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Ambient Black
09-03-2013, 06:36 PM
Total kills during battle night - KIA of enemy team (Directly applied to fleet thats attacking)
Total assists during battle night - Total wounded of enemy team (Directly applied to fleet thats attacking)
Total deaths during battle night - Total losses of your army
Objectives taken - count towards increasing money or brigades earned by planet upon capture.

Army Assets at beginning of war
10000 cash
1 Primary Assault Fleet (Worth ten thousand troops. If destroyed, restarts at no cost back at home planet)
20 brigades to place as needed for warfighting purposes
2 Battle groups

CHANGES: Planets recruit brigades along course of war
2 brigades a week
1000 cash/week in planets owned IN home cluster
500 cash/ week in planets owned in 2nd row from home
300 cash/ week in planets owned in 3rd row
200 cash/ week in planets owned in enemy territory (NO Brigades through)

Brigade:
Max Allowed - N/A
Strength - 500 troops
Cost -
Purpose -
Cost to destroy - 500 Kills or other option that destroys Brigades

Mercenary Unit
Max allowed: -N/A
Strength - 200 troops
cost - (Still working out details)
Purpose -
Cost to destroy - 200 kills or other option that destroys Merc units

Orbital Defense Network
Max per planet - 4
cost (Still working out details)
Purpose
Cost to destroy one - half the combat effectiveness of a battlegroup

Battle Group
Max Allowed - 10 (Same as a primary assault fleet)
Strength - 1000 troops available for attack
Max per side - unlimited
cost - 15000
Purpose - to invade a planet or used against an enemy assault fleet
Cost to destroy one - Killed by 2 ODNs, another battlegroup (Both wiped out if both even on strength)

Medical Unit
Cost
Purpose - heal 200 troops (Wounded only)
Cost to destroy one - Used up after one use

Fighter Group
Cost -
Purpose - kills 200 troops before they reach the ground, or 100 purely attacking the fleet (But destroys fighter group)
Cost to kill one - Fighter escort assigned to ship.

EXTRA THINGS TO NOTE:
Orbital Bombardment used on a planet would rightly piss people off. No recruitment or reduced recruitment if own planet.
If enemy fleet loses all lives, it is sent back to home planet and must re-deploy
If two fleets are right beside each other, then they may directly attack one another.
Landmines will also piss off a planets population and reduce the economy if placed too often, and may reduce the effective economy of the planet. 50 less cash or 100 less.

K/D Ratio of battle night for each army should be applied to all auxilaries to determine the effectiveness of that engagement, which might not imediately take a planet or objective.

Dunno. Just figured it'd make things cool. Likely too hard to implement, but you'd be managing assets like a mofuggin boss.

I guess the primary changes would be:
Larger Engagements (With so many troops and stuff)
Attacking a planet means you have to tend to the fleet. It isnt just some invincible thing you can move anywhere.
Losing closer to home colonies affect flow of cash and supplies. So maybe those same routes used for slipspace jumps are supply lines or something.

Sounds pretty cool in my head...might end up being stupid. Just trying to be proactive. :(

Jam Cliché
09-05-2013, 12:15 AM
I took this idea and ran with a little to work it into the system we currently use, and I came up with the following:

- Instead of an automatic casualty to a Brigade for each battle, Brigades are given a base health amount of 800. A Brigade cannot exceed this base health amount. Each time a Brigade is involved in a battle, that Brigade will take the damage based on the LoV of the battle. Defenders will take damage equal to LoV, and Attackers will take damage equal to 100-LoV
- Each turn, planets provide reinforcements to Brigades. This is calculated as a health increase (distributed separately and equally, fractions rounded down, to all Brigades stationed on the planet that turn) equal to the following:
400 to Brigades in the capital sector.
300 to Brigades in a home sector.
200 to Brigades in a middle sector.
100 to Brigades in a forward sector.
0 to Brigades in the enemy capital sector.
These amounts are doubled if the sector is in full control of your army.
- If a Brigade is reduced to 0 health, it is destroyed.
- Minefields, instead of destroying one Brigade, will deal 500 damage to the weakest Brigade in the attacking force.
- Mercenaries have a base health amount of 500.
- Planetary Bombardment will deal 1000 damage, distributed equally, to all Brigades in the defending force.
- Brigades with no retreat path are not destroyed but instead considered stranded, taking damage per turn based on the last sector in which they inhabited:
0 to Brigades in the capital sector.
100 to Brigades in a home sector.
200 to Brigades in a middle sector.
300 to Brigades in a forward sector.
400 to Brigades in the enemy capital sector.
The Brigades can be rescued by capturing a planet within the sector in which the Brigades became stranded.

Example:

BLUE attacks a planet with 1 defender using 5 Brigades. The defending planet gains a defensive bonus of 2, so the LoV is (5/8) = 62.5% = 62

The defending Brigade will take 62 health damage, while the 5 attackers will each take 38 health damage.

BLUE rolls 54, winning the map. The map is in a contested middle sector, and thus provides 200 health to the Brigades. Each Brigade will thus gain 40 health, allowing them to return to full health. The defending Brigade retreats to another planet within the same contested sector. This planet has one another Brigade on it, thus the two Brigades will each receive 100 health, returning them to full health.

bl4yze
09-05-2013, 12:40 AM
I understood some of those words

bazongaman502
09-05-2013, 02:41 AM
tl;dr

Jam Cliché
09-05-2013, 02:45 AM
ITT: People ignore suggestions that are over their head.

This is a forum for people to input into the community. If someone has something they feel they want to contribute, how about we not shoot it down?

I get it, I'm personally biased since Ambient Black is my friend, but damn, I gave this thing the time of day even when I know that the original concept is like apples to FC's oranges right now.

KazuhLLL
09-05-2013, 10:38 AM
ITT: People ignore suggestions that are over their head.

This is a forum for people to input into the community. If someone has something they feel they want to contribute, how about we not shoot it down?

I get it, I'm personally biased since Ambient Black is my friend, but damn, I gave this thing the time of day even when I know that the original concept is like apples to FC's oranges right now.

They weren't shooting it down, they were just saying that they didn't follow.

UNLUCKY NUM13ER
09-05-2013, 02:23 PM
Calm down Jam.

This looks like a cool idea. I just skimmed over it though. Let me study it and ill make a valid response later.

bazongaman502
09-05-2013, 03:22 PM
They weren't shooting it down, they were just saying that they didn't follow.

^
I skimmed over it like unlucky said, but I didn't going to full into it. I already think how the wars are ran now are complicated enough. Not many people in this community actually understand them 100%. Making things more difficult to understand doesn't seem needed. But I did like a few things I saw.

Houdini
09-05-2013, 05:12 PM
I think this would be a great addition to the community. I know many people don't follow the logistics and the strategy side of the community, but there is a player base who is interested in the details behind every move the armies make. (Yes people, there is more to FC than just playing Halo)

silversleek
09-05-2013, 06:46 PM
HMM one problem i see is that it would seem rather difficult to actually kill off brigades as long as people stuck to minimally-small strike forces and focused on defensive planetary/system upgrades.

Mythonian
09-05-2013, 09:36 PM
Biggest drawback: keeping up with the health of every...single...brigade.

50-70 brigades are usually on the warmap at any given time (63 at this moment, actually), and needing to keep up with all their health values and changes is not a negligible amount of work.

Houdini
09-05-2013, 10:01 PM
Biggest drawback: keeping up with the health of every...single...brigade.

50-70 brigades are usually on the warmap at any given time (63 at this moment, actually), and needing to keep up with all their health values and changes is not a negligible amount of work.

Maybe somebody could write a program that keeps track of the health for us?

Juggernaut9473
09-06-2013, 09:55 PM
Maybe somebody could write a program that keeps track of the health for us?

we have that, its called mythonian. unfortunately his programming is reaching its capabilities since he does so much for the site.

Ambient Black
09-07-2013, 02:54 PM
My buddy might make a program for it...

So If I were to put in the effort for this. Like. Do some of the work or something. (Not admin work. Just keeping track of stats on my own) Any chance on it being implemented?

Silko
09-07-2013, 03:18 PM
^
I skimmed over it like unlucky said, but I didn't going to full into it. I already think how the wars are ran now are complicated enough. Not many people in this community actually understand them 100%. Making things more difficult to understand doesn't seem needed. But I did like a few things I saw.

Most of the community doesn't understand it because most of the community won't sit down and read it. In reality most RTS games are more complex then our system.

Mythonian
09-07-2013, 03:22 PM
Program wouldn't be worth it. It'd take just as long to input the conditions and then take the output as it would to do it manually. Would only be worthwhile if the entire warmap system and plans/results was made into an application, which is way more work.

The issue with the idea, is that there's no clear reason to use it. It doesn't really improve anything, just add more numbers for us to keep up with. It'd be more effective and realistic to switch back to free-flowing troops like we had for Rev2/Rev3.

Silko
09-07-2013, 03:25 PM
Program wouldn't be worth it. It'd take just as long to input the conditions and then take the output as it would to do it manually. Would only be worthwhile if the entire warmap system and plans/results was made into an application, which is way more work.

The issue with the idea, is that there's no clear reason to use it. It doesn't really improve anything, just add more numbers for us to keep up with. It'd be more effective and realistic to switch back to free-flowing troops like we had for Rev2/Rev3.

What myth said. Is it a nice idea for those who really like the battle planning (aka like a dozen people in the whole community) but it is alot of extra unnecessary work. But I do like the fact that you went and thought of a very complex system. Hell Black I would think about helping the blues with their battle planning if I where you

Nicholas Sapien
09-07-2013, 03:26 PM
Program wouldn't be worth it. It'd take just as long to input the conditions and then take the output as it would to do it manually. Would only be worthwhile if the entire warmap system and plans/results was made into an application, which is way more work.

The issue with the idea, is that there's no clear reason to use it. It doesn't really improve anything, just add more numbers for us to keep up with. It'd be more effective and realistic to switch back to free-flowing troops like we had for Rev2/Rev3.

or the super simple way we had back in H3