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  #1  
Old April 27th, 2009, 05:39 PM
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Suhiir Suhiir is offline
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Default Re: Quantifying Waypoints

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Originally Posted by Pyros View Post
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.
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  #2  
Old April 28th, 2009, 12:14 AM
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Default Re: Quantifying Waypoints

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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%.
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Old April 28th, 2009, 04:08 PM
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Default 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.
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Old April 29th, 2009, 04:14 AM
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Default 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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Old April 29th, 2009, 09:16 AM
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Default Re: Quantifying Waypoints

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Originally Posted by Imp View Post
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.
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Old April 29th, 2009, 10:12 AM
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Default 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
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Old April 29th, 2009, 11:02 AM
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Default Re: Quantifying Waypoints

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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File Type: zip WaitingForTheGuys.zip (33.0 KB, 228 views)

Last edited by hoplitis; April 29th, 2009 at 11:25 AM.. Reason: addition
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  #8  
Old April 29th, 2009, 11:22 AM
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Default Re: Quantifying Waypoints

Quote:
Originally Posted by Pyros View Post
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
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