Going to make a SW Turn Based Naval Combat Game

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MKSheppard
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More specs..

Post by MKSheppard »

CAMPAIGNS IN SW: GREAT NAVAL BATTLES:

You earn two types of points: PRESTIGE POINTS
and SALVAGE POINTS from each battle.

Obviously, an ISD will yield much more PRESTIGE
and SALVAGE points than a mere Corvette.

Prestige points would be more important in
the Imperial game, representing the fact that
as you prove yourself more and more to the upper
ranks, you get assigned better crew, and better
equipment, and also get sent to the more difficult
missions...

The Rebels and Pirates would still have prestige points,
but would be much more limited - for the Rebels, you
might get better picks of equipment, like recieving some
X-Wings to replace those damn Z-95s, because Reb command
thinks you might be worth it.

However, in both the Pirate/Rebel campaigns, salvage would
be your primary method of keeping a force supplied and adding
to it.

Each craft/ship also would need maintenance points to run/operate
in a campaign game, and you can convert both prestige and salvage
points into maintenance.

Different craft/ships would have different maintenance requirements,
making some types of shitty craft actually WORTH something, because
you can run them off a shoestring budget. . . which may explain why
T-Wings and all those other craft are used by the Rebels and Pirates
all the time since they first appeared in TIE FIGHTER, even though
they suck donkey balls.

In both the Pirate and Rebel Campaigns, Prestige points would be
double edged swords: You'd get more recruits wanting to join
your group...BUT...you would rocket up the the hitlist of the
Imperial Navy (and Rebels too, if you're a Pirate).

The explanation is thus: Before all this, you were a two bit pirate,
but since you took out that Neb-B....well, they've reassessed your
danger to operations and are launching a campaign to eradicate
your group.

ESCAPE PODS AND CREW BONUSES:

You could use escape pods to save your precious experienced crews
from annihilation, as long as you have enough ships left to pick them
up before making a run to hyperspace....

This brings me to another point: ELITE crew/pilots, representing
the best of the best, like Rogue Squadron or the 181st, or Wedge
Antilles / Baron Soontir Fel.

These guys would be very very very rare......and insanely expensive
to purchase for your force.

UNIT COSTS:

Each unit will be priced according to firepower and armor/shields,
with special 'rarity factors' being factored in to make a certain
piece of equipment many times more expensive (If you play Combat
Mission Barbarossa to Berlin, you know what I'm talking about)

That spiffy TIE Defender Squadron might cost only 700 points,
but that's before you factor in the RARITY, which boosts their
cost by 200% (!)

This rarity can also be used to represent the Imperial
Military around ESB, with the TIE Interceptor being
available, but still very rare, compared to the
standard TIE /in. (25% or somefink increase in cost
due to rarity)

Same thing with the TIE Bomber and the older Modified
TIEs used for bombing attacks, or for example, the Lancer
Frigate...not a lot were made, so it would get a rarity
increase.[/quote]
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Post by The Dark »

The concepts you're talking about sound a lot like those from Dream Pod 9's RPG/Tactical War Game Heavy Gear. You might want to check some of those books out, particularly the main rulebook, the space book, and the technical manual #2 (which deals with salvage). It wouldn't necessarily be something to convert, but merely something to look at for possible influence on the game.
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Post by Cpt_Frank »

The concepts you're talking about sound a lot like those from Dream Pod 9's RPG/Tactical War Game Heavy Gear. You might want to check some of those books out, particularly the main rulebook, the space book, and the technical manual #2 (which deals with salvage). It wouldn't necessarily be something to convert, but merely something to look at for possible influence on the game.
It's WAY more similar to BFG. Which is a good thing IMHO.
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Post by NecronLord »

Yes, Renown points capt? :D

Keep going Shep
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Post by Cpt_Frank »

Yes shep we want to see this game finished as soon as possible.
Btw did I already mention it is VERY similar to BFG? :D
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Post by Guest »

This game sounds very interesting. :)
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Post by phongn »

IMHO, the best solution for the calculation system would be for someone to write up the algorithms in detail, have another person (or group) write the code in C++ and post it. Other people with access to compilers could then post binaries.

Another option is to use Java. Yeah, it's slow but not so slow that it becomes an impediment.
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Re: Initial Specing.....

Post by phongn »

MKSheppard wrote:For ships such as Star Destroyers, weapons will not be controlled individually, like on smaller ships, but in batteries of multiple
weapons ranging in size from 5 to 10 weapons (still open on which I should go with)
For something like the Imperator, you may want to group the HTL emplacements into four emplacements (e.g. P1 P2 S1 S2) with the medium weapons in larger batteries and point-defense in even larger ones.
A ship like the Millenium Falcon would have a HIGH engine point per
turn ratio, along with TIE Fighters, representing it's astounding
accelerative and manuvering capability, while Capital Ships would
have low engine point per turn ratios, representing the fact that
they can go as fast as the fighters, it takes a WHILE to get up to
speed.
You may want to do something like maneuverability as well - some ships have strengths there that may assist them in combat (such as a Mon Cal cruiser or a Defender-class SD).
Each Ship/Craft equipped with Shields shall recieve a certain number
of shield points per turn. This can be decreased or increased by
routing more or less power through the shield systems.
Provisions will be made for backup systems?
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Re: Initial Specing.....

Post by MKSheppard »

phongn wrote: Provisions will be made for backup [shield] systems?
Of Course. You'd think I'd forget all about the big advantages
MonCals have?
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Preliminary Point Values:

Post by MKSheppard »

ISD I : 1,000 pts
ISD II: 1,250 pts
VSD I: 600 pts
VSD II: 700 pts
Lancer Frigate: 500 pts
418-Immobilizer: 700 pts
Dreadnaught: 450 pts
Cor. Corvette: 150 pts
Cor. Gunship: 250 pts
Strike Cruiser: 500 pts
Escort Carrier: 400 pts
Nebulon-B: 600 pts
Mon Cal Cruiser: 900 pts

X-Wing: 150 pts/squadron
Y-Wing: 100 pts/squadron
A-Wing: 225 pts/squadron
B-Wing: 300 pts/squadron
Z-95 : 75 pts/squadron

TIE Fighter: 50 pts/squadron
TIE Interceptor: 75 pts/squadron
TIE Bomber: 85 pts/squadron
TIE Advanced: 125 pts/squadron
Assault Gunboat: 100 pts/squadron

*Edit Fixed some of the Pretty Ten Credit things like the Imperator MK I Shep, watch it when you type :D -Bean
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Re: Initial Specing.....

Post by phongn »

MKSheppard wrote:
phongn wrote: Provisions will be made for backup [shield] systems?
Of Course. You'd think I'd forget all about the big advantages
MonCals have?
Well... :wink:
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Post by Typhonis 1 »

HMM how about a way to spend points to customize a ship .Like saying this destroyer has a better CIWS than that or that Destroyer has a longer range advantage
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Post by The Dark »

Cpt_Frank wrote:Yes shep we want to see this game finished as soon as possible.
Btw did I already mention it is VERY similar to BFG? :D
What is BFG? I keep hearing references to it, and I have no clue what it is.
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Post by NecronLord »

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Post by EmperorMing »

Are you sure you want to rate the Tie Advanced lower than an X-Wing squadron? They seemed pretty close to me...
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Re: Preliminary Point Values:

Post by Sea Skimmer »

MKSheppard wrote:ISD I : 1,000 pts
ISD II: 1,250 pts
VSD I: 600 pts
VSD II: 700 pts
Lancer Frigate: 500 pts
418-Immobilizer: 700 pts
Dreadnaught: 450 pts
Cor. Corvette: 150 pts
Cor. Gunship: 250 pts
Strike Cruiser: 500 pts
Escort Carrier: 400 pts
Nebulon-B: 600 pts
Mon Cal Cruiser: 900 pts

X-Wing: 150 pts/squadron
Y-Wing: 100 pts/squadron
A-Wing: 225 pts/squadron
B-Wing: 300 pts/squadron
Z-95 : 75 pts/squadron

TIE Fighter: 50 pts/squadron
TIE Interceptor: 75 pts/squadron
TIE Bomber: 85 pts/squadron
TIE Advanced: 125 pts/squadron
Assault Gunboat: 100 pts/squadron

*Edit Fixed some of the Pretty Ten Credit things like the Imperator MK I Shep, watch it when you type :D -Bean
I think your overpricing fighters. Most are around 20-50,000 credits while even a Neb B is supposed to cost 174 million.

I also think you need to widen the spread of pricing for capital ships. As it stands two strikes cost as much as an ISD, but the ISD is out masses then by factor of around 8-10 and should have something of a matching combat boost.
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Post by weemadando »

I'm co-developing the base system with Shep, and we both think that fighters need to be expensive, as when used correctly they can be VERY powerful.

I'll talk to him about boosting high-end capship points.
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Post by MKSheppard »

phongn wrote:IMHO, the best solution for the calculation system would be for someone to write up the algorithms in detail, have another person (or group) write the code in C++ and post it. Other people with access to compilers could then post binaries.

Another option is to use Java. Yeah, it's slow but not so slow that it becomes an impediment.
I just found my old LEARN C IN 21 DAYS book, and am puttering around with
LCC-32 and I've actually gotten shite to work :twisted:
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Re: Preliminary Point Values:

Post by MKSheppard »

I think your overpricing fighters. Most are around 20-50,000 credits while even a Neb B is supposed to cost 174 million.

I also think you need to widen the spread of pricing for capital ships. As it stands two strikes cost as much as an ISD, but the ISD is out masses then by factor of around 8-10 and should have something of a matching combat boost.
Well, I was doing it the way Big Time Software did it when they did Combat
Mission, they assigned point values to equipment in the game depending
on it's firepower/armor/rarity, not the total price.....also, I'm pricing the
Starfighters PER SQUADRON....

But the entire system is open to corrections, if you don't like the way I priced
them.....REPRICE THEM YOURSELF!

Sheesh, don't make poor shep do all the work :roll:
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Post by Soulman »

Id the game going to be easily moddable? It would be nice o be able to add new ships and perhaps even make versions based on other series and suchlike.
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Post by NecronLord »

Yes make it ver modable. so we can add the GCS (0.01 point) :twisted:
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Post by MKSheppard »

Soulman wrote:Id the game going to be easily moddable? It would be nice o be able to add new ships and perhaps even make versions based on other series and suchlike.
I'm doing it like Space Empires IV, with most of
the data in text files.....

Also, I have just recieved permission from a wargame designer
to use his source code to develop my own game...

Let's hear it for Janne Viitala of FINLAND!

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GODAMN FUCKING SNIPERS!

Post by MKSheppard »

I was bidding on the ONLY star wars Wargame ever made, STAR WARRIORS
by WEG from 1987, and some hatfucker sniped me on ebay with 4 seconds
left for $1 dollar more than me!!!!!!!!

AAAAAARGH DIE DIE DIE
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Post by Cpt_Frank »

that kinda thing always sucks.
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Post by MKSheppard »

Cpt_Frank wrote:that kinda thing always sucks.
But I just sniped someone else for a consolation prize :twisted:

West End Games STAR WARS Battle for Endor 1989 board game #40206

Recreates the critical battle on the Forest Moon from the Return of the Jedi. This game can be played solitaire or with friends. The game is complete with the terrain map, 62 stand-up playing pieces, a deck of Acton Cards and a deck of Event cards, six special fire dice and the rules manual.

The game box is in great shape with only minor signs of shelf wear.
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