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Quantifying Waypoints
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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... |
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Cheers for taking the time feedback later
err quite a bit later looks like some good stuff but will need time to digest. |
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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 :) |
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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? |
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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. |
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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. |
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. |
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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 |
Re: Quantifying Waypoints
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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).
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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: |
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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 ... |
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RL ? Are you saying that what your doing here isn't real?
I think RL should be replaced with ML (Mundane Life) |
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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
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I am however VERY interested in your project hoplitis ! |
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