Bitom's Space War

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Bitom
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Re: Round 3

Post by Bitom » Tue Sep 27, 2011 5:28 pm

In theory, the computer should be set up tonight. We shall see if the theory matches the reality when I finish packing my car and driving to the new place. Then I shall decide if it's more important to set up the desk or the TV, based on how much will-to-live remains.

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Re: Round 3

Post by Bitom » Wed Sep 28, 2011 8:49 pm

Still not ready, so here's the plan: next orders will be due monday. We're skipping tomorrow's due date. If I'm very lucky, I'll be set up tonight and have turn 3 processed. Sorry about this delay, guys. my move is really eating into my game time.

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Chanur
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Re: Round 3

Post by Chanur » Wed Sep 28, 2011 9:17 pm

No worries do what you need to do.

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ardh05
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Re: Round 3

Post by ardh05 » Thu Sep 29, 2011 2:30 am

I'm with Chanur. Real life comes before any game.
When sneaking up on people, leave your cell phone at home... or at least off.

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Re: Round 3

Post by MadVlat » Thu Sep 29, 2011 6:03 am

As if moving were important or something, but I guess if you really have to you can... :lol:
...And the stone of the earth and the wind in the sky bowed before the wisdom of the Ancient One...

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Bitom
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Re: Round 3

Post by Bitom » Thu Sep 29, 2011 5:21 pm

Got the computer together and made the changes and... they didn't work. HUK rush still dominated, and now the combats took longer to run through the computer. Sigh.

This will probably mean a complete overhaul of the system. I think it's the "Percent chance to survive a hit" mechanic that's causing trouble. So I may overhaul that into some kind of hit point system.

The first option that I'm going to explore, though, is what happens if I increase the price of HUKs to 500. This will cut the number of HUKs in a HUK rush significantly. and might generate the results I want without re-writing my combat engine.

For today, though, I'm going to process turn 3 under the original rules to keep the game going. This is a playtest, we have to expect some broken rules. So expect that HUKs will either become less effective when processing turn 4, or more expensive when processing turn 5, or both.

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Bitom
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Round 4

Post by Bitom » Thu Sep 29, 2011 6:14 pm

Round 3 is Processed. Round 4 has begun. Turns are due Monday at 5. The new combat system should be in place by then. HUKs will continue to cost 200 for round 4, but their price may increase in round 5.

It's a gamble: you may want to buy as many as you can while they're cheap, but the new combat system may make them not worth the money.

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Re: Round 4

Post by MadVlat » Mon Oct 03, 2011 4:55 am

I was just noticing that there are no mine fields in this game. Even Starwars had mine fields to dodge... :wink:
...And the stone of the earth and the wind in the sky bowed before the wisdom of the Ancient One...

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Round 5

Post by Bitom » Tue Oct 04, 2011 2:35 am

Round 5 has been processed. Next turn is due Thursday at 5.

HUKs now cost 400 credits apiece, see my next post for reasons.

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Re: Round 5

Post by Bitom » Tue Oct 04, 2011 2:36 am

I thought you guys would be interested in hearing how the new combat system is being tested:

My hope is that a HUK rush should be able to reliably beat 1 capital ship of equal value, but that it should fail to defeat a well-rounded fleet of equal value. (There has to be a reason that fleets have escort ships, after all)

So my "Well-rounded" test fleet consisted of 1 Battleship, 2 battle cruisers, 3 Cruisers, 4 Destroyers, 5 Frigates, and 6 HUKs.

Computers are very good at doing repetative tasks, so I had it fight 100 identical battles and tally the results.

Using the old rules and prices, that's 231 HUKS worth of fleet, the HUKS won 100 fights out of 100. The 50 Huks also destroyed the battleship handily.

Next I jacked up the price of HUKs to 500. That's 96 Huks vs the fleet, and 20 vs the battleship. This time the fleet didn't always lose, but it was still 94 to 6, and the battleship only won once. Clearly some new combat rules were needed.

So I re-wrote the system so that instead of having a percent chance to survive a hit, ships had a number of hit points. So Huks are destroyed after 1 hit, but capital ships stick around much, much longer.

Once again, 231 HUKs decimated our fleet, as did the 50 HUKs against a battleship. Clearly, HUKs are too cheap.

Jacked the price up to 500 again, 96 HUKS vs the fleet: and 20 HUKs against a battleship: This time, the Fleet won every engagement and the Battleship won 73 out of 100. Well... better than before, but we overshot the mark.

So: 400 per Huk: 119 vs the fleet, 25 vs the Battleship. Fleet wins 100% of the time, and the the lone battleship loses 75% of the time. Now we're getting somewhere!

Lets try 300, just for shiggles: 156 vs the fleet, and 33 vs the battleship. Oops, the HUK rush starts winning against the fleet again.

So there we go. New combat system is engaged, and HUKs will go up to 400 credits per unit

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