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-   -   Quantifying Waypoints (http://forum.shrapnelgames.com/showthread.php?t=42960)

hoplitis April 26th, 2009 06:44 PM

Quantifying Waypoints
 
1 Attachment(s)
For those of you who have danced the sadomazochistic waypoint head-banging dance, the attached .zip archive maybe of some interest. It includes a .doc file and some test scenarios (used for presentation purposes not actuall gameplay).

Yes, yes, it's about waypoints and predictability (as per steaming hot ice cream :))

Not for the novice (no need to get them disappointed!).

I apologize for my use of the english language, beforehand.

Expecting some feedback...

Imp April 26th, 2009 08:48 PM

Re: Quantifying Waypoints
 
Cheers for taking the time feedback later
err quite a bit later looks like some good stuff but will need time to digest.

Pyros April 27th, 2009 07:51 AM

Re: Quantifying Waypoints
 
I am glad that there are so talented people interested by the mechanism of way-points.
With the use of way-points an experienced PBEM player can create very challenging gaming conditions while designing a custom scenario.
What would be interesting is to work the way-point mechanism in conjunction with the reinforcement entry probability mechanism.

cheers :)

hoplitis April 27th, 2009 01:47 PM

Re: Quantifying Waypoints
 
Quote:

Originally Posted by Pyros (Post 688099)
I am glad that there are so talented people interested by the mechanism of way-points.

Pyros, don't know if they're talented but they are ...brave,for sure! :D

Quote:

Originally Posted by Pyros (Post 688099)
...
What would be interesting is to work the way-point mechanism in conjunction with the reinforcement entry probability mechanism.

cheers :)

Can you give me a hint of what you have in mind exactly? (or generaly?) :)

Actually I have an idea about using fast units as reinforcements that can alter/influence the way all formations respond to their WP paths (especially to the WPs exerting speed control). Got you interested?

Suhiir April 27th, 2009 05:39 PM

Re: Quantifying Waypoints
 
Quote:

Originally Posted by Pyros (Post 688099)
I am glad that there are so talented people interested by the mechanism of way-points.
With the use of way-points an experienced PBEM player can create very challenging gaming conditions while designing a custom scenario.
What would be interesting is to work the way-point mechanism in conjunction with the reinforcement entry probability mechanism.

cheers :)

I've done, or at least tried to do, just that.

I can get a delayed entry unit to follow way points. You know exactly when and where the unit will appear you can pile waypoints in it's first movement hex so that on it's arrival turn the "correct" waypoint will be in the first hex it enters and off it goes (most of the time).

No way I can think of to work that with reinforcement probability tho. Since you can't be sure which turn it will arrive you can't be certain which waypoint needs to be in it's first movement hex.

Imp April 28th, 2009 12:14 AM

Re: Quantifying Waypoints
 
Quote:

What would be interesting is to work the way-point mechanism in conjunction with the reinforcement entry probability mechanism
The other problem with this is reinforcement probability is unit specific not formation specific. If the whole platoon turned up when the leader did it would be usefull but as it stands each unit checks individually & turns up on its own so the formation will be scatered across the map if the first to arrive moves off. Because of this always set to 100%.

hoplitis April 28th, 2009 04:08 PM

Re: Quantifying Waypoints
 
Ok up to now I have this:
Tank platoon B (three tanks)
B0 is set as reinforcement in T5 (100%)
B1 is set as reinforcement in T5 (50%)
B2 is set as reinforcement in T5 (50%)

Additional WPs are used to buffer movement and keep units in place.

If B1 and B2 appear in T5, movement of the formation commences at T8 (they will remain in place for three turns). If B1 and B2 don't appear up until T12, then B0 will commence movement at that turn.

Now, is this what we're talking about?, because this is completely doable.

Imp April 29th, 2009 04:14 AM

Re: Quantifying Waypoints
 
Right the diffrence in setoff time is due to the size of the formation on map?
I am busy at the moment only had time for a cursory read of your info waiting till get an afternoon free so can sit down & take in but looking hectic all week at the mo.

hoplitis April 29th, 2009 09:16 AM

Re: Quantifying Waypoints
 
Quote:

Originally Posted by Imp (Post 688440)
Right the diffrence in setoff time is due to the size of the formation on map?
I am busy at the moment only had time for a cursory read of your info waiting till get an afternoon free so can sit down & take in but looking hectic all week at the mo.

Correct. Less units on-map, smaller UIF, smaller number of deleted buffer WPs per Turn. The "effect" is as if the on-map unit is "waiting" for the off-map ones.

Pyros April 29th, 2009 10:12 AM

Re: Quantifying Waypoints
 
Actually the random probability effect should better work with sections or single units rather than platoons.
The point is to give a bigger replayability to any custom battle.
I would like to see this at an effect, in which any meeting engagement could turn out to become an offensive or defensive battle.

cheers

hoplitis April 29th, 2009 11:02 AM

Re: Quantifying Waypoints
 
1 Attachment(s)
Here is what I was talking about (Set "Russia" to human and formation B to computer control, repeat it, say, 5 times and note the turn the formation commences movement).

hoplitis April 29th, 2009 11:22 AM

Re: Quantifying Waypoints
 
Quote:

Originally Posted by Pyros (Post 688466)
Actually the random probability effect should better work with sections or single units rather than platoons.
The point is to give a bigger replayability to any custom battle.
I would like to see this at an effect, in which any meeting engagement could turn out to become an offensive or defensive battle.

cheers

You can randomize via reinforcements.
But there is another way to "randomize" simultaneoysly the response of all formations to their waypoint paths (and especially if they include secondary (buffer) waypoints)...
...must write part 2 of "quantifying waypoints" immediately:ahh:

hoplitis May 25th, 2009 02:35 PM

Re: Quantifying Waypoints
 
OK RL has caused some delay on Part B of "Quantifying Waypoints" but I'm about half way through and moving on.
BTW has anybody gone through the attached text and test scens or am I dancing solo here? :) (which would actually be the story of my life! :D:D:D)

...seriously now, I'm really interested in some feedback on this one ...

Skirmisher May 25th, 2009 03:17 PM

Re: Quantifying Waypoints
 
RL ? Are you saying that what your doing here isn't real?

I think RL should be replaced with ML (Mundane Life)

Imp May 25th, 2009 03:52 PM

Re: Quantifying Waypoints
 
Its on my to do list but same problem at present not finding a block of time to sit down with, couple of weeks & am hoping normality returns

Suhiir May 26th, 2009 11:38 AM

Re: Quantifying Waypoints
 
Quote:

Originally Posted by hoplitis (Post 692729)
OK RL has caused some delay on Part B of "Quantifying Waypoints" but I'm about half way through and moving on.
BTW has anybody gone through the attached text and test scens or am I dancing solo here? :) (which would actually be the story of my life! :D:D:D)

...seriously now, I'm really interested in some feedback on this one ...

I also have run face first into ML and have very limited time for doing anything "fun" at present. I still try to access the forums here once/twice a day to keep tabs on what's going on but hav't had time to actually play, or play with, WinSPMBT for a month or so.

I am however VERY interested in your project hoplitis !

hoplitis May 26th, 2009 12:12 PM

Re: Quantifying Waypoints
 
Quote:

Originally Posted by Suhiir (Post 692891)
...
I am however VERY interested in your project hoplitis !

Me too! :D


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