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Finally... => Creative Projects => Topic started by: Aqizzar on May 30, 2009, 09:34:56 pm

Title: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on May 30, 2009, 09:34:56 pm
If you found this this thread by searching, it is now obsolete.  The new thread is here. (http://www.bay12games.com/forum/index.php?topic=48059.0)


So I've had a project rolling around in my mind.  Months ago, I thought it'd be cool if the forum had a play-by-post-or-IM-or-IRC Warhammer 40000 league.  Two people would submit turns to a Game Master, who would work out the results and manage the board and so forth to keep things honest and moving.  Then I thought about the logistics of it, and realized that Warhammer relies so much on specifically measured distances and model placement that the best way to run such a game over an inarticulate medium like the Internet would require systematically fudging the game, perhaps with a hex-based map to eliminate the need for inches.  But then I realized what kind of over complications that brought, and scrapped the whole idea.  I pondered running the same idea with a simpler game like Necromunda or BrikWars, but I couldn't get around all the things that would have to be altered for streamlining.

Then, I came to the obvious, monstrous conclusion.  If I'm going to go to that much work to re-render an existing game playable online, I may as well just make up my own and dump the complications from the get go.  So, God help me, I'm making a table-top-wargame.  I call it - the Automatic Annihilation Ængine.

Naturally for a DIY game project, I have no concrete elements in place, but I have a few overarching goals in mind, which I'm sure you'd all love to help me turn into a real game.  Above all else, I want to optimize this for playing by forum posts or other static telepresence means.  Mostly this means streamlining (though not necessarily simplifying) the rules as much as possible, maybe even writing simple function programs to handle number crunching and table searching.  More importantly, it requires the presence of a Game Master, who will handle all the actual die-rolling and bookkeeping, unless you've got two players who really trust each other.  But those are just principles, not goals.  These goals are things the system needs to do, which I can visualize as achievable, but I need to nail down into real rules.

Firstly and simply, games will be played on a hex-tiled map.  In keeping with tradition, gameplay will conceptually revolve around 25mm miniatures, even though nothing is required to physically exist.  Each hex is roughly 3-4 inches in diameter, conservatively big enough to hold ten models.  Larger models of course take up more space in a hex.  Squads composed of multiple models can spread out over contiguous hexes, to a minimum of three 25mm models per hex for coherency.  All movement and shooting is based on hexes, so spread-placement is important, as are the number of models in a hex for things like explosions.  Close combat will probably involve something like squads piling into and contesting mixed hexes.

Second, players will not make moves on a model-by-model or even side-by-side alternation.  Even diehards of the genre acknowledge that this your-turn-my-turn norm is hard to logically justify.  More importantly, it can bog down activity, and theoretically give players an unfair advantage because every action is telegraphed in advance.  My solution - to speed along the progression of turns and avoid some meta-game tarpits, all player activity will take place simultaneously.  The Hell I hear you say.  Each turn, both players will determine what movements and actions they want every unit in their respective army to take, and submit it in secret to the GM.  The GM then computes all the results, and posts the layout of the next turn.

This introduces a huge mass of complications, because it fundamentally changes the relationship between the player and the game.  Namely, in most games the player is less a general than a hive mind, perfectly aware of all factors and directing all activity.  In my system, the player is, by necessity more than ideal, a detached commander, issuing standing orders that he can only hope his army acts on.  Not that units will randomly disobey orders or anything, but the player just won't know what's happening until after it's happened, with no recourse to change his mind.  Picture these scenarios.

Squad A wants to shoot at Squad B, but Squad B has orders to move out of Squad A's weapon range.
Squad C wants to charge Squad D, but Squad D wants to run somewhere else.
Squad E and Squad F, opponents, are both ordered to move into the same hex.

I'm not exactly sure how to handle these scenarios, but the best idea I've had is an Initiative system - namely units get to think for themselves when presented with situations their orders don't exactly account for.  For example: picking a different target, starting a fight, running faster, retreating, milling about in confusion, and other possibilities.  I'm picturing dice, modifiers, and tables.

Third and biggest, there is no official setting, fluff, or any army lists at all.  Nope.  The army lists and their derived armies are designed from the ground up by the players.  Models, squads, squad options, squadrons, all the way up.  Of course, armies must be given a relative "value" of some kind.  In an optimal world, players would just punch numbers into a program, and it would spit out a numeric power value calculated from a holistic appreciation of every element and it's relationship to the whole army, but that's silly.  Nonetheless, I do plan for models to be given algorithmic point values, followed by calculations of upgrades and squad constructions, and so forth.

Of course, all of that can only come after the stats and contests thereof are hammered down, but I've got plenty of ideas on how to approach that too.  This also requires a lot of effort on the players' parts for original creations, and checking by the GM for security's sake.  This in turn would lend itself to smaller armies and lists, which would cut down on bookkeeping work for the GM.  However, the system should be able to handle any given army size and complexity, but coherency will follow from restraint.

That's by no means everything I've thought of, not even approaching the unit construction meat and gameplay potatoes of the engine.  But that's my initial, impromptu proposal.  Let the questions, criticisms, tangential comments, and promise of nebulous assistance fly!
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on May 30, 2009, 09:35:48 pm
meh.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on May 30, 2009, 09:39:51 pm
Why even post that if you know that I know you didn't possibly read it.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Servant Corps on May 30, 2009, 09:41:56 pm
So I've had a project rolling around in my mind.  Months ago, I thought it'd be cool if the forum had a play-by-post-or-IM-or-IRC Warhammer 40000 league.  Two people would submit turns to a Game Master, who would work out the results and manage the board and so forth to keep things honest and moving.  Then I thought about the logistics of it, and realized that Warhammer relies so much on specifically measured distances and model placement that the best way to run such a game over an inarticulate medium like the Internet would require systematically fudging the game, perhaps with a hex-based map to eliminate the need for inches.  But then I realized what kind of over complications that brought, and

The problem is, Aqizzar, is that there is already such a program. VASSAL. VASSAL allows for someone to play Warhammer40K online. No need for an intermediary.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on May 30, 2009, 09:42:54 pm
I did. I dont really like how both players go at the same time.

It means that shooting.combat can be avoided.

I think.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Strife26 on May 30, 2009, 10:01:42 pm
I like the idea. Turn basedness is inately flawed in a realistic sense.
Of course, I've never played a tabletop game, but I'll be happy to help if I can.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Zai on May 30, 2009, 10:33:23 pm
Sounds interesting.

... =X
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Boksi on May 31, 2009, 09:48:43 am
Hmmmmm...

Hmmmmmmm...

...I've got nothing.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on May 31, 2009, 09:49:51 am
What type of time period?

Warhammerish?

Or more fantasy?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Asheron on May 31, 2009, 10:08:56 am
What type of time period?

Warhammerish?

Or more fantasy?
Third and biggest, there is no official setting, fluff, or any army lists at all.  Nope.  The army lists and their derived armies are designed from the ground up by the players
Ehem.

I like the taking-a-turn-at-the-same-time mechanic. You should be able to solve most of the problems with things like iniative and logic ( if those guys move out of range, then they won't get hit or perhaps just one or two of their slower ones ). However, the problem with having different time periods and all that is that it's hard to have rules that go for all time periodes. For example, bows have a lot more complications and other abilities ( shoot over things for example ) then guns.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on May 31, 2009, 11:34:15 am
Well, I think Ill make an Empire inspired army.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Rysith on May 31, 2009, 12:47:34 pm
Picture these scenarios.

Squad A wants to shoot at Squad B, but Squad B has orders to move out of Squad A's weapon range.
Squad C wants to charge Squad D, but Squad D wants to run somewhere else.
Squad E and Squad F, opponents, are both ordered to move into the same hex.

I'd be up for helping with this. Turn-based strategy games have always interested me, but I've never been able to get into tabletop gaming because I've always lacked either the money or the time to deal with the figures.

I'd suggest a system where orders can be given based on any visible target, not just hex locations. That would solve Situation #2, where Squad C would be ordered to charge squad D, and would then try to move after squad D (potentially outrunning them and initiating combat elsewhere, potentially falling short)

Situation #3 also seems fairly easy, in that the two squads would move into each other and initiate melee combat.

Situation #1 is a bit harder, since you don't want to let people game gun ranges to make guns horribly unreliable. If movement and shooting is allowed, I'd guess that allowing squad A to advance and shoot would work well. For stationary emplacements (gun nests etc.), I'd guess a "shoot at anything that enters your range" command would be appropriate, possibly even shooting at squads in mid-movement.

If movement and shooting isn't allowed on the same turn, though, you'd need a "partial fire" type of rule, probably reducing the incoming damage by the "time" that squad B was in range. For example, if squad B is moving ten hexes, of which 4 of those are in range of squad A, squad A would fire and deal 40% damage to squad B. Further refinements could be made based on squad B's movement speed (if squad B could move 20 hexes, they might take only 20% damage even though they are only moving 10 hexes) and penalties for moving under fire (squad B might only be able to move 5 hexes under fire, and thus not only not get to where they were trying to get, but also take 80% damage from squad A's volley). Any of those combinations seem workable, to me.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Willfor on May 31, 2009, 02:53:55 pm
The Game of Thrones board game (not really the same genre. more like Risk than a tabletop game) deals with real time turn resolution by making orders into tokens that you lay down all at the same time as your opponent. Then once both players are satisfied, they all get revealed at the same time, and are resolved one at a time based on the order's type and a preset turn order.

This does slow the game down, but I found it an interesting way to handle it. Not sure if it's relevant here at all.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: JoshuaFH on May 31, 2009, 10:05:14 pm
I always enjoy reading Aqizzar's spiels, and doubly so for this one. I read this and I think of a tabletop-ish game with real-time combat that has it's characters following rules and orders FFXII-style.

Seeing something like this in it's infancy makes me want to jump in and start helping out.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: woose1 on June 03, 2009, 10:22:32 am
I have to jump in with Org's opinion, but only because I despise table-top games. Although with this new implementation, it becomes more of a theoretical RTS/Strategy game. Plus, it's online. I think I will be watching this, but for now:

Meh.

EDIT: Why did you change the name?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on June 03, 2009, 12:52:41 pm
The best solution to your first situation is solved if just use sliding accuracy based on distance and terrain between the two.

I like this game idea. Sounds like Diplomacy... without the diplomacy.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 03, 2009, 04:08:18 pm
Been ignoring this for a few days, but I've got the time to invest in it now.  A few things.

I like the idea of accuracy based on distance.  With hexes that's a lot easier to eyeball than inches.  To keep out too much weirdness like targets moving out of range, ranged weapons will just have realistically generous maximum ranges.  Though really shot weapons like throwing knives are hard to place then.

My basic idea for a stat system is, stats are made from a roll-over base+roll.  Say two models are beating each other up, using practically universal Strength and Toughness stats.  Ignoring how they're actually hitting each other, their attacks are made as (Attacker's Strength stat + 1d6) vs (Defender's Toughness + 1d6).  And everything else just kind of follows from there.

As there are no distinct Action or Movement phases, there's no need to distinguish between them.  Units have a Speed they move at, but also some kind of Action stat, which determines how many times a turn a model can do stuff, be it running, attacking, or otherwise.  For most models Action is just 2 - run and shoot, shoot and retreat, run like hell, or dig in and really shoot.  Ponderous units like zombies would have 1 Action, anything more than 2 or 3 would be pretty Heroic.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 03, 2009, 04:11:17 pm
I would play.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: sonerohi on June 03, 2009, 06:54:12 pm
dat game. I'd play dat.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: The Mad Engineer on June 05, 2009, 03:30:13 pm
I've never played before, but I am intrigued with the idea of creating our units.

That way, we would have CREATIVITY, instead of BASING our game off of EXISTING BACKSTORIES *glares at certain forum-members*


The fact that the turn-based system is gone is also fantastic, making the game more realistic.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: ein on June 06, 2009, 02:23:57 am
This sounds pretty cool.
You should also use hit zones instead of hitpoints. That's pretty much what DF has. Hitpoints are unrealistic and annoying. I like being able to die instantly if an arrow pierces my heart or brain.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 08, 2009, 04:19:42 pm
So, Aqizzar, is this happening?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 08, 2009, 04:25:26 pm
Uh... yes?

I haven't any free time to actually look at this damn thing.  I sorta ran out of steam typing the proposal, but there's no reason to let the idea languish.  I'm just not sure where exactly to start.

Basically, I need to hammer down the actual combat mechanics, make sure they at least move from one turn to the next, then lay down some rules on how to handle each turn.  Only then can the tastier stuff like stats and so forth be handled.  Right now, it's just an idea with no rules.  Don't think my name in the title means you can't speak up.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 08, 2009, 04:27:31 pm
Question:
Are there any stats?

Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 08, 2009, 04:32:45 pm
Why wouldn't, nay, how could there not be stats?  Without stats, you're playing Yahtzee with figurines.

I don't know how to handle any of that or what they are yet.  That's what I'm saying.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 08, 2009, 04:34:12 pm
Why wouldn't, nay, how could there not be stats?  Without stats, you're playing Yahtzee with figurines.

I don't know how to handle any of that or what they are yet.  That's what I'm saying.
Other than what you have said, what do you have? And where do you need help?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 08, 2009, 04:42:21 pm
Everywhere.  That's where help is needed.  Stats off the top of my head are-

Action - How many actions a model can perform each turn; two for most fighters.
Movement - How many hexes a model can travel in one action.
Initiative - How likely a model will react meaningfully in a situation the orders don't cover.
Logic - How skilled that reaction will be (say shooting the most dangerous target instead of spraying fire).
Some kind of accuracy stats for ranged and close combat weapons.
Toughness to shrug off damage, maybe modified by armor instead of being separated.
I prefer the simplicity of Warhammer's very few Wounds system for tracking model hits.
Strength might be rolled into a general close combat ability.  I had a possible idea for strength governing carry-weight and suchlike for weapons, but that raises too many sticky questions about technical details to keep.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 08, 2009, 04:46:32 pm
Everywhere.  That's where help is needed.  Stats off the top of my head are-

Action - How many actions a model can perform each turn; two for most fighters.
Movement - How many hexes a model can travel in one action.
Initiative - How likely a model will react meaningfully in a situation the orders don't cover.
Logic - How skilled that reaction will be (say shooting the most dangerous target instead of spraying fire).

Some kind of accuracy stats for ranged and close combat weapons.
Toughness to shrug off damage, maybe modified by armor instead of being separated.
I prefer the simplicity of Warhammer's very few Wounds system for tracking model hits.
Strength might be rolled into a general close combat ability.  I had a possible idea for strength governing carry-weight and suchlike for weapons, but that raises too many sticky questions about technical details to keep.
First I need help understanding these two, if you could try to explain them to me.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 08, 2009, 07:49:44 pm
Well, I said that the crux of the rules is that both armies move simultaneously.  Players give orders to each unit or squad or whatever each turn, but if the unit runs into a situation that it's orders don't cover (target gone, ambushed, other stuff), it then has to act on it's own.  Initiative measures a model's ability to jump into action, Logic covers had competent that action is.

Say two units blunder into each other, a pack of Sabretooth Tigers and a squad of Dwarven Machinegunners.  The tigers would probably react first, leaping at the dwarves as animals do; while the dwarves would react with better strategy, shooting the leader or forming a defensive line.  A model with low scores in both would be dimwitted like an ogre and in need of good supervision, while some Elven SEALs would have high scores in both and could confidently be left to their own devices.  Obviously, reactions would rarely be automatic, relying on rolls, then tables or suchlike.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Vactor on June 08, 2009, 10:07:29 pm
are you going to want to model morale and organization into the units? such that as a fight wears on a unit may lose heart and quit the field, or become so disorganized it is unable to move around the battlefield effectively until it is given a chance to reorganize?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 09, 2009, 09:43:40 am
Well, I said that the crux of the rules is that both armies move simultaneously.  Players give orders to each unit or squad or whatever each turn, but if the unit runs into a situation that it's orders don't cover (target gone, ambushed, other stuff), it then has to act on it's own.  Initiative measures a model's ability to jump into action, Logic covers had competent that action is.

Say two units blunder into each other, a pack of Sabretooth Tigers and a squad of Dwarven Machinegunners.  The tigers would probably react first, leaping at the dwarves as animals do; while the dwarves would react with better strategy, shooting the leader or forming a defensive line.  A model with low scores in both would be dimwitted like an ogre and in need of good supervision, while some Elven SEALs would have high scores in both and could confidently be left to their own devices.  Obviously, reactions would rarely be automatic, relying on rolls, then tables or suchlike.
I understand much better now.

Sorry if I seemed unresponsive, my internets were down.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Rysith on June 09, 2009, 10:35:10 am
I prefer the simplicity of Warhammer's very few Wounds system for tracking model hits.

I'm not familiar at all with Warhammer's Wounds system, but it seems like one of the strengths of this system would be that a (relatively) large amount of computation could be done between turns. Why not have models divided into sections (head, torso, limbs), each with their own "hp" pool and (potentially) separate armor values? Incoming fire could be distributed randomly (or, as a special ability, targeted?), resolved against the armor of that section, and then have effects such as slowed movement, lessened attack, instant death, and so on. Perhaps a bit more complicated, but resolving those wouldn't hold up gameplay (especially since I'd guess that we would be writing a perl script or something to auto-resolve things).
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 09, 2009, 10:43:54 am
I prefer the simplicity of Warhammer's very few Wounds system for tracking model hits.

I'm not familiar at all with Warhammer's Wounds system, but it seems like one of the strengths of this system would be that a (relatively) large amount of computation could be done between turns. Why not have models divided into sections (head, torso, limbs), each with their own "hp" pool and (potentially) separate armor values? Incoming fire could be distributed randomly (or, as a special ability, targeted?), resolved against the armor of that section, and then have effects such as slowed movement, lessened attack, instant death, and so on. Perhaps a bit more complicated, but resolving those wouldn't hold up gameplay (especially since I'd guess that we would be writing a perl script or something to auto-resolve things).
THe problem is if you are doing even a fairly small game, there are many many models usually, and it would take longer. I agree with Aqizzar in using Warhammer/LOTR wound system.

And on another note, Aqizzar, is there anything right now for hitting in combat/shooting?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 09, 2009, 06:41:32 pm
And on another note, Aqizzar, is there anything right now for hitting in combat/shooting?

Nope!

I'm not familiar at all with Warhammer's Wounds system, but it seems like one of the strengths of this system would be that a (relatively) large amount of computation could be done between turns. Why not have models divided into sections (head, torso, limbs), each with their own "hp" pool and (potentially) separate armor values? Incoming fire could be distributed randomly (or, as a special ability, targeted?), resolved against the armor of that section, and then have effects such as slowed movement, lessened attack, instant death, and so on. Perhaps a bit more complicated, but resolving those wouldn't hold up gameplay (especially since I'd guess that we would be writing a perl script or something to auto-resolve things).

For reference, GW games (Warhammer et al) track woulds with one number, most models having one wound.  If the model is hit, then wounded, then isn't saved by it's armor, then it's dead.  Models with multiple wounds don't fight any differently if they lose any wounds short of dieing.

I do think it would a little too easy to say "models are completely alive until all their wounds run out" and leave it there.  But anything more complicated would be just that.  Maybe a model wounded but not killed would fight at reduced effectiveness, with crappier accuracy and a random movement distance.  And maybe basic soldiers would have two wounds each, to represent the obvious scenario of squads having to drag around wounded but still viable fighters.  And larger weapons like swords and rifles (and on up) have a chance to cause multiple wounds, killing normal dudes outright.

are you going to want to model morale and organization into the units? such that as a fight wears on a unit may lose heart and quit the field, or become so disorganized it is unable to move around the battlefield effectively until it is given a chance to reorganize?

I don't know how I forgot about this, but yes morale has to be important.  It would interact with Initiative and Logic to determine whether a unit charges or stands when left on it's own, or bolts if bad stuff happens.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 09, 2009, 06:44:53 pm
Thinking of just using Weapon and`Ballistic Skill?

And are you using saves?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 09, 2009, 06:51:55 pm
I dunno.  I have now completely exhausted everything I thought of before hand.  This is all free-balling.

I had an idea that armor would be rolled into a model's general resilience.  The division would be actually hitting a target, and then damaging it.  Yes, that means agility or somesuch.  I can't immediately see any meaningful difference between armor-penetrating weapons and weapons of great force.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 09, 2009, 06:57:41 pm
I dunno.  I have now completely exhausted everything I thought of before hand.  This is all free-balling.

I had an idea that armor would be rolled into a model's general resilience.  The division would be actually hitting a target, and then damaging it.  Yes, that means agility or somesuch.  I can't immediately see any meaningful difference between armor-penetrating weapons and weapons of great force.
Hmmm...

And are there anythings other than stats and rules that carry over..Like magic?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Rysith on June 09, 2009, 07:43:06 pm
Thinking of just using Weapon and`Ballistic Skill?

I'm not sure why you wouldn't (or even just a single 'attack' skill), unless you wanted to include units looting weapons on the battlefield, which seems a) unlikely as a general case and b) handle-able with a generalized "-2 with an unfamiliar but similar weapon (M16 to AK-47, for example), -4 otherwise" type of rule. I could see separate melee and ranged values, but not much point beyond that.

I'd also think that having some kind of armor-penetrating effect would be good: molten lead poured off the top of a castle wall wouldn't do any more damage to an unarmored human than an armored one, but it wouldn't do significantly less damage to the armored one either. That said, I have no idea what molten lead would do to a naturally tough-skinned creature, and it might be fine if that had its "armor" reduced by such an attack as well.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 09, 2009, 07:45:22 pm
Thinking of just using Weapon and`Ballistic Skill?

I'm not sure why you wouldn't (or even just a single 'attack' skill), unless you wanted to include units looting weapons on the battlefield, which seems a) unlikely as a general case and b) handle-able with a generalized "-2 with an unfamiliar but similar weapon (M16 to AK-47, for example), -4 otherwise" type of rule. I could see separate melee and ranged values, but not much point beyond that.

I'd also think that having some kind of armor-penetrating effect would be good: molten lead poured off the top of a castle wall wouldn't do any more damage to an unarmored human than an armored one, but it wouldn't do significantly less damage to the armored one either. That said, I have no idea what molten lead would do to a naturally tough-skinned creature, and it might be fine if that had its "armor" reduced by such an attack as well.
I think you are confused on what I mean by Weapon or Ballistic Skill...

Or I am confused about what you said.

Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Asheron on June 10, 2009, 12:45:09 pm
For the weapon penetration thing, you could use some sort of a value. For example, you could set a normal sword to have a penetration of 5, and a plate armour would have a defense value of, say, 7. 7-5=2, so you minimally need to roll a 3 to penetrate the armour. For things like molten lead you could take a value of 15 or something, so it's guaranteed the penetration happens, no matter how sucky the roll. You might go as far as making different penetration classes, for example give an axe 7b ( blunt) and 2p ( penetration ) and give a shield 4b and 7p defense values. These are all random values, of course. 
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Rysith on June 10, 2009, 12:46:01 pm
Thinking of just using Weapon and`Ballistic Skill?

I'm not sure why you wouldn't (or even just a single 'attack' skill), unless you wanted to include units looting weapons on the battlefield, which seems a) unlikely as a general case and b) handle-able with a generalized "-2 with an unfamiliar but similar weapon (M16 to AK-47, for example), -4 otherwise" type of rule. I could see separate melee and ranged values, but not much point beyond that.
I think you are confused on what I mean by Weapon or Ballistic Skill...

Or I am confused about what you said.

Either is quite possible, since I'm coming from a computer-TBS and PnP RPG background, rather than a wargaming background. What did you mean?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 10, 2009, 12:48:51 pm
In Warhammer, All units have a Weapon SKill, which is how good they are in hitting with a weapon, with most heroes having a high Weapon Skill, and lowly Guardsman having a very low Weapon Skill.

Ballistic Skill is the same, except it is for Shooting.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Asheron on June 10, 2009, 01:07:10 pm
In Warhammer, All units have a Weapon SKill, which is how good they are in hitting with a weapon, with most heroes having a high Weapon Skill, and lowly Guardsman having a very low Weapon Skill.

Ballistic Skill is the same, except it is for Shooting.
Hmm. This gave me an idea. In exchange for more points, you could buy a "trained" variant of models, which are basically models with more weapon skill, speed,... anything that you can learn with a more proper training.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 10, 2009, 01:09:10 pm
THat would be good. Except for some models.

I dont think you could train, say, Ogres in Speed. Or logic for that matter.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 10, 2009, 06:47:10 pm
I think my army is coming together. DF inspired. But with some cool ideas
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: inaluct on June 10, 2009, 06:51:19 pm
Wate, is this complete enough to make armies? :O
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 10, 2009, 06:53:57 pm
No. I have ideas.

I probably should have said that.

Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 10, 2009, 07:06:49 pm
Wate, is this complete enough to make armies? :O
Do you wish to add something?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: inaluct on June 10, 2009, 07:09:28 pm
Well, I'm going to make an army once this is done.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 10, 2009, 07:13:07 pm
Ahh...

If I may ask, what idea for your army do you have?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: inaluct on June 10, 2009, 11:21:38 pm
Ogre Liberation Task Force.

No longer will the mighty ogres bow their heads in submission to the puny shortlings.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Earthquake Damage on June 11, 2009, 04:46:26 am
OP

I recommend you check out the Steel Panthers series (PC wargames;  SP: World at War is free and thus the only one I've played -- check the Matrix Games website).  There are a lot of good ideas there, many of which I haven't encountered in other games (I'm not much of a wargamer, admittedly, so take that for what it's worth).  Could be a good source of inspiration for some of your game mechanics, despite not being tabletop games.

It's turn-based, yet they make some effort to solve the "you go, we go" mechanic.  Of note are their artillery/air strike and op-fire systems.  Good idea fuel, I reckon.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 11, 2009, 06:24:38 am
Okay, I've finally had the flash of inspiration I've been waiting for.  At last, a stat comparison system!

All models have a stat line, whose numbers are fixed as one would expect.  Attacks, armor, and other special stuff adds die-rolls to these fixed numbers when actions compare them.  Allow me to demonstrate with a completely hypothetical scenario with hypothetical placeholder stats.

Two identical cavemen, Uhg-A and Uhg-B, are battling (there can be only one Uhg!).  Both wear the same hide armor and carry matching clubs.  First, they have to actually engage each other in combat - this a function I'll work out later (Initiative and so forth).  For argument's sake, Uhg-A strikes first.  His basic Weapon Skill is 5, and his club offers a to-hit roll of +1D6.  Uhg-B's basic Agility is 5, and his light hide armor allows a +1D6 roll for dodging (you can see where I'm going with this).  Uhg-A connects, and rolls to wound Uhg-B.  Uhg-A hits with Strength 5, and his wooden stick rolls a +1D6 when smacking people.  Uhg-B wears some thick hide, adding +1D6 to his 5 of Toughness, and yeah you get the idea.

With this caveman example, let me stress a very important point.  The system, as I envision it, makes absolutely no distinction between technologies, eras, or origins.  For the purposes of balancing and model cost, it is the effect, and only the effect, that matters, not the explanation.  If you make a unit of sling-swinging hobbits and say they do the same damage as riflemen, other players would be perfectly entitled to make fun of you, but as long as you pay the commiserate cost of rifle-like damage, you can say it's because they throw rocks at the speed of sound, and the system itself will not care one iota.

Back on point, the bonus rolls for "equipment" (explanations are meaningless) go up or down to represent various kinds of attacks or defenses, and also interact with the target's options.  Examples:  A buzzsaw would have a high Strength bonus for cutting through armor, but a very low Skill bonus because it's clumsy.  A flamethrower would have relatively low Strength, but it's fan would downgrade the target's Agility bonus.  A bulky suit of armor would have a high Toughness bonus, but add little to Agility.  A very hard suit of armor would possibly degrade the weapon's Strength bonus or divide it's basic Strength, as it's designed to withstand direct blows.  I'm picturing a large table of Weapon and Armor types and their respective interactions with each other.  And of course, some weapons (like guns) will have their own basic Strength independent of the model that carries it.

It also bears mentioning that these bonus rolls will all be D6's, D3's, D8's, and so on.  As there's no physical table or models, any random numbers needed could really be of any possible range, but I think for nerd-dom's sake if nothing else I'd like to adhere to the Platonic polyhedrals.

So I still need to think through and devise the whole squad-logic-initiative-morale thing, and a weapon design system, and armor types, and a terrain system.  But at least I've got the basic stat-use-comparison matrix hammered into place.  Although no real stats to plug into it yet.  Anyway, there you go.  Thoughts?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Il Palazzo on June 11, 2009, 06:53:42 am
It also bears mentioning that these bonus rolls will all be D6's, D3's, D8's, and so on.  As there's no physical table or models, any random numbers needed could really be of any possible range, but I think for nerd-dom's sake if nothing else I'd like to adhere to the Platonic polyhedrals.
Even Plato could not possibly imagine D3 polyhedral.
(Yes, I'm just being obnoxious)
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 11, 2009, 06:57:39 am
Even Plato could not possibly imagine D3 polyhedral.
(Yes, I'm just being obnoxious)

Congratulations, I mentioned it for exactly that reason.

I'm trying to picture a trihedron, and I'm completely failing.  It just doesn't work...
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 11, 2009, 08:28:15 am
Okay, I've finally had the flash of inspiration I've been waiting for.  At last, a stat comparison system!

All models have a stat line, whose numbers are fixed as one would expect.  Attacks, armor, and other special stuff adds die-rolls to these fixed numbers when actions compare them.  Allow me to demonstrate with a completely hypothetical scenario with hypothetical placeholder stats.

Two identical cavemen, Uhg-A and Uhg-B, are battling (there can be only one Uhg!).  Both wear the same hide armor and carry matching clubs.  First, they have to actually engage each other in combat - this a function I'll work out later (Initiative and so forth).  For argument's sake, Uhg-A strikes first.  His basic Weapon Skill is 5, and his club offers a to-hit roll of +1D6.  Uhg-B's basic Agility is 5, and his light hide armor allows a +1D6 roll for dodging (you can see where I'm going with this).  Uhg-A connects, and rolls to wound Uhg-B.  Uhg-A hits with Strength 5, and his wooden stick rolls a +1D6 when smacking people.  Uhg-B wears some thick hide, adding +1D6 to his 5 of Toughness, and yeah you get the idea.

With this caveman example, let me stress a very important point.  The system, as I envision it, makes absolutely no distinction between technologies, eras, or origins.  For the purposes of balancing and model cost, it is the effect, and only the effect, that matters, not the explanation.  If you make a unit of sling-swinging hobbits and say they do the same damage as riflemen, other players would be perfectly entitled to make fun of you, but as long as you pay the commiserate cost of rifle-like damage, you can say it's because they throw rocks at the speed of sound, and the system itself will not care one iota.

Back on point, the bonus rolls for "equipment" (explanations are meaningless) go up or down to represent various kinds of attacks or defenses, and also interact with the target's options.  Examples:  A buzzsaw would have a high Strength bonus for cutting through armor, but a very low Skill bonus because it's clumsy.  A flamethrower would have relatively low Strength, but it's fan would downgrade the target's Agility bonus.  A bulky suit of armor would have a high Toughness bonus, but add little to Agility.  A very hard suit of armor would possibly degrade the weapon's Strength bonus or divide it's basic Strength, as it's designed to withstand direct blows.  I'm picturing a large table of Weapon and Armor types and their respective interactions with each other.  And of course, some weapons (like guns) will have their own basic Strength independent of the model that carries it.

It also bears mentioning that these bonus rolls will all be D6's, D3's, D8's, and so on.  As there's no physical table or models, any random numbers needed could really be of any possible range, but I think for nerd-dom's sake if nothing else I'd like to adhere to the Platonic polyhedrals.

So I still need to think through and devise the whole squad-logic-initiative-morale thing, and a weapon design system, and armor types, and a terrain system.  But at least I've got the basic stat-use-comparison matrix hammered into place.  Although no real stats to plug into it yet.  Anyway, there you go.  Thoughts?
My god.
Wall of text. But that was amazing.
And 1d3 uses a d6 as most of you know.
I think you guys are being sarcastic...

And I didn't understand the fan on a flamethrower thing. Why would it lower the enemies agility?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 11, 2009, 09:21:35 am
Because you're shooting a gout of fire at the target.  As long as the fan of flame can actually reach them, it'll probably hit no matter what, so a flamethrower type weapon would largely negate the Agility of the target.  So it's most useful against nimble opponents.

And of course a D3 is just a D6 reduced to thirds.  I threw it in there to see if anyone would catch it.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Boksi on June 11, 2009, 09:22:06 am
It has a wider spread. It fans over a large area, you see.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 11, 2009, 09:23:47 am
Okay.

What about having two weapons Aqizzar? Will that be like GW Games in the sense of +1 Attack, or +d6 strength or so?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 11, 2009, 09:38:14 am
Beats me!  No really, I've thought about that, but I don't have a good answer yet.  I'm specifically trying not to ape Warhammer, but there's no denying the difference between hitting someone really hard and hitting a bunch of guys in succession.  There has to be accounting for that.

When talking about "weapons", I say again that there is no distinction between swords or teeth or a malignant aura.  "Weapon" is just a convenient term for any distinct option a model has for doing damage with.  Obviously that includes a buyable option for multiple attacks.

It works like this.  You design the basic model (say, a Dwarf).  Then you design different "weapons" (like a pair of axes, an uzi, and a headbutt).  Then you design different "armors" (like a suit of platemail, a forcefield, and a booze stench).  Then you design the units themselves, made of models, weapons, armors, and miscellaneous options.  I guess a model could have as many "weapons" as you want to load on him, but you can only use one at a time.  And the point-value calculation will algorithmically make a unit more expense by the variability and power of options it has.  Armor is a bit trickier - maybe armors can be designed in layers, so you can make platemail and forcefields, and some models might be given one, the other, or both, but not multiples on the same layer.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 11, 2009, 09:42:37 am
Hmmm...I see.

Now, these hexes, Im guessing there can be different types, like a forest(which might give bonuses to armor) or a river(which might decrease Movement/Agility)?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 11, 2009, 09:49:33 am
Exactly.  Should be height values too, which would give improved range (and ergo accuracy do to the prorated to-hit system) and make the model a little harder to hit due to the slope cover.  Of course, the terrain effects could be designed like everything else, probably best left to the Game Master, with obvious stock options.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 11, 2009, 09:51:16 am
Could Weapons effect terrain?

Examples:
Flamethrower against a forest hiding elf.

Tank shooting at a enemy behind a brick wall.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 11, 2009, 09:53:26 am
I see no reason why not.  A nice table of terrain types vs weapon types.  I like the idea of shooting a building.  The building might withstand the blast and protect the units inside it, or it might break apart and do extra damage as it collapses.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 11, 2009, 09:55:03 am
Okay.

It seeks that you have stats down, right?

What do you think you should work on now?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 11, 2009, 10:04:02 am
I don't have stats down, but I do have a simple comparison system.  I have a stat skeleton that needs flesh.  In ascending level of interdependence-

Strength, Toughness, Agility, Shooting Skill, Fighting Skill, Action, and Movement are all pretty much in place.

I need to settle on a close combat mechanic, and describe an "Attack" type stat to govern it.

Initiative, Logic, and Bravery (or suchlike names) all need defining, to build the combined unplanned-squad-action and morale system, and decide how pervasive squad-determined activity will be.  Along with some basic semblance of actual orders that you give each unit.

The fundamental basis of defining "weapons" and "armor" needs to be written.

After all that, individual models will basically be complete, functioning beings.  Then comes a squad system to combine models into cohesive blocks with individual-model options within the squad, so it's not just managing a bunch of freebooters.  Once all that's in place, the game will have all the constituent parts it needs to be playable in a very basic way (that I can foresee at least), and testing, refining, and addition can begin in earnest.  Keep the ideas comin', and hopefully I'll have another flash of genius inspiration.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 11, 2009, 10:13:11 am
What is the difference between Agility and Iniative?
Im not sure about combat.
Bravery is like LD I guess?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 11, 2009, 10:23:12 am
Agility is just a flat rating of a model's ability to dodge blows.  Initiative is the speed with which a model reacts to a situation.  I think there are enough important differences between them to separate them.

Mostly, initiative determines whether a model will act on it's own in a turn if it's presented with an opportunity or lack thereof that the player's last orders don't cover.  It would also have an effect on who strikes or shoots first, but probably on in the first round of the engagement.  I.E., the faster thinkers draw first, but the faster movers strike quicker once the fight is underway.  Likewise, this plays into who shoots first in determining ranged attacks.

While each turn is simultaneous, each unit will be handled one at a time, based mostly on Initiative.  Units with the highest scores will act first, units with the lowest scores might not survive long enough to act at all.

Bravery handles what Warhammer does with Leadership, as far as determining whether a unit stays in the fight against difficulties.  When it comes to tactical maneuvering, Logic comes into play.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 11, 2009, 10:25:05 am
Got it.

Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 11, 2009, 01:12:09 pm
Aqizzar, is there a force organization chart? Or at leaast something like it?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Rysith on June 11, 2009, 03:21:13 pm
stats system

This sounds reasonably like the system used in Dominions (a turn-based PC strategy game), in terms of base + a die roll. There, they use 2d6 exploding rather than 1d6, but I like the general idea. Exploding D6 seem to make sense in terms of allowing very powerful units to be taken down by units that couldn't ordinarily hit/damage them (and thus preventing it from degenerating into fielding the single most unkillable unit that you can afford. The other way that Dominions helps to prevent that is penalties to defense for each previously deflected attack, so that a single large unit gets swarmed and killed). I'd think that equipment could add flat values to attack/defense, too, so that your sword might provide 1d6 + 3 to hit, which could be added to your base attack skill.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 13, 2009, 04:21:24 am
I emerge again from my rulesmithery, with a big lumpy block of Action rules!  First, the final stat list.

Action - How many actions a Unit can perform in a turn.
Movement - How many hexes a Unit can travel in a Move action.
Fighting Skill - Base To Hit score, which HtH Weapons add die rolls to.
Ranged Skill - Base To Shoot score, which Ranged Weapons add die rolls to.
Size - Governs how many models can fit in a hex, and some Weapon effects.
Wounds - How many times a model can be wounded before being removed.
Strength - Base To Wound score, which (mostly) HtH Weapons add die rolls to.
Agility - Base To Dodge score, which enemy attacks must beat to hit, and HtH hit rotation.
Toughness - Base To Resist score, which attack Strengths must beat to wound.
Initiative - Governs Unit action order, acting without orders, first round HtH attacks.
Bravery - Base for Morale, which leaders add die rolls to, for Panicing and making Charges.
Logic - Governs Unit ability to follow orders, attack chosen targets, and make decisions.

Most of my calculation theory assumes checks from a median model; "Normal" stats for a competent warrior-

#-2 M-3 F-5 R-5 Z-5 W-1 S-5 A-5 T-5 I-5 B-5 L-5

I'm sure you can figure out the notation.  This next part is all the rules and situations I can think of for Unit Order interactions, charging and breakoff rules (but not the rules for close combat itself), and Initiative/Bravery/Logic uses (though not Panic rules).  I haven't proofread any of this, and there's probably lots of situations left unaccounted for.  Follow the system logic as best you can, and fire away with any points of concern or contention you have.



All Units act by Initiative Rolls

Bravery Rolls reduced by -1 per 25% of largest squad size reached, to a minimum of 1.
When regarding close combat, Bravery is reduced depending on the Unit sizes.
If outnumbered, bravery reduced by -1
If outnumbered twice over, bravery reduced by -2
If outnumbered thrice or more over, bravery reduced by -3
This does apply to the Bravery Roll made to initiate a charge, and to staying in the fight.

Logic Roll is Base Logic + Leadership Bonus
Normal Leadership Bonus is +1D6, barring special rules.
Die size purchased up for particular Models (Leaders), but independent of Model Stats.
Highest Leadership Bonus in the unit applies to everyone, depending on who's alive.

Normal Orders - default up if roll fails
Charge Nearest Hex - basic HtH attack, clear Bravery Roll 8
Charge Nearest Target - spread charge over enemy hexes, clear Bravery Roll 8, Logic 3
Charge Chosen Hex - does that, clear Bravery Roll 8, clear Logic Roll 6
Charge Chosen Target - spread charge over enemy hexes, clear Braver Roll 8, Logic 6
Charge Chosen Model - allocates blah blah, clear Bravery Roll 8 and Logic Roll 11
Shoot At Nearest Hex - basic ranged attack, clear Logic Roll 3 or unit Charges Nearest
Shoot At Nearest Target - spread fire over enemy hexes, clear Logic Roll 6
Shoot At Nearest Open Hex - does that, clear Logic Roll 5
Shoot At Nearest Open Target - ditto, clear Logic Roll 6
Shoot At Chosen Hex - does that, clear Logic Roll 8
Shoot At Chosen Target - spread fire over enemy hexes, clear Logic Roll
Shoot At Chosen Model - allocates hits to chosen model first, clear Logic Roll 11

If Chosen Hex/Target/Model is not available to attack-
clear Initiative Roll 10 to attempt Charge/Shoot order on highest value target available
clear Initiative Roll 7 to attempt Charge/Shoot Nearest (Open) Target order
clear Initiative Roll 3 to attempt Charge/Shoot Nearest Hex order

Taking Fire Reactions - compare models lost against current unit size
>25% Models Lost - clear Bravery Roll 6 or lose turn, clear Bravery Roll 3 or Panic
 25% Models Lost - clear Bravery Roll 7 or lose turn, clear Bravery Roll 5 or Panic
 50% Models Lost - clear Bravery Roll 8 or lose turn, clear Bravery Roll 6 or Panic
 75% Models Lost - clear Bravery Roll 9 or lose turn, clear Bravery Roll 7 or Panic

Being Charged Reactions - compare Unit sizes
Target >2> Charger - No Bravery Check by Target
Target > Charger to Charger > Target - clear Bravery Roll 5 or Panic
Charger >2> Target - clear Bravery Roll 6 or Panic
Charger >3+> Target - clear Bravery Roll 7 or Panic

Staying in Close Combat - Both sides act in Initiative order
clear Bravery Roll 5 or Panic, do not proceed to breakoff, until all Initiatives rolled
If any units Panic, only units that don't breakoff make Break Attacks

Breakoff Attacks - compare Agility Rolls to cause attacks, not Initiative, then proceed



Things To Do -
panicking Units
To Hit tables over hexes for ranged weapons
rules governing close combat
rules to combine Units together into larger units
interact that with close combat
unit types and armors, weapon types, how they compare and interact
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: NUKE9.13 on June 13, 2009, 06:03:13 am
Hang on.
A normal unit with a normal leader only has a 50% chance of making a charge? (Brv 5 + D6)
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 13, 2009, 06:22:53 am
Hang on.
A normal unit with a normal leader only has a 50% chance of making a charge? (Brv 5 + D6)
Looks like it. Yeah.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 13, 2009, 06:41:30 am
Yes, the general idea is that an ordinary unit with no leader has a 50-50 shot at passing Charge tests (against similar or smaller units anyway).  Ergo, you should get a leader.  Specifically, Leaders would probably have a larger die (D8, D10, D12), and possibly a larger base stat.

Also, that means lone heroes who intend to charge enemy squads should invest in Bravery 7 or 8 with a bigger die roll to counter the inevitable -3 for being outnumbered.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on June 13, 2009, 07:07:38 am
Aqizzar, do you have any general guidelines on making these units? I'd imagine that some stats would be more closely linked than others--for example, # and W or A and T. I'd like to try coming up with a few sample units.

Also... leaders. Do they simply add flat stats and the leadership dice roll? Or could they also add more things--for example, a leader could have the ability to comandeer nearby units with a low logic score.

Along those lines, would there be special effects that units could use--guerilla tactics could allow one to "jump" from one place to another in the enemy's perception--or would you prefer to keep things more stat and tactic based?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 13, 2009, 07:22:06 am
Answering in reverse order-

Stat and tactic based.  I just had an idea that some units might have a special ability for the player to redeploy them after the initial placement, in response to the enemy's deployment.  But other than that, units will have to hoof it everywhere, barring some kind of transport or a special teleport rule.

The basic leadership "package" would be a higher die roll that only effects his own unit.  Basically, increasing the die-size would be cheaper than increasing the base state, because of the variability versus guarantee.  Like the teleport thing, I have a whole slew of unit and model "special rules" in mind, that could do thinks like letting other units use a model's Logic.  I'm saving that kind of crunchy stuff for later, after I have the fundamental system hammered down.

There will be hard guidelines on stat designs.  For instance, Size, Strength, and Toughness are all closely related - it's hard to imagine a creature twice the size of a man not being significantly stronger and tougher.  Larger Sizes would demand a minimum in some stats, and probably cap a maximum on Agility.  Likewise, Strength and Toughness being functions of mass, they couldn't be too far apart from each other, probably required to differ by no more than 50% going either way.

I don't have anything more detailed to say on model creation, especially with the weapon and armor system still up in the air.  But feel free to brainstorm all the unit designs you like.  Heck, I encourage you post them.  The more ideas I get for things to make, the better I'll know how to shape the system.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on June 13, 2009, 09:11:19 am
Alright! I'll spend some time today trying to come up with some units. I'll have two sets: ones that I'll try to make "balanced," and one that I'll try to use to break the game in interesting ways, as a way of pressure testing.

For reference, what's the cost of your basic unit?

E: Actually, I think a simple system would just add the stats together. Not sure how to do dice rolls, yet, but I think I can come up with something.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 13, 2009, 09:58:05 am
Alright! I'll spend some time today trying to come up with some units. I'll have two sets: ones that I'll try to make "balanced," and one that I'll try to use to break the game in interesting ways, as a way of pressure testing.

For reference, what's the cost of your basic unit?

E: Actually, I think a simple system would just add the stats together. Not sure how to do dice rolls, yet, but I think I can come up with something.
Not sure if that would work. It might. But what about special rules?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on June 13, 2009, 10:11:24 am
It's a quick workaround. I might write up a formula to weight it towards certain things--#, the average of F and R, for instance. From there, it'd just be a matter of normalizing it to whatever values Aqizzar feels appropriate.

I should mention I'm coming up with max and min value formulae while doing this. If my values seem good, then I'll get the formulae up.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 13, 2009, 10:13:10 am
Hm. And then you have to add in weapon costs.

So it is a little difficult.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 13, 2009, 10:55:03 am
AND it wont work too well. Mainly because while it seems small, upgrading, lets say, Bravery from 5 to 6 makes a large difference. Instead of failing a charge 50% of the time, its 33%.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 13, 2009, 12:58:50 pm
What does Aqizzar think about it?

And what about Force Organization? How should it be so that players arent having lots of Special Units?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 13, 2009, 01:30:00 pm
I'll figure out force organization later, after I figure out units, after I figure out models, after I figure out weapons.

But yes, Bravery especially will cause massive changes when altered up or down by even one point.  I might change that, to allow for greater variation or possibility, I don't see any good reason to.  It's this rather harsh system, or a lack of chance and penalty at all.

Also, you know there's an EDIT button right?  Don't think the timeframe means you can't use it.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 13, 2009, 01:33:11 pm
Yes. I know.

EDIT: I do like how shooting at a Specific Model(i.e A Sergeant, I guess) is 11.

And lets say I have a Leader(and by this I mean my General) with a bunch of Gunners. he has a large Bravery, would he give it to his unit?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Rysith on June 13, 2009, 05:32:03 pm
Yes. I know.

EDIT: I do like how shooting at a Specific Model(i.e A Sergeant, I guess) is 11.

And lets say I have a Leader(and by this I mean my General) with a bunch of Gunners. he has a large Bravery, would he give it to his unit?


I'd vote for bravery to be averaged over the unit, so that mixing in some well-trained units could give more flexibility to squads of otherwise-cowardly soldiers. A General or other leadership-special unit (standard bearer, maybe?) might also give a bravery bonus to their unit.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 13, 2009, 05:58:23 pm
Yes. I know.

EDIT: I do like how shooting at a Specific Model(i.e A Sergeant, I guess) is 11.

And lets say I have a Leader(and by this I mean my General) with a bunch of Gunners. he has a large Bravery, would he give it to his unit?


I'd vote for bravery to be averaged over the unit, so that mixing in some well-trained units could give more flexibility to squads of otherwise-cowardly soldiers. A General or other leadership-special unit (standard bearer, maybe?) might also give a bravery bonus to their unit.
I think we should have Heroes, which envelop guys we make like Captains, or Overseers, Wizards, etc etc. I am not sure about averaging Bravery.

And on another matter:What are we doing for Vehicles and Joining Units?

Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on June 13, 2009, 08:02:14 pm
Alright! Hammered out a few examples, here are the stats and some descriptions.

Spoiler (click to show/hide)

I'm not too confident with these results. The only heartening thing is that I had trouble fitting within my goals and the limiting equations that I had. I'll post the equations if requested, but there are some... inconsitencies, let's say? Definitely not as well thought out as I'd like.

Also! I tried to keep most of these normalized on a 10 pt. scale, with 10 or so as the limit of human ability. Z, M, #, and W were notable exceptions.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 13, 2009, 08:11:49 pm
I would have to say Ranged 10 is too cheap.

As in, probably always hits.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Vactor on June 13, 2009, 08:38:02 pm
It might be helpful to make it costlier to upgrade from 9 to 10 than it is from 5 to 6. ie a stat of 3 costs 1 point, while a stat of 10 costs 20 points.  (just arbitrary numbers i threw out, you would want to figure out to what scale this is applied)
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 13, 2009, 08:44:12 pm
Yes. That would be good.


And I HAVE TO SAY THIS:EVEN THOUGH I HAVE NO IDEA HOW RANGED WORKS, IF AN AVERAGE GUY HAS 5, AND YOU HAVE 10 FOR A GUY, THAT IS PROBABLY TOO MUCH FOR A REGULAR GUY NO MATTER WHAT EVEN THOUGH YOU MAKE THEM I HAVE TO CRITICIZE THEM BECAUSE I FELL LIKE IT AND YOU GUYS CAN DO THE SAME WHEN I POST MY STUFF.


Now lets say this was 40k(I know it isnt, bear with me for a second). An average guy would be a Guardsman, with Shooting 3. Now that is saying that your guys are almost equal to Phoenix Lords, which are one of the strongest and shootiest and most expensive guys in the game, and are also Hero units.

So, even though you tried to balance it, it wouldnt work and might not be fun to play. Also, B 2 will get you no where. I think its a 1 in 6 chance of actually shooting right, if I understood what Aqizzar said.


Sorry about my rant if it was offensive in any way.

Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 13, 2009, 10:39:00 pm
Okay, I kind of fucked things up with the first go around there.  Let me clear some this up.

Re: "Leaders" - Yes, they confer their Initiative, Logic, and Bravery to the whole unit.  However, to avoid the cracked option of a high-stat guy leading a low-stat squad, the cost of upgrading a Leader will scale up based on the stats of the model he's leading, to try to make it cost prohibitive for a Leader to be too far out of line from his troops.  Of course, that will have to wait for actual rules and costs for unit creation.  Even if you did that though, having one guy be the mental linchpin of the unit would be pretty risky, with the (rather difficult) option for attackers to single out the Leader.

Re: Examples - I made one mistake in the statline.  Base Size (Z) should be 1, not 5.  Size refers directly to how large the unit is in a very physical sense, determining how many models can fit in a 100mm hex.  1-25mm, 2-40mm, 3-60mm, 4-100mm, following modeling conventions.

Re: Other stats and costs - given the rapid difference in effectiveness once a model moves in either direction away from the basline, I want stat costs to be curved, not linear; the model's final cost should (with another math function) take into account the overall design of the model; ditto all that for units.  Obviously, I don't have a clue what anything should "cost" at this point, especially with the weapon and armor system left to write.

My plan there is to just eyeball some "basic" units, assign arbitrary values, compare them in battle, readjust costs, and try that over again a few times.  Once my test units seem relatively balanced, I'll reverse engineer them to break down why they cost what they cost, then go from there.

If you think that sounds contorted, bear in mind that guys from Games Workshop have admitted that when they rewrite the Warhammer books every few years, they'll run maybe a half dozen test battles before printing.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on June 14, 2009, 09:24:45 am
Org: Um. Please stay calm--it does no good to voice your criticisms twice, with the second one being pretty angry.

Aqizzar: Base size is 1? Oops, that'll change things. Does this correspond to a human? And if so, will there be a size 0, for things smaller than a human?

I tried to keep what you said about logic, initiative, and bravery in mind when making the decisions about those units. If you could hash out some combat rules, I can try to incorporate them more into my designs. If not, then giving me an idea about how the scale works would work fine. (i.e., 10 means this, 5 means this, 1 means this.)

Also, how are #, M, and W scaled-- from 1 to 10? Or something different?

As for cost, I'll try a few different approaches next, see how they affect the outcome. Maybe you can get an idea for how the cost might work that way.

Vactor: I'll take a look at that, see if it gives me any more balanced options.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 14, 2009, 09:36:32 am
Sorry Bijong.


Aqizzar:What about having two H2H weapons?

Like, in my army, knives/daggers deal d3+S, while Swords/Maces/Axes deal d6+S, and 2Handed weapons deal d8+S. Would having two swords(giving a guy 2d6+S)make 2 Handed Weapons Obsolete?

I might post part of my Dwarf and Elf Legion later.

Today is my Birthday.

Edit:Not sure about the Leaders thing. Kind of unfair when you think about it.

Do you mean Heroes, or like Sergeants?

And you haven't answered a question. Are Vehicle Rules and Magic Rules up to the player, or what?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Karlito on June 14, 2009, 10:31:21 am
Well, Bjlong, your Linesman has a bravery of 1, which just means he's going to run away like a sissy little coward every time someone rushes him.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on June 14, 2009, 10:41:48 am
I'm aware of that, thanks.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 14, 2009, 11:13:45 am
What, did you guys coordinate on Question Time?  Okay, here I go-

Base size is 1? Oops, that'll change things. Does this correspond to a human? And if so, will there be a size 0, for things smaller than a human?

Yeah, size 1 is anything within, say, 1 to 2 meters tall, and fitting within that kind of box.  There could be a provision for extra small, half-sized creatures.  I'll nail down model forms and types next, moving into the weapon system.

I tried to keep what you said about logic, initiative, and bravery in mind when making the decisions about those units. If you could hash out some combat rules, I can try to incorporate them more into my designs. If not, then giving me an idea about how the scale works would work fine. (i.e., 10 means this, 5 means this, 1 means this.)

Scale moves up or down from a baseline of 5 for all the mental stats, with most actions rolling a D6 or similar a beating (not equaling or less) the numbers in that list.  That means there serious curves of diminishing real effect after about +/- 3 to any stat.  I know that's a pretty arbitrary and limited system, but it's what I'm going with for now for simplicity's sake.

Also, how are #, M, and W scaled-- from 1 to 10? Or something different?

# (Action) is probably the most powerful stat, since it's the number of orders a unit can execute in one turn.  As I said in the OP (or somewhere), two is normal - run+run, run+shoot, shoot+run, shoot+shoot.  Really slow creatures like zombies could have one action.  Anything over three is mind-bendingly capable.

M (Move) is governed more by practical reality than anything else.  I say M-3 is a "human" normal, because a 1-inch model only crossing two 4-inch hexes feels too slow, and crossing four feels too fast.  While there is no real tabletop involved, try to picture one when thinking of how much distance a model can cover in the roughly equivalent time it takes to crack off some shots or beat each other up.

W (Wounds, name open to change) is how many times a model can be injured before being removed.  I can't imagine this being any more than 2 for most non-heroic humanoids, and even then a 1/2 wounded humanoid should have an injury penalty or something.


Aqizzar:What about having two H2H weapons?

Like, in my army, knives/daggers deal d3+S, while Swords/Maces/Axes deal d6+S, and 2Handed weapons deal d8+S. Would having two swords(giving a guy 2d6+S)make 2 Handed Weapons Obsolete?

All those times I said "weapon" before?  Replace that with "attack", because the name is obviously misleading.  "Attack"s are purchased based on effect, not explanation.  It doesn't matter if it's a one-armed guy with a claymore or a spider sexta-wielding morning stars.

To answer your concern though, yes, there should be a difference between hitting more and hitting harder.  "Attack"s will be rated both on their damage roll, and their number of chances to hit (among other factors).  To use the examples - a "two-handed sword" attack would have one hit chance and roll S+1D8, while a "dual wielded swords" attack would have two hit chances and roll S+1D6 for each of them.  Hypothetically anyway.

Today is my Birthday.

That's great.

Edit:Not sure about the Leaders thing. Kind of unfair when you think about it.

Do you mean Heroes, or like Sergeants?

I don't know what you mean by unfair.  A "Leader" is just any model with a given mental stat bought up (can be any combination of them), and/or designated within a multi-model unit and bought with a higher roll for mental stat checks (still any combination).  What they're called is entirely your choice.

I guess as examples, a "hero" type leader would buy higher Bravery or Initiative as an inspiring commander, while a "sergeant" type would buy higher Logic to better direct his squad's activity.  I see no good reason to allow or prohibit more than one "Leader" per squad, so I guess you could spread the abilities around if you wanted to.

And you haven't answered a question. Are Vehicle Rules and Magic Rules up to the player, or what?

I'm trying to get the most conceivably fundamental type of units, infantry, hammered into shape so the rest of the rules can then be built around them.  I want the game to actually be playable first, then I'll go back and figure out wacky extra stuff like vehicles and special effects.  First thing's first.

But hey, if you've got any ideas, don't be afraid to pitch 'em.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 14, 2009, 11:27:45 am
Okay. Thanks.

Not sure about magic.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Asheron on June 14, 2009, 01:20:19 pm
The problem with magic is it very potential overpoweredness, as it would be truelly overpowered versus normal weaponry if it existed.

Hmm, I haven't read everything so far, so I don't know if this has already been discussed, but I know you have individual morale, but what about force morale? Even if a soldier is faring pretty well in combat, he will still rout if he sees everyone around him rout or if his army is decimated.

EDIT: Oh I see you already have something like that in place. Nevermind then.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 14, 2009, 01:23:10 pm
Asheron:EVERYTHING could be Op.

Which reminds me, Aqizzar, what would normal weapon range be? 18? Because the problem is People move slowly and if its like 48 you could kill them so fast.

Edit:
Spoiler: One unit (click to show/hide)

Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on June 14, 2009, 02:10:53 pm
Aqizzar:

I see how this would work. I have some hope that there would be some actions that take higher stats.

For example, a unit with a really high B might be able to charge through enemy lines, provided it has a good F stat, too, possibly wounding a unit or causing a unit to panic. This would only become viable with a B of ~9,10. Of course, this would only tactically work with other units to help clean up the mess, as the unit with high B would now (probably) be surrounded. This would solve the diminishing returns problem, while still making a unit with one very high stat not overpowering.

In any case, I'll take the following scale: 1-3 is neglectful, 4-7 is normal, 8-9 is devoted, and 10 represents lifelong training. Heroes could have things higher than 10.

E: Ran through some more examples, using some retooled min/max equations, and the squares of the stats as costs. Here they are:

Spoiler (click to show/hide)

I think that this is better, in terms of unit balance, but I'm disheartened by how increasing the lower stats seemed to come "for free," considering the overall cost. That said, the retooled equations are looking better and better. But maybe that's just the cold talking.

Aqizzar, you might be heartened to know that the # is one of the stats that I left up to unit type. The other one is Z.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: NUKE9.13 on June 15, 2009, 08:53:07 am
bjlong:
One problem.
Units with a 'W' of higher than 1 are always either heroes or are big creatures (Z>2)

The rest looks good. Well, no glaring obvious problems, anyway. Although I think you might want to make the prices for all those units except the basic one higher- A specialised unit is worth much more than an equal (qua up/down stats), unspecialised unit. So, decreasing stats from average has a lesser impact on price than increasing from average.

Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: PTTG?? on June 15, 2009, 10:07:53 am
I like this. Especially the simultaneous turns; In the case of conflicting actions, perhaps they should resolve in initiative order, which could be modified by a number of things. Breaking and fleeing combat would potentially have a higher initiative than attacking at range. some units may have natural initiative bonuses and penalties.

The biggest flaw I see would be that the GM's head might explode. Perhaps some automation of routine combat rolls would be needed.

There's a lot of potential in custom armies; imagine Crusaders versus Mechs!
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 15, 2009, 10:13:57 am
Yeah
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 15, 2009, 10:24:57 am
...resolve in initiative order, which could be modified by a number of things. Breaking and fleeing combat would potentially have a higher initiative than attacking at range. some units may have natural initiative bonuses and penalties.

I like the idea, though it would introduce some complication that I wonder could be rolled into a single area.  That said, yes, I think this would have  application for something like musketeers, who would shoot at a lower Initiative than they would draw swords at.  Not sure whether to make that a blanket function of the combat mechanics, or specific to the model, or specific to the attack.  I'm think making it a matter of the attack would be clearest, like designating a attack as "clumsy" or "light" or something to say how it impacts initiative order.

The biggest flaw I see would be that the GM's head might explode. Perhaps some automation of routine combat rolls would be needed.

Having run a couple forum games, this is indeed a dire concern for me.  In an optimal world, there would be an Army Builder Program that the players would write their army list with, which would be loaded into the GM's Master Comparison Program.  Then any time two units interact, the GM would just select the unit, run the action function, and the effects on the units would be stored and reported.  That said, my grasp of even C++ is tenuous at best, so I'd probably be doing all the work longhand, especially while the system is still be tweaked and tested.  Any coders in the audience willing to lend a hand afterward?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: PTTG?? on June 15, 2009, 10:48:09 am
Depends where I am in my tutorial (http://www.learncpp.com/cpp-tutorial/43-file-scope-and-the-static-keyword/). I could do some testing for you.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Vactor on June 15, 2009, 12:24:10 pm
Depending on my freetime I may be able to do some coding for you.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on June 15, 2009, 01:11:23 pm
Kane: Aqizzar has mentioned that W could go to 2 for non-heroic characters of size 1.

Since noone seems to object to this set of stats, I'll wait for the combat rules before trying again.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 15, 2009, 07:46:29 pm
I think I might just have a Dwarf Legion.

But, Aqizzar, have you thought about Force Organization?

And are we having Attacks?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: inaluct on June 15, 2009, 10:19:49 pm
A pale, starved figure emerges from his subterranean captivity. He squints at the blinding sun, and then vomits all over everything. His day or so long mute is over.

So, how's this coming? I'd be willing to help with the coding by learning C++ and then trampling and breaking everything in my futile attempts to be competent, if that's what you need.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on June 15, 2009, 10:24:02 pm
Org, I already answered both of those questions, several times.  A model's number of hits in close combat is part of the design of the "attack" they use.  Force Organization comes after unit construction.

Going back to earlier stuff about magic, lemme clear up a couple things.  Clockwork reliable stuff like Magic Missile or Burning Hands crap can be designed by effect like any other attack, and just rationalized as magic.  Any extra effect of that concept, or more complicated Warhammery "battle magic", lies way in future, behind more pertinent stuff.

Again my goal is to lay down enough basic elements for the game to actually be playable, then comes fancy stuff.  Remember this mantra: you can't have special effects without first having basic effects.


So, how's this coming? I'd be willing to help with the coding by learning C++ and then trampling and breaking everything in my futile attempts to be competent, if that's what you need.

The programs couldn't possibly be more complicated than data-entry and comparing that data.  Just putting stuff in packaged objects, loading those objects from files, and running stuff against equations, RNGs, and tables.  Knock yourself out.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on June 16, 2009, 11:34:04 am
Sorry Aqizzar. Im still a little confused about that.

On magic, it could be using Bravery, with better spells having a larger number needed rolled to cast, and weaker spells being easy to cast.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on July 15, 2009, 07:31:09 pm
Bump
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on July 15, 2009, 07:40:20 pm
Yeah, I know.  I posted a link to this thread, and I knew someone (namely you) was going to bump it.

I actually have done a little more theory work, and I'd love to get back to it, if only to get things to a playable enough state that people can start helping me with contributions (if so inclined).  Nothing worth posting yet, but I can hash out my new additions in a couple days.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on July 15, 2009, 07:42:04 pm
Yey.

how can I contribute?

And what do you think of having spellcasters another stat? And what I said above about spells?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on July 15, 2009, 07:46:26 pm
...Rule One for contribution - Stop asking about majeek until I bring it up myself.  It's annoying having to answer the same question over and over.  I've already said that "magic" is just an explanation for effects that are designed like any other element.  Anything more complicated will be way into the future.

Beyond that, I will need a lot of ideas on how to define things like typing and effectiveness comparison for models, attacks, and defenses, but you'll just have to wait until I discuss the skeleton structure.  Gimme a few days.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on July 15, 2009, 07:48:08 pm
Okay.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: zchris13 on July 17, 2009, 03:33:35 pm
...Rule One for contribution - Stop asking about majeek until I bring it up myself.  It's annoying having to answer the same question over and over.  I've already said that "magic" is just an explanation for effects that are designed like any other element.  Anything more complicated will be way into the future.

Beyond that, I will need a lot of ideas on how to define things like typing and effectiveness comparison for models, attacks, and defenses, but you'll just have to wait until I discuss the skeleton structure.  Gimme a few days.
I like skeletons!  I should make an Undead Army!  The SuperFAST (Fairly Angry Summer Thumpers) (They thump YOUR summer!)
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Techhead on July 31, 2009, 03:06:16 pm
Something about the potential equivalence of a wizard shooting magic missile from his staff and a guy in a pointy hat with a rail-gun makes me giggle.

On a serious note, what about the concept of automatic weapons and concentrated fire versus spray-and-pray over a large area?
How about the opportunity and issues for suppressing fire? If a commander is laying down a field of fire, the enemy might simply not advance, but without ammo concerns they could tie down a choke-point indefinitely.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Servant Corps on August 01, 2009, 12:59:55 am
Quote
The system, as I envision it, makes absolutely no distinction between technologies, eras, or origins.  For the purposes of balancing and model cost, it is the effect, and only the effect, that matters, not the explanation.  If you make a unit of sling-swinging hobbits and say they do the same damage as riflemen, other players would be perfectly entitled to make fun of you, but as long as you pay the commiserate cost of rifle-like damage, you can say it's because they throw rocks at the speed of sound, and the system itself will not care one iota.

I think it might be better to program in the ability of military units to have some sort of 'resistance' to some types of weapons, but not all weapons. For example, your military unit might be skilled at defending against rocks that fly at the speed of sound. Or your military unit might be skilled at avoiding pointy sticks. That military unit has a resistance to those sorts of weapons, meaning he takes less damage than usual.

Each "Resistance to Specific Weapon" cost points though.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Duke 2.0 on August 01, 2009, 01:02:22 am
 If the game is going to be like BrikWars in the ways I imagine, one would have to either be very general(Immune to flying metals) or very specific(Resistant to Fire on fields terrain during a Full Moon). Either way, it would be a bastard to work through. That is, unless there is a generalized Melee and Ranged resistances.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on August 01, 2009, 01:35:35 am
Oh yes, I've been thinking about it a lot.  I'll post something bigger later, but as for weapons and resistances, it's an open question, which I'll need a lot of help with just to think of stuff and interactions.

I have some screwy philosophies about game design.  On some level, I consider complexity to be vulgar, and that the mark of an elegant system is simplicity.  Likewise, especially after perusing games like FATAL and Synnibarr (for God's sake, don't look them up), imagery-dependent mechanics strike me as... juvenile would be the best word.

This is a bad approach.  On my first attempt to design differences between attack and defense types, I filed it down to less than a half-dozen total, which were so universal that I had to explain them to myself.  I was in danger of simplifying and generalizing the system out of existence.  So I'm taking a different tack.

If people are going to design their own armies, they're going to want the rules to reflect their creative vision.  Short of letting players design their own rules (dark can of worms if there ever was one), I'm thinking there will be maybe a dozen or two types of attacks and defenses, representing some universal distinctions like "Hard" armor or "Skin" armor, and "Fire" or "Bullet" attacks.  Somewhere in the thread, I said that comparing attacks and defenses work by adding different sizes of bonus dice to the models' base stats (or the weapon's base for guns and such).  Comparing the types on a table (think Pokemon), will make the dice of one or the other larger or smaller.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on August 15, 2009, 08:26:08 am
Two weeks, and not even a bump from Org.  Well, I'm finally on vacation, and I'm going to get this stupid project into a playable state if it kills me.  Or not, but whatever, I've got it on my mind.  Making progress...


Among other things, I've changed up the rolling system.  A while back, I posted a big list of check numbers for morale tests and charges.  It now strikes me as kind of silly for there to be concrete numbers for such things.

There are two kinds of die rolls.  "Contest" rolls are what normal attacks consist of - two units adding their base stats and bonus dice, with victory to the highest.  "Check" rolls are anything that involves just one unit - called shots, initiating charges, break tests, poisons, difficult terrain, whatever.  For these, a die (determined by type, with more tables) has to be rolled under the unit's base stat.

Modifiers like type advantages and leadership bonuses adjust the size of the die rolled "up" or "down" depending on the type of test - sizes being 2, 3, 4, 6, 8, 10, and 12.

I'll get to the types and advantage tables and such probably later today.  First, Army Catalog design, soon.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on August 15, 2009, 02:52:34 pm
Hoo buddy. While I agree with your decision to make contest and check rolls seperate, that'll cause issues with test units. Specifically, that'll be a lot of work for the makers.

For clarification, what are the general types of modifiers? Leaders and leadership, obviously, but are we including terrain? Backup? armaments?

And when you say Army Catalog, do you mean the weakness/strength chart, or test units?

Also, can I have a pony?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on August 15, 2009, 03:29:11 pm
Big Post Ahoy!  Answers some questions.  I've been writing this on-and-off all day, so it might meander a little...



Preliminary Army Design and Components

Spoiler: Models (click to show/hide)

Spoiler: Attacks (click to show/hide)

Spoiler: Defenses (click to show/hide)

Spoiler: Special (click to show/hide)

Spoiler: Elaborations (click to show/hide)

These four elements (Models, Attacks, Defenses, Specials) constitute the Army Catalog, and the building blocks of units.  Units are made up of at least one Model, one basic Defense, and one close combat Attack.  That's just to avoid any weird situations like a model that can't fight - while perfectly applicable to vehicles and the like, that sort of thing is Way In The Future, behind making sure the damn game works at all.  The actual Unit creation rules will be a full chapter in themselves, and not really necessary until after I test things out with my example armies.  The Army List is all the completed Units, and any special non-unit-dependent army-wide rules, but I haven't decided if I want that, and it's WITF anyway.  Then of course the Army is whatever the player decides to field from the list.



That's where I stand.  Now I need some tables of Attack and Model/Defense Natures, more tables for Bravery and Logic rolls, decide what to do with Extra Level Defenses, make Range Indexes, some simple terrain rules...  Then just throw some placeholder numbers into my experimental example armies, and a playable V0.01 will be go.  Not playable in any meaningful sense, but enough to make sure the combat system actually works.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on August 16, 2009, 07:59:43 am
Just a note: You've neglected to mention any drawbacks to being a solid-type character. It seems to me that there should be some--pain exists for a reason. Perhaps a general penalty in defensive rolls?

Let me try to sum up: when we design a unit, we will have to choose:


I think I like this system, but would it not be easier for the attack to follow an "inventory" type selection? We could design units with an innate attack, and then have them use equipment to change their attacks. That way, we could use a set of weapons to make sure the units are balanced. Of course, designing one's own weapons works, too. It would also bring in symmetry: you'd have a basic level defense and a basic level attack. This might make it a little DnD-ish, but we could make it so that looting corpses takes 2 turns, and you've got a penalty in defense during the period, so only the most desperate scavengers will chance it. (Edit: If you decide to allow looting at all.)

Also, can you explain the Base Strength and bonus die section a little more? I don't know what you're trying to get across there.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Boksi on August 16, 2009, 08:20:04 am
Perhaps you could give us a few simple examples of units, weapons, etc.? I believe those would be a great help to everybody interested, since we get to see what you're imagining it as.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on August 16, 2009, 04:04:01 pm
It's obvious the time has come to stop kicking around theoretically and make some working examples.  I already sketched out some example armies, designed to use a lot of different mechanics, and I've so far been building ideas around what I think I need to make the examples work.  Then I just turn that around into a more general system.  However, I haven't assigned any hard numbers to things yet, so I'm making this up as I type it.


Holy crap.  Well, I hope that at least starts to clear up how I'm approaching this.  And the last (first) question-
Just a note: You've neglected to mention any drawbacks to being a solid-type character. It seems to me that there should be some--pain exists for a reason. Perhaps a general penalty in defensive rolls?

The drawback is that Solid models cost more, because they're harder to kill.  Point Value is where everything will eventually have to balance out, but the only way to really gauge that is to throw some example armies at each other, and doling out approximate values after I see what works and what doesn't.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Boksi on August 16, 2009, 04:10:10 pm
Thanks. That wall of text is very useful. I didn't realize you wanted it to be possible to have multiple natures, for example, and it'll be useful to standardize army lists.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on August 16, 2009, 04:35:35 pm
I should throw in something about Natures.  Models and Defenses use one list of Natures, representing what they're made of or effected by.  Attacks have their own list, representing how they do damage.  In my examples, "Flesh" would be more effected by Fire, "Piercing" would work better on Hard stuff, etc.  Obviously, a lot of Natures for Models and Defenses will represent more what they're vulnerable to, with no concurrent advantage.  The incentive is they become a lot cheaper.

If no relevant Nature is listed for the situation, the Attacks and Defenses just work as listed.  However, I plan to arrange them all in a spreadsheet, so there's really no limit to how many modifiers can be attached to each Nature.  Allowing multiple natures is necessary for full representation - It shouldn't fuck anything up with double-bonuses, because the Defense's Nature alters the Attack's die while the Model's Nature alters the Toughness die.

All of these different tags are of course placeholders for now.  Nothing is set in stone, and that's probably what I should work on next.  It's not actually critical for testing the system's basic function, but I've made a big deal of it.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on August 16, 2009, 04:55:44 pm
Very nice!

I only have one suggestion: scale the points up a bit more, so that we're able to fine-tune the costs without resorting to decimals or fractions. It seems to me that the difference between 10 and 11 might be very large, and scaling down is usually easier than scaling up, IMO, once there's a system going.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on August 16, 2009, 05:01:29 pm
What did I say about pulling the point values out of my ass?  I have no idea what those are supposed to represent.  Likewise, I don't have a clue where to start, except the foolhardy guess-and-test plan I laid out.

Ideally, I'll write up some stupidly complex algorithms to calculate values, handled by a downloadable program.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on August 16, 2009, 05:17:17 pm
Speaking of, do you want the crap-tacular excel work I did with the stats? If not, that's OK, but I'd figure I'd ask.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on August 16, 2009, 05:19:30 pm
Sure, but what is it?  An Excel calc-sheet?  Because I'm notoriously bad with using them, but I'll take a look.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong on August 17, 2009, 01:13:01 am
Yes, it's an excel calc-sheet. The formulae are all simple mathematical operations, logical functions, and the EXP function.

To design a unit:

As you can see, there are some issues to be worked out. For example, the recursive problems. Buuut the system works alright. You can fudge the stats +/- 1 for the recursive stuff, and it's generally in the OK. The costs are about 215 for the base unit you put out, and you can see the results.

The link: http://rapidshare.com/files/268253149/Units.xls.html

(Edit: fixed the instructions.)
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar 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 (http://www.bay12games.com/forum/index.php?topic=36470.msg600836#msg600836), 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.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong 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?


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.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: eerr 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.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on October 05, 2009, 05:26:06 pm
Bump for the Emprah
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar 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.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on October 05, 2009, 06:47:23 pm
I was just checking. Jeez.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: zchris13 on October 05, 2009, 07:37:12 pm
I'll volunteer if you set up a webcam and a robot arm.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar 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.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org 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....
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar 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.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: zchris13 on October 05, 2009, 08:38:44 pm
I blame it on the commies.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Boksi 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.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar 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.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: bjlong 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.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: eerr on October 23, 2009, 02:43:11 am
What will make it fun?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on October 23, 2009, 04:05:32 pm
What will make it fun?

Uh...  How the Hell is a designer supposed to answer that?  You'll either find it fun or you won't, but I can only promise my best.  I'm trying to strike a balance between detail and steamlined gameplay, by providing the players with enough tools to chop out the tedium (the Game Master gets the lion's share of that), and make the creation system mutable enough to meaningfully represent the forces players want to field.

Obviously, these are the goals of every amateur game designer, so it's really a matter of making it work and then refining it enough for someone to enjoy it.

By the way, what did that post say for twelve hours that you wanted to edit it?


((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)

Well, if it was going to be a roll-under as a goal, the pluses and minuses would have to be swapped (so it's harder to pass against more enemies); this settles more the morale of single model rather than a unit of people, but it's not out of line; and the whole first section including the *10 would, on an "average" model, amount to a modifier of 1.5.

All in all, it seems way too complicated, and I've got another idea in mind anyway.  Still food for thought.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: eerr on October 23, 2009, 11:54:35 pm
Nah dude, don't mind me.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: eerr on October 25, 2009, 10:01:43 pm
what does it look like without all the rules and regulations?
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on January 16, 2010, 08:39:09 pm
Aqizzar.

Where are you.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Aqizzar on January 16, 2010, 09:28:58 pm
Writing my new and improved design document for this stupid thing actually.  It's been sitting open on my desktop for two weeks.

I knew I should have locked this thread when I had the chance.  Never bump my shit again Org, I'm dead serious.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: Org on January 16, 2010, 09:33:52 pm
?

Why not? I see no reason not to check on something like this.
Title: Re: Aqizzar's Automatic Annihilation Ængine
Post by: eerr on January 17, 2010, 01:54:59 am
I totally still have this bookmarked.
Are you sure you want to start a new thread?