Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10] 11

Author Topic: Aqizzar's Automatic Annihilation Ængine  (Read 11764 times)

Aqizzar

  • Bay Watcher
  • There is no 'U'.
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #135 on: August 17, 2009, 03:02:45 am »

Uh...  Which line am I supposed to be typing into?  Because every time I've used one of these before, I would fuck something up until the sheet corrupted or the program crashed.  Anyway, a few changes are in order-

1- "Human" standard Size (Z) is 1 not 5.  I explained here, I fucked up the example statline.  1 is both the minimum and "default dude" size, 4 is the "fill up the whole hex" maximum.  Anything smaller will have to be represented in other special way (Amorphous swarms for instance).

2- "Human" standard move should be reduced to 2, instead of three.  With Movement 3 (that's 3 four-inch hexes) and two Actions, a unit could run all the way across a four foot map in less than three turns.  My bad.

3- F, R, S, T, A, I, L, and B should have a maximum of 10.  These stats could conceivably need to pass a "roll-under" check, and (I might change this later) the largest die used will be D12, so failure still needs to be possible.

3- F and R can remain free, but that's because the don't have a cost in themselves, rather that they'll alter the cost of Attacks given to them, since changes how effective they are.

4- I'm not sure why I (initiative, used for determining model action order and close combat engagement) and B (bravery, used for bravery stuff) need to be linked to each other.

5- Why 215 as a "default" price?  I get that you want some fudge room, but 215 for just one basic model without any other necessary parts would mean that even a 30ish model army would run into a five figure total.  Not that that has any problem in itself, but I feel like the scale of the numbers would start to run away from the player.
Logged
And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

bjlong

  • Bay Watcher
  • [INVISIBLE]
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #136 on: August 17, 2009, 08:38:33 am »

Really? The sheet shouldn't crash. You're typing into the test cell underneath each of the stats. Except for the Max cell, of course. What program are you running?

  • I've balanced the eqn's for humans (as far as I can tell) but I left in that Z goes from 1 to 4. Feel free to make a human-only sheet where z goes from 1 to 1.
  • I'll fix the move dependancies sometime today.
  • If it goes over 10, then just assume it's 10. I was thinking about putting in something on that, but I didn't.
  • I was thinking about that, but someone who has high S, A should have some fighting abilities just because of that. Likewise, someone with low L and I might not understand to to give some lead to their shots, or fire fast enough. I tried to leave it at a reasonable range for most units, but feel free to ignore it, if it really grates on you.
  • I and B aren't directly linked to each other. I is linked to R (for reasons above) which is also linked to B.
  • 210 is the stats of basic guy squared and added together, a metric that put out more or less good stats. 215 was when his movement was 3. You can scale it with simple multiplication and division to your liking.

After re-looking at my sheet, my instructions on 7, 8 don't work. Mostly because I had solved the recursive problem. How it should read:

7. Fill in the I stat.
8. Fill in the F, R stats.
9. Fill in the B stat. At this point, you're done! The further back you go to tinker, the more you'll have to change.
« Last Edit: August 17, 2009, 08:46:49 am by bjlong »
Logged
I hesitate to click the last spoiler tag because I expect there to be Elder Gods in it or something.

eerr

  • Bay Watcher
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #137 on: August 26, 2009, 11:47:14 pm »

what if action was changed to adrenaline?

soldiers naturally march at the same speed, but under good leadership, could have +3 action from natural adrenaline, and +1d4 from the leader or something.

of course, each turn beyond the first spent in adrenaline drains the units energy, so that in long campaigns, you could end up worse off if units never get a chance to recover/rest.
Logged

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #138 on: October 05, 2009, 05:26:06 pm »

Bump for the Emprah
Logged

Aqizzar

  • Bay Watcher
  • There is no 'U'.
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #139 on: October 05, 2009, 06:22:09 pm »

...What the crap, did you and Boksi plan this or something?  You could have at least sent a PM like him.

Well, like I told him, I've actually been getting back to this lately, I'm just swamped for time.  I need to make a to-hit table, some basic terrain, and run a test game with myself, and probably a couple other odds and ends.  Then I can take a couple volunteers for actually playing the game, make sure everything sort of works, then move on to further defining the army creation rules and eventually a point value system.

Just don't rush me.
Logged
And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #140 on: October 05, 2009, 06:47:23 pm »

I was just checking. Jeez.
Logged

zchris13

  • Bay Watcher
  • YOU SPIN ME RIGHT ROUND~
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #141 on: October 05, 2009, 07:37:12 pm »

I'll volunteer if you set up a webcam and a robot arm.
Logged
this sigtext was furiously out-of-date and has been jettisoned

Aqizzar

  • Bay Watcher
  • There is no 'U'.
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #142 on: October 05, 2009, 07:43:56 pm »

I was just checking. Jeez.

I just thought it was weird that both you and Boksi asked me about restarting this thread today.

I'll volunteer if you set up a webcam and a robot arm.

Half the point of my design is to make a wargame that can easily be played without physical pieces at all.  That was my biggest stumbling block in revamping existing games for online play, and what gave me the idea.
Logged
And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #143 on: October 05, 2009, 07:57:10 pm »

I was just checking. Jeez.

I just thought it was weird that both you and Boksi asked me about restarting this thread today.

I'll volunteer if you set up a webcam and a robot arm.

Half the point of my design is to make a wargame that can easily be played without physical pieces at all.  That was my biggest stumbling block in revamping existing games for online play, and what gave me the idea.
Both of us?...

It just popped into my head...

"Wasn't there some cool game Aqizzar was making? Oh, Yeah! The Annihilation Engine. Lets go bump it."

Unless Boski is using a thought projecting machine....
Logged

Aqizzar

  • Bay Watcher
  • There is no 'U'.
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #144 on: October 05, 2009, 08:02:20 pm »

Like I told Boksi, it's even weirder that I've been thinking about returning to this project all weekend.  Apparently, six weeks is the necessary time for people to go "oh hey, whatever happened to that thing you were doing?"  Weird.
Logged
And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

zchris13

  • Bay Watcher
  • YOU SPIN ME RIGHT ROUND~
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #145 on: October 05, 2009, 08:38:44 pm »

I blame it on the commies.
Logged
this sigtext was furiously out-of-date and has been jettisoned

Boksi

  • Bay Watcher
  • Everyone's dumb in their own special way
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #146 on: October 06, 2009, 01:26:30 pm »

Quick, let's lynch Sean Mirrsen! He's been using his secret communist mind control powers on us!

But yeah, apparently that was some sort of magic day that caused people to suddenly think "Hey, how's that wargame Qizzy was making doing, anyway?" and simulataneusolinesly ask about it.
Logged
[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

Aqizzar

  • Bay Watcher
  • There is no 'U'.
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #147 on: October 20, 2009, 09:39:14 pm »

I said several weeks ago that I'd come back to this in a week.  Obviously I didn't, but I haven't been idle either.  With all this talk lately of game design and documentation, I'm trying to kick this back into gear.  Where my schedule allows of course, but whatever.  Enough excuses, I want my game to actually work.

One problem is that this thread is the closest I have to a design document.  I need to consolidate stuff somewhere other than inside my head, or at least gather some hyperlinks to index everything.  The problem is, I write notes best when I'm describing stuff like a conversation, so I have to inflict my half-baked ideas on other people.  Or I just feel weird writing notes to myself.  Ergo, here's where I think I stand-

This is just the theoretical underpinnings of the system itself.

Spoiler: Statline (click to show/hide)
Big ol' statline description, just in case.

Spoiler: Dice and Rolling Them (click to show/hide)
Clarity's sake.

Spoiler: Morale and Logic (click to show/hide)
This stuff needs work.

For that matter, a lot of other stuff does too, namely melee combat rules.  Which I have none of.  Obviously, there should be some kind of effect from charging, normally an advantage of extra fighting impetus, including Attacks with special charging rules.  The defender should get some effect as well from special effects like terrain and defenses.  Also, rules regarding how the models interact over hexes, like piling into a space, and whether there's enough room for everybody and so forth.

In other words, I'm a lot farther from a playable game than I thought I'd be, but I think I can get there soon.  At that point, I need to start consolidating all of this into a single Preliminary Rulebook of some kind, and I'll probably start a new thread for Version 0.1 and player testing.  There's a lot more stuff I should be covering right now that I can't think of, but I want to post this now while I have time.

At any rate, the Ængine is back in business.  Commentary is always welcome.
Logged
And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

bjlong

  • Bay Watcher
  • [INVISIBLE]
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #148 on: October 20, 2009, 10:18:39 pm »

Panicing should be easy to implement, right? Just multiply all your factors together, subtract bonuses, add detriments, and that's the bravery you need to roll.

For example, here's an over simplified version:

((totalW - Wounds)/totalW)*(10/(Logic+1))*(Bravery/10)(other factors go here)*10 + (Number of adjacent enemies) + (Scary things go here) - (Number of adjacent allies) - (Brave things go here)

Possibly rolled w/ a D12?

Ah, well, there's how I'd approach it, at least.
Logged
I hesitate to click the last spoiler tag because I expect there to be Elder Gods in it or something.

eerr

  • Bay Watcher
    • View Profile
Re: Aqizzar's Automatic Annihilation Ængine
« Reply #149 on: October 23, 2009, 02:43:11 am »

What will make it fun?
« Last Edit: October 23, 2009, 01:49:49 pm by eerr »
Logged
Pages: 1 ... 8 9 [10] 11