense consists not just of maneuver + agility. You must factor in armor and size. A small ship is hard to hit, but hitting it probably will destroy it. A large ship is easy to hit, but it takes a LOT of hits to damage it. I would say that there should be 3 scales, one each for armor, smallness, and maneuver. The more a ship has of it, the higher its defense rating. So a ship could have a lot of smallness to compensate for its lack of armor. (I use "smallness" rather than "size" so that all three of these terms can be understood to be "higher numbers is better".) The specific cutoff points, well, there's plenty of precedent for you to follow for most of these, and there's a lot of personal preference. A ship that has a lot of smallness and speed may have a defense BETTER than a mid-level battleship, but it's only going to have 1 hit point, whereas the battleship may have 4.

The likelihood of successfully hiding out in a system is going to correlate directly with the smallness of a ship, and since hit points are going to be a direct reflection of this, base the odds on the number of hitpoints. A ship with 1 HP will usually succeed, while one with 4 will usually fail. Odds are modified by whether there are ships to screen the retreat and how many enemy ships there are to watch them go (and perhaps their sensors and TL).

The implementation of jump drives must be thought out carefully. A jump drive and its full fuel load take up space that can otherwise be used for other things. If you are using the 10% per jump rule, you can EASILY justify reducing A/D by 1 per jump number. A 9-9-0 battlewagon reduces to a 7-7-4 battlewagon if it has a J4 drive (and assuming that third digit is jump capacity). The two ships will cost the same and take the same amount of time to build, but the 7-7-4 battlewagon can only be built at an A-port, while the other one can be built at much cheaper B-ports. So DON'T base production on combat value, unless you are adding all three digits together (in this case). This is the hidden strength of battleriders: you can build them in your more plentiful B-ports, and build just the tenders at your priceless A-ports.

The last thing I'll offer up as an idea (for now) is a brief recap of the mod I made for Imperium 3rd Millenium (Avalanche's reprint/screwup) which fixes the most glaring errors.

Ships in I3M are rated for Beam, Missile, and Defense. Beam and missile are rated from 1 to 9 and Defense is rated 1 to 3. The offensive numbers are the number of dice to throw, and depending on range and weapon, you want 6's, sometimes 5's and 4's, which are hits. If the number of hits exceeds the target's defense, you score a blow. You can vaporize a ship (2 blows) by scoring triple the Defense, or hit it in two rounds. So for instance, if you have 3 ships which can roll a total of 20 dice, and you target them at a ship with a Defense of 3, you need to make at least 3 of those dice good to flip the ship. If that requires you to roll 6's, you've got about an even chance of succeeding.

There was other stuff messed up about the combat, but that's the important part that I kept. My changes were that prior to shooting, each player put their ships in a battle order. This was the order in which the enemy would shoot at your ships. This allows you to protect your transports or carriers, so long as you have screening ships available. The shooting player decides which of his ships will shoot, and rolls all their dice at once.

If he strikes a blow (causes the ship to be damaged), then he is allowed to shoot at the next ship with any units that haven't fired yet. But if he fails, then he still has to shoot at the same ship. If he goes all the way through the line of enemy ships and damages the last one, he's done shooting, even if he has ships left that haven't shot yet. (Also, if you use transports to screen warships, those warships cannot fire; they are considered to be hanging back too far, or the transports are in the way or whatever.)

What this does is it forces a player to decide how hard he wants to hit the current ship he is shooting at, to try ad get at the more valueable ships it is protecting. If he wants sure success in hitting the lead ship, he has to devote a lot of his turn's combat power to doing it, leaving less for the targets he really wants to hit. But if he devotes just the bare minimum to defeat the lead ships, then he runs a good chance of not hitting them, and having to waste even more firepower on them instead of the targets he wants to hit. It worked extremely well.

The board has a 3D feel to it, but I didn't go and make any extra factors for attacking from multiple directions or whatever: there's no GOOD reason to break up a fleet, but they often ARE broken up because they come in from several places.

The idea will translate almost perfectly to your game. Players line their ships up in the order they wish them to receive fire. They designate how much fire to put on the lead ship (in increments of whole ships' combat factors, of course) and from which stacks, add up the factors to determine the odds of success, modify the odds by whatever circumstances are relevant (attacking from multiple directions, target is in gas giant atmosphere, one fleet is in a minefield, admiral bonuses, TL bonuses, whatever) and then rolls. If he succeeds in hitting, a hit is inflicted on the ship and he can move to the next one.

Note that DESTROYING a ship is not required to go on to the next one. A ship hit in a previous round still can block, of course. All ships are present, including carriers, transports, and tenders, but hopefully there's enough escorting ships to keep them from harm.

With the system you have set up, it is possible to allow a special result. Perhaps on a natural 12, or if you beat the target-to-hit number by 5 or more you trigger the special result. That special result might be that you inflict 2 hits, or that you hit that ship and the next one, or that the hit is applied to the LAST ship rather than the first (you snuck a ship past the main line... if you're getting 6:1 odds, you shoudl be able to do soemthing like that now and then).

Just throwing out ideas here. Hope some of them are helpful.
 
Reply digested in the Request section of the Wiki for the game http://111george.com/friki/view?PocketEmpiresRequests

Originally posted by TheDS:
If a unit is 2-1-0, what does that mean?
Sorry, my shorthand for what appears on the screen. The first number is the attack factor, the second the defense factor, and the third the jump range. Capacity isn't described when I use that format. A more inclusive format would be "2,1,3.4,0". This is like what you write in the scenario file (PocketEmpiresScenarioFileFormatSideDefinitionKeys). This is Attack,Defense,Cap-H.Cap-J,Jump. Where Cap-H is the number of att/def factors it can hold in its hanger and Cap-J is the number of extra Jump-1's in fuel stored.

Not all units should have 2 hit points.

In the current Islands scenario I've got fighters as 1-0-0. That way they are really cheap. I modified a 6-6-2 battleship to a 3-6-2 with capacity for 3 1-0-0 fighters. Not bad. It will be more strategic if I change it so starports can produce more ships. 1-0-0 fighters will be really quick to build. They are really only effective is it takes two hits to kill them though. It kind of reflects the idea of small maneuverable fighters.

I like the simplicity for now of two states, two hits to kill. Perhaps in the longer term the system could be switched so that hits eroded att/def factors. That would enable a system where powerful ships took longer to destroy and where when you massively outgunned someone you could blow them away quicker.

do you take a look at published stats
and have a definite scale to determine
what a value should be?


This is a very abstract system. It's hard to compare it with any of the published stats for any of the myriad of ship design systems. I've sort of created my own mental scale where a battle ship is 6.6.x, a cruiser is 4.4.x, a destroyer is 2.2.x and a fighter is 1.0.x. Since every scenario is self contained, different designers can experiment with different values. But I don't think it will be feasible to have a page on how to convert, say, your Mega Traveller ship designs to this format.

Defense consists not just of maneuver
+ agility. You must factor in armor and size.


Well, it was just a sort of mental association for me to equate maneuver + agility. I'm mostly thinking in MT terms. The design system is purely abstract. You assign the defense, you don't assign the maneuver, agility, size, armour, etc, etc. Just pick the defense that matches your concept.

For a more complex system I have another game (http://111george.com/friki/view?TravellerAdventure). I've encoded (most of) the Mega Traveller ship design sequence. Once I've got code for making those ships combat each other then you could do a wargame that gives you very fine control over your ship design. I'd rather keep this one simple for now.

The likelihood of successfully hiding out
in a system is going to correlate directly
with the smallness of a ship, ...


Well, "hiding" in the Outer System is no so much being covert, but being hard to catch. If you just want to pass-through the system, you can always jump into an outer part of it. Refuel on a distant Gas Giant or in the cometary halo.

I am going to take Peter's suggestion and modify the combat phases. You will only be given a choice to flee-for-free at the very start of combat. Afterwards you may choose to flee from combat, but you will still be able to be attacked for that one phase. This will, hopefully, reflect your concern about evading.

The implementation of jump drives
must be thought out carefully.


The way the system works with a few different units. Attack and Defense are measured in "factors". Size and capacity are measured in arbitrary units, call them tons for discussion sake. Jump is measured in parsecs.

Att/Def factors compute as 100t each. Jump is computed into size using the standard Traveller formula. Jump-N take 1% + 1%*N for the jump drive and 10%*N for the fuel. We have to do a small linear regression when we read in the scenario file to compute the space the jump drive takes up. So you can see the size is not an exact combination of Att + Def + Jump. I think that meets your concerns.

Right now I have a "cost" which is equal to the size of the ship minus the capacity. You don't pay for hanger/extra fuel space. But you do pay for the implicit fuel tank that is part of your jump drive. The cost difference between having a 4,4,0,2 cruiser and a 4,4,2,2 cruiser is the incremental increase in size of the jump drive to carry the extra capacity. Building ships will probably be based on this "cost".

My changes to I3M were that ...

These are interesting ideas. One issue I periodically wrestle with is how to have a system whereby combat does not require human intervention. The current system is fine for a real-time game. But clearly there are a lot of sneaky maneuvers that a computer driven player can never do. This would be really fun to play human-against-human. I've structured the program to allow for the ability, down the road, to be used as a play-by-mail or web-based game. The only problem is the interaction needed in combat.

If it was converted to a line-of-battle system like you propose, that would be easier. Players nominate, when they do their turns, a priority for their ships should they meet battle. So, after the turns are done, if battle is due, the computer can run through the battle and report back with no intervention needed.

On the down side is does kind of 1D what is normally 3D battle. I do fighting in the SCA and the expectation is that of Napoleonic "everyone line up on this side, you on the other side and we fight a nice orderly battle". The reality is much more like Braveheart where there is total chaos and intermixing of fighters. Friendly fire is way common even with different coloured duct tape to separate the sides for the heraldically challanged! I can only imagine 3D battle is worse.

But I'm not as concerned with being realistic as being playable. I'll think about it when I do the next mod to the combat phase and see what comes out of it.
 
Reply digested in the Request section of the Wiki for the game http://111george.com/friki/view?PocketEmpiresRequests

Originally posted by TheDS:
If a unit is 2-1-0, what does that mean?
Sorry, my shorthand for what appears on the screen. The first number is the attack factor, the second the defense factor, and the third the jump range. Capacity isn't described when I use that format. A more inclusive format would be "2,1,3.4,0". This is like what you write in the scenario file (PocketEmpiresScenarioFileFormatSideDefinitionKeys). This is Attack,Defense,Cap-H.Cap-J,Jump. Where Cap-H is the number of att/def factors it can hold in its hanger and Cap-J is the number of extra Jump-1's in fuel stored.

Not all units should have 2 hit points.

In the current Islands scenario I've got fighters as 1-0-0. That way they are really cheap. I modified a 6-6-2 battleship to a 3-6-2 with capacity for 3 1-0-0 fighters. Not bad. It will be more strategic if I change it so starports can produce more ships. 1-0-0 fighters will be really quick to build. They are really only effective is it takes two hits to kill them though. It kind of reflects the idea of small maneuverable fighters.

I like the simplicity for now of two states, two hits to kill. Perhaps in the longer term the system could be switched so that hits eroded att/def factors. That would enable a system where powerful ships took longer to destroy and where when you massively outgunned someone you could blow them away quicker.

do you take a look at published stats
and have a definite scale to determine
what a value should be?


This is a very abstract system. It's hard to compare it with any of the published stats for any of the myriad of ship design systems. I've sort of created my own mental scale where a battle ship is 6.6.x, a cruiser is 4.4.x, a destroyer is 2.2.x and a fighter is 1.0.x. Since every scenario is self contained, different designers can experiment with different values. But I don't think it will be feasible to have a page on how to convert, say, your Mega Traveller ship designs to this format.

Defense consists not just of maneuver
+ agility. You must factor in armor and size.


Well, it was just a sort of mental association for me to equate maneuver + agility. I'm mostly thinking in MT terms. The design system is purely abstract. You assign the defense, you don't assign the maneuver, agility, size, armour, etc, etc. Just pick the defense that matches your concept.

For a more complex system I have another game (http://111george.com/friki/view?TravellerAdventure). I've encoded (most of) the Mega Traveller ship design sequence. Once I've got code for making those ships combat each other then you could do a wargame that gives you very fine control over your ship design. I'd rather keep this one simple for now.

The likelihood of successfully hiding out
in a system is going to correlate directly
with the smallness of a ship, ...


Well, "hiding" in the Outer System is no so much being covert, but being hard to catch. If you just want to pass-through the system, you can always jump into an outer part of it. Refuel on a distant Gas Giant or in the cometary halo.

I am going to take Peter's suggestion and modify the combat phases. You will only be given a choice to flee-for-free at the very start of combat. Afterwards you may choose to flee from combat, but you will still be able to be attacked for that one phase. This will, hopefully, reflect your concern about evading.

The implementation of jump drives
must be thought out carefully.


The way the system works with a few different units. Attack and Defense are measured in "factors". Size and capacity are measured in arbitrary units, call them tons for discussion sake. Jump is measured in parsecs.

Att/Def factors compute as 100t each. Jump is computed into size using the standard Traveller formula. Jump-N take 1% + 1%*N for the jump drive and 10%*N for the fuel. We have to do a small linear regression when we read in the scenario file to compute the space the jump drive takes up. So you can see the size is not an exact combination of Att + Def + Jump. I think that meets your concerns.

Right now I have a "cost" which is equal to the size of the ship minus the capacity. You don't pay for hanger/extra fuel space. But you do pay for the implicit fuel tank that is part of your jump drive. The cost difference between having a 4,4,0,2 cruiser and a 4,4,2,2 cruiser is the incremental increase in size of the jump drive to carry the extra capacity. Building ships will probably be based on this "cost".

My changes to I3M were that ...

These are interesting ideas. One issue I periodically wrestle with is how to have a system whereby combat does not require human intervention. The current system is fine for a real-time game. But clearly there are a lot of sneaky maneuvers that a computer driven player can never do. This would be really fun to play human-against-human. I've structured the program to allow for the ability, down the road, to be used as a play-by-mail or web-based game. The only problem is the interaction needed in combat.

If it was converted to a line-of-battle system like you propose, that would be easier. Players nominate, when they do their turns, a priority for their ships should they meet battle. So, after the turns are done, if battle is due, the computer can run through the battle and report back with no intervention needed.

On the down side is does kind of 1D what is normally 3D battle. I do fighting in the SCA and the expectation is that of Napoleonic "everyone line up on this side, you on the other side and we fight a nice orderly battle". The reality is much more like Braveheart where there is total chaos and intermixing of fighters. Friendly fire is way common even with different coloured duct tape to separate the sides for the heraldically challanged! I can only imagine 3D battle is worse.

But I'm not as concerned with being realistic as being playable. I'll think about it when I do the next mod to the combat phase and see what comes out of it.
 
Yes, line of battle does have the advantage of not having to think a LOT about what you're doing. YOu do have to chose which ships are important to you and which ones you want to try and kill the most, and you do have to decide how much firepower to devote to each target. Not too hard to program a computer to value a troop-laden transport as very high value, and to put it in back of the line.

Might not be so easy for an AI to recognize when to put your big battleship up front because the enemy MUST devote all his firepower that round to try and hit it, keeping everything else safe behind it (and maybe he will miss) though.

My primary avenue of Traveller space combat experience lies with TNE, though I do have some first hand familiarity with MT, rusty though it is. TNE feels a lot better to me. If I am not too mistaken, T4 should be very similar to TNE, since both FFS books are so similar in content, if not presentation. And of course my experiences are colored by both the old and new Imperium board games, but unfortunately not 5FW or Invasion Earth. Oh, and MOO2 too.

Anyhow, it is difficult to say just how combat will go. There are just so many things to consider, that no one can accurately predict. It might be a long-distance rock-throwing fest, or a close in Star Wars battle, maybe big fleets are a jest, and maybe they will be common. I DO know that it's something I never want to actually be in first hand, though.

The approach you are using to generalize it is quite valid, and works fairly well no matter how the real thing occurs. You have no scale to worry about breaking - a good thing. But chances are that ships will encounter each other singly or in small groups, will get in what pot-shots they can in the hopes of at least inconveniencing the enemy if not hitting him, which may lead to some sort of advantage later. I don't forsee orderly Napoleonic battles. I forsee shoot and scoot, lots of missiles, and lots of EW (electronic warfare, not empress waves). Masses of ships all firing together will be an accident as often as a plan; you can't stay too close to your wingmates because you have to randomize your position and you don't want them so close that you randomize right into them.
 
Yes, line of battle does have the advantage of not having to think a LOT about what you're doing. YOu do have to chose which ships are important to you and which ones you want to try and kill the most, and you do have to decide how much firepower to devote to each target. Not too hard to program a computer to value a troop-laden transport as very high value, and to put it in back of the line.

Might not be so easy for an AI to recognize when to put your big battleship up front because the enemy MUST devote all his firepower that round to try and hit it, keeping everything else safe behind it (and maybe he will miss) though.

My primary avenue of Traveller space combat experience lies with TNE, though I do have some first hand familiarity with MT, rusty though it is. TNE feels a lot better to me. If I am not too mistaken, T4 should be very similar to TNE, since both FFS books are so similar in content, if not presentation. And of course my experiences are colored by both the old and new Imperium board games, but unfortunately not 5FW or Invasion Earth. Oh, and MOO2 too.

Anyhow, it is difficult to say just how combat will go. There are just so many things to consider, that no one can accurately predict. It might be a long-distance rock-throwing fest, or a close in Star Wars battle, maybe big fleets are a jest, and maybe they will be common. I DO know that it's something I never want to actually be in first hand, though.

The approach you are using to generalize it is quite valid, and works fairly well no matter how the real thing occurs. You have no scale to worry about breaking - a good thing. But chances are that ships will encounter each other singly or in small groups, will get in what pot-shots they can in the hopes of at least inconveniencing the enemy if not hitting him, which may lead to some sort of advantage later. I don't forsee orderly Napoleonic battles. I forsee shoot and scoot, lots of missiles, and lots of EW (electronic warfare, not empress waves). Masses of ships all firing together will be an accident as often as a plan; you can't stay too close to your wingmates because you have to randomize your position and you don't want them so close that you randomize right into them.
 
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