My designs (PWB Game)

8 posts ยท Jun 21 2000 to Jun 26 2000

From: Roger Books <books@m...>

Date: Wed, 21 Jun 2000 12:51:20 -0400 (EDT)

Subject: Re: My designs (PWB Game)

On 21-Jun-00 at 11:10, Davis, Jonathan E (CRD) (davisje@crd.ge.com)
wrote:
> On 20-Jun-00 at 23:06, Laserlight (laserlight@quixnet.net) wrote:

I had one of those and dropped it for the current project. The big problem is
I tried to limit things to only two phases, which gets kind of nasty with
fighters.

Basicly, fighters may target a point in space or a ship. They will use their
full normal move to get there. They move AFTER ships. If they are then within
12inches of their target and have two or more CEF left they will close with
their target. The may also be assigned a ship escort role.

Fighters have priorities (assigned by the game, you can't change them.)

They are: 1. Interceptors 2. Things that don't fit other catagories 3. Attack
Fighters 4. Torp fighters. 5. Missiles

When hostile contact is made it works through like this:

The highest priority defender is matched to the highest priority attacker, the
next highest is matched to the next until you run out of one or the other.
Simultaneous combats occur, everyone involved loses a CEF and is marked as
having fired this turn.

<Logic, Interceptors go out first to clear the way.>

Next, after doing all ships with fighter coverage, PDS fire comes in.

PDS randomly picks an attacking fighter group and fire at it. If more damage
is done than fighters remain in the group the excess is lost.

Ships without ADFC fire PDS's Ships with ADFC defend targets they are assigned
to gaurd unless
    ordered to defend _any_.
  Ships with ADFC fire left defend themselves, ships with _any_ defend
themselves.
  Ships with ADFC and _any_ orders fire at fighters attacking ships
within 6MU.

You may have multiple ADFCs each with a different defense target.

After all damage is done the fighters make their attacks and spend a CEF.

Talk about fun to code.:)

From: Colin Plummer <colin@i...>

Date: Thu, 22 Jun 2000 09:43:05 +0100

Subject: Re: My designs (PWB Game)

Thus spoke Roger Books on Wed, Jun 21, 2000 at 12:51:20PM -0400 :
> [quoted text omitted]
[Snippy snippy]
> >

[snip explanation of fighters and defences]

> Talk about fun to code. :)

I've got around it by modifying the turn sequence.

Turn reports give the position -after- movement, but before firing,
fighter attacks, missile attacks etc... Once I have implemented fighter I
intend
to list all declared fighter/missile attacks in the turn report.  So the
player can assign defences directly.

This does mean that all movement has to be conditional - but I think
thats
simpler than conditional firing/fighter attacks/PDS/ADFC etc... :)

From: Roger Books <books@m...>

Date: Thu, 22 Jun 2000 07:47:07 -0400 (EDT)

Subject: Re: My designs (PWB Game)

On 22-Jun-00 at 04:46, colin.plummer@theplanet.net
(colin.plummer@theplanet.net) wrote: > Thus spoke Roger Books on Wed, Jun 21,
2000 at 12:51:20PM -0400 :
> >

I'm not going to be doing conditional attacks at all, I'm doing
two phases to a turn.  One is movement/fighter/missiles, the other
is allocating fire. One other major change to the real FT rules
is that all damage _in a phase_ will be simultaneous.

I'm trying for a fairly high level, admiral feel to the game. Actually, I'm
working from the campaign level down as the main reason for this is to deal
with a campaign without GM intervention. All the campaign hooks are in the
perl module. You need an actual perl program to put such things in place as
world placement (although the worlds have a place to live in the module),
repair, building, etc etc.

From: Colin Plummer <colin@i...>

Date: Fri, 23 Jun 2000 09:05:47 +0100

Subject: Re: My designs (PWB Game)

Thus spoke Roger Books on Thu, Jun 22, 2000 at 07:47:07AM -0400 :
> I'm not going to be doing conditional attacks at all, I'm doing

Interesting.. remind me to take a look when you're ready.

> I'm trying for a fairly high level, admiral feel to the game.
Actually,
> I'm working from the campaign level down as the main reason for this

Mmm, campaign management stuff.. kewl.

For your viewing pleasure...

  http://ftpbem.imhotep.org.uk/

Shows the current state of the alpha game - though I haven't run turn
one yet:) The players full names won't be listed until I have their permission
though.

The ship designs are not shown, since I'm hiding that knowledge from the
players for the moment.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Fri, 23 Jun 2000 18:14:51 +1000

Subject: RE: My designs (PWB Game)

I get server not found errors on this address...

Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[Pirates] Captain Dame Washalot
[DitD] Captain Puppilier

> -----Original Message-----

From: Owen Glover <oglover@b...>

Date: Fri, 23 Jun 2000 19:49:15 +1000

Subject: RE: My designs (PWB Game)

Me too :-(

> -----Original Message-----

From: Thomas Anderson <thomas.anderson@u...>

Date: Fri, 23 Jun 2000 11:00:16 +0100 (BST)

Subject: RE: My designs (PWB Game)

> On Fri, 23 Jun 2000, Owen Glover wrote:

> > [mailto:owner-gzg-l@CSUA.Berkeley.EDU]On Behalf Of Robertson,

it works for me!

techie bits...

ip: 195.92.249.250 ns: ns0.spod.org, ns1.spod.org

so try http://195.92.249.250/

the page isn't hugely informative, though.

tom

From: Colin Plummer <colin@i...>

Date: Mon, 26 Jun 2000 10:56:44 +0100

Subject: Re: My designs (PWB Game)

Thus spoke Tom Anderson on Fri, Jun 23, 2000 at 11:00:16AM +0100 :
> On Fri, 23 Jun 2000, Owen Glover wrote:

Probably taking a while to propagate through DNS

> it works for me!

That won't actually work, since spod.org hosts many different.org.uk sites
through a single apache server.

What you -can- do is fool your name server into thinking that
ftpbem.imhotep.org.uk is 195.92.249.250, then go to the URL normally
(this is easy in linux, just add to /etc/hosts)

Alternatively you can set ns0.spod.org as your nameserver temporarily.