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Posted by Admin
Nov 19, 2014 23:04:20 GMT
Hey all,
So I want to make this game the best and most fun it can be. But I obviously don't have a ton of time to provide tons of details in every one of the posts (I've practically had people wanting me to draw on a map exactly where patrols walk, or the time when each person in the town goes to the bathroom), and have in general gone for more vague level of detail, allowing you guys to come up with the details and really build the story and world. Because there are a lot more of you with more time thinking about it. Already, each of your factions is way cooler and more detailed then they would ever have been if I hadn't started this game. That said, I want to include some more detail into the gameplay. The easiest way for me to do this would be to compile a list of possible "random events" that could occur during any one of your weekly actions. Then, each turn I'll use a random number generator to choose which "random event" happens to you that turn. Some examples/ideas I have already: 1. A small raider group attacks you. 2. You find a cache of supplies. 3. Sickness. 4. Bad weather. 5. Unrest in your group/mutiny. 6. You get a false report. 7. You get a lucky really detailed report. etc. The idea is that each of these is vague enough that I can make it apply to whatever action you've planned for the week, but it still adds an element of chance and an extra level of detail that I otherwise wouldn't plan. We could even make up several different lists: a scouting list, a battle list, etc, with action specific events and outcomes. Basically, if you guys help me come up with these lists, I'll use them with a random number generator when appropriate to spice up the game. So give me your ideas! |
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Posted by Admin
Nov 19, 2014 23:06:28 GMT
I'm also open to discussion and ideas of % likelihood of events/outcomes. Like if you shoot someone with body armor, what should be the % chance that he dies vs lives? I don't have the time to come up with those sorts of numbers, especially with all the variations of armor and weapon type, or skill of the unit. But if you guys want to help come up with these sort of numbers, I'll use them. Let me know and I'll make a new thread for them.
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Posted by dwergar
Nov 20, 2014 2:51:48 GMT
Chances of getting one of these random encounters should be, in my opinion, not bigger than 50% total on each roll.
As for outcomes... For combat - you can make 2 tables - for equipment and for commander efforts. Get numbers of each side, multiply them by their equipment modifier (Get from table) - they are our force numbers. Roll on commander efforts table for each side, multiply force numbers by roll results, then compare result effectiveness of sides. Something like that could be done for other variants. |
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Posted by Admin
Nov 20, 2014 3:13:55 GMT
Yeah I'm imaging that a good chunk of the random number slots would be "nothing". Like 50% seems pretty good. It wouldn't be everytime that something happened.
The only difficulty I would face is deciding what those numbers would be (for the combat tables). |
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Posted by dwergar
Nov 20, 2014 4:07:40 GMT
Pure number of men.
For combat vehicles you can get another "equipment" table. |
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Posted by theleakingpen
Nov 20, 2014 5:10:56 GMT
inclement weather, which would likely be a worse effect to minerva than us (limited range of drones, ect)
run across a village that has been living apart for so long. they may have troops willing to follow, supplies, old tech that has been kept up, knowledge, or attack you. come across an enemy patrol that has already been destroyed, possible weapons and armor to scavenge. |
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Posted by rat
Nov 20, 2014 15:38:08 GMT
Offered every 4 stroke do change the number of fractions.
How has the total number people of fraction, the number of employees in it. |
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Posted by Admin
Nov 20, 2014 18:07:17 GMT
Rat, i don't understand what you are saying. Maybe get Amberlight to translate it for you? Also, Amberlight can you translate my initial post?
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Posted by krieg
Nov 20, 2014 19:42:11 GMT
Mutants (mutated animals) from
Ion storm - because of nuclear explosions vaporizes the ozone layer. Satanists - those who thought that the Jugment Day has arrived, and believe the world is a hell, which should be destroyed (burn in hell fire). Earthquakes. New and very dangerous parasites, that can control the minds of people.
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Posted by deltav
Nov 20, 2014 21:03:58 GMT
Have you ever heard of the Generic Universal Rope Playing System (GURPS)? It was designed for D&D style gaming, but there are all manner of tables you could use for damage, fatigue, defense, etc., and it's based on six sided dice.
One way to ensure that you aren't rolling dice all night long is to compile a list of rolls over a longer period of time (or get someone else to help do it over a period of time), and then, when a dice roll is necessary, just go to the list, use the first unused number on the list, and then strike a line through it after you use it. Since each dice roll can change the reason the next roll is needed, there's no way to predict the results of any roll beforehand. |
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Posted by Admin
Nov 20, 2014 21:43:40 GMT
Ooh I'll have to look up this GURPS and steal ideas from their tables
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Posted by theleakingpen
Nov 21, 2014 1:35:08 GMT
Gurps is a hole down which you never return...
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Posted by Dazim
Nov 21, 2014 3:07:37 GMT
As for outcomes... For combat - you can make 2 tables - for equipment and for commander efforts. Get numbers of each side, multiply them by their equipment modifier (Get from table) - they are our force numbers. Roll on commander efforts table for each side, multiply force numbers by roll results, then compare result effectiveness of sides. Something like that could be done for other variants. I have a problem with this as it makes tactics alsmot useless in deciding the battle as well as making things like artillery and support chains less usefull as all they would do is add a multiplier. |
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Posted by Admin
Nov 21, 2014 3:14:16 GMT
Yeah that's why I don't want to simplify it all down to a multiplier. In the end, I'll make a decision based on the tactics and etc (the things you mention and more), and would prefer the tables and multiplier type things to mostly be a resource I can use to help make those decisions. It would never be a hard math only result.
So if you plan a brilliant strategy, that weighs more than the armor multiplier your opponent has. |
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Posted by rat
Nov 21, 2014 4:39:58 GMT
I propose to introduce the game population growth.
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Shoutbox
Admin: There will probably be some overlap between threads, you can post whereever you find it most pertinent
Jan 26, 2016 12:37:04 GMT
rat: Янтарь, надо сказать Дэну про закон сохранения импульса, как думаешь?
Feb 11, 2016 18:19:26 GMT
Adriano The Fabulous Fennec: The chat is been under cyrillic alphabet attack !
Feb 11, 2016 19:34:32 GMT
Feb 11, 2016 19:34:32 GMT
Admin: Hopefully none of the 40+ fake members I just deleted were real. My apologies if you were. Much spam.
Mar 21, 2016 20:19:31 GMT
mg: Does Minerva have any social media? Something like twitter or facebook? I might have a plot detail for Admin to use. It's based on a true story if you're interested.
Jun 22, 2016 0:02:20 GMT
Admin: At first I thought you meant our social media accounts XD But yeah, Minerva would have a variety of social medias and stuff
Jun 27, 2016 21:34:26 GMT
mg: The search area was a forest larger than Rhode Island, filled with traps and minefields. While the Army was busy there, Boko Haram used stolen APCs to attack their defenseless home towns. They manipulated the media.
Jul 7, 2016 18:07:53 GMT

