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April 26th, 2009, 06:44 PM
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Sergeant
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Join Date: Dec 2005
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Quantifying Waypoints
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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April 26th, 2009, 08:48 PM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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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.
Last edited by Imp; April 26th, 2009 at 09:02 PM..
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April 27th, 2009, 07:51 AM
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Colonel
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Join Date: Mar 2005
Posts: 1,668
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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
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April 27th, 2009, 01:47 PM
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Sergeant
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Join Date: Dec 2005
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Re: Quantifying Waypoints
Quote:
Originally Posted by Pyros
I am glad that there are so talented people interested by the mechanism of way-points.
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Pyros, don't know if they're talented but they are ...brave,for sure!
Quote:
Originally Posted by Pyros
...
What would be interesting is to work the way-point mechanism in conjunction with the reinforcement entry probability mechanism.
cheers
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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?
Last edited by hoplitis; April 27th, 2009 at 02:04 PM..
Reason: addition
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April 27th, 2009, 05:39 PM
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Lieutenant General
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Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
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Re: Quantifying Waypoints
Quote:
Originally Posted by Pyros
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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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.
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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April 28th, 2009, 12:14 AM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Re: Quantifying Waypoints
Quote:
What would be interesting is to work the way-point mechanism in conjunction with the reinforcement entry probability mechanism
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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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April 28th, 2009, 04:08 PM
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Sergeant
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Join Date: Dec 2005
Posts: 261
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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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April 29th, 2009, 04:14 AM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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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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April 29th, 2009, 09:16 AM
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Sergeant
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Join Date: Dec 2005
Posts: 261
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Re: Quantifying Waypoints
Quote:
Originally Posted by Imp
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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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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April 29th, 2009, 10:12 AM
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Colonel
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Join Date: Mar 2005
Posts: 1,668
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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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