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sputnik monroe

Virtual war game on the forum

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Please bear with me in this post this is a pretty abstract idea I think.

Ok I have this wacky idea I'm doing using Everon in the editor and the NATO styled symbols from FDF, (Rilfe company, Engineer platoon etc).

     What I've done is that I've placed Rifle, Mechanized, and Armored; symbols all over the island and Cities and bases and labeled them . Example...

MAPMedium.jpg

    What I do is I  move them from area to area like a board game kind of. When Two meet in a area I set up a battle in the editor and play it out (flipping a coin to see what side I play on). Example...

Blue Mechanized Company (BTR 80) meets Red Mechanized platoon (MT LB)in Provins. I set up the battle like so...

   Before I start I must explain how I translate the strength levels into the game. I base them off of Flashpoints 12 man limit and assume a 12 man squad really represents a platoon. From weakest to strongest...

Squad = One group

Section = Two Groups

Platoon = Three groups

Company = Four groups

   So when I put together the above example battle I...

1.  put 4 12 men squads representing blue and 3 representing Red.  

2. I give them way points to take or defend an area

3. I place Triggers to let me know when a side has won.

4.  Flip a coin to pick a side, then pick a soldier on the battle field to play as.

5. Hit preview and play until...

 a. One side is destroyed or is driven from the area

 b. I die (in which case automatic victory is given to the opposing force unless the friendly AI can win the battle within 20 seconds)

   After the battle the losing side is reduced one level. Their Map symbol is reduced one strength level to reflect this, (Example Section demoted to squad.) If a squad loses they are simply destroyed and no longer present.

   After that I have to decide if either side wants to fight another battle, hold position, or retreat. Usually another battle is fought unless one side is 2 strength levels lower than their opponent or is at squad level, in which case they wisely retreat.

Now here comes the pitch

    The problem I have found is this, It's not that random. It's hard for me to objectively move both sides units around. So here is my idea.  I allow two people on the forum to be the commanders, one for Red Force the other for Blue force.

     When ever they visit the forum they place a post telling me where they want their forces move to. I move them on my map (as far as they can move that round) and then resolve the battles. After I resolve that round I post the results on the forum (and maybe some intersting screenshots from the battle field)Units will lose strength and need to pull back, objectives will be seized and so on and so forth.  Most of all hopefully it'll be a fun. You visit the forum, check out game and addon news, check your PMs and post stuff and then check out how your war plans are unfolding issue some corrections, orders and stuff before logging off.

    Now I said that their will only be two people issuing the orders... however that doesn't mean only two people can take part. Every one on the forum can offer advice and lobby ideas on to the two commanders. So basically every one can play, but there are two commander in chiefs who have the final decision. I'm considering different ways of doing this to. For example maybe the commander position is given to some one else each week.

Any how any one interested? If so in my next post I can put up the scenario objectives, force pools and assets and a few of the rules.

I hope this post makes sense, its a bit hard to explain it fully. So ask any questions if something I wrote is confusing or I left something out (I guarantee I did tounge_o.gif )

If this all works out it'll be kind of a combination of the old play by mail type games combat photography, and lots of arm chair generaling.

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Ok... what do you do. first I have to ask do you have FDF 1.3? If not We'll have to come up with a different method.

    If you do have FDF 1.3 (it contains the map unit symbols) I just email you the mission.sqm for the editor.

To issue movement orders for the round you...

1. Open the mission in the editor

2. place a unit (any will do)on top of the symbol of the unit you wish to move. For example this Rilfe Company

Example Pic:

example1Medium.jpg

3. Give the soldier waypoints showing where you wish  the Rilfe Company to move and the path desired. Say you want to move the Rifle Company to Le moule then you would do this...

Example Pic:

example2Medium.jpg

    Repeat the above steps for each Unit you would like to move.

4. Save the Mission as Red Force (or blue force if your blue)then email it back to me.

    I'll carry out the moves ( and your oponents)and any battles that occur. Once I have finished that rounds actions I'll post the results in this thread and email out the updated .sqm to the two commanders.

     Thats the basics of how movement will work. Here are some other rules of thumb to remember.

Terrain does effect movement

1. Paved roads = %50 movement bonus

2. Dirt = %25 bonus

3. Off road = no bonus or penalty to movement

4. Forrest = %50 penalty to movement. Mechanized and Armored units are prohibited from moving through them

5. Water = %300 penalty to movement, only amphibious units may cross

Movement ratings

1. Rifle groups - 8 (Ride in trucks except in forrest)

2. Wheeled Mechanized groups - 8

3. Tracked Mechanized groups - 6

4. Armored groups - 4

Final notes

    Groups that are not given waypoints are considered to be on guard. This is some times a wise option.

     Each round will represent 1 day.

   Hope that makes sense. Any questions on the above? suggestions? Next post will include information on...

1. Scenario background.

2. Objectives

3. Resupply rules

Bowery Maker has first crack at commanding. In your next post Bowery or after I set forth the scenario background you can pick which side you want to command. We still need one more commander.

I'm also still trying to decide how long some one gets to be force commander. I was thinking maybe 10 rounds then new commanders are selected? Any suggestions?

Russian Federation = Blue Force

Everons Army = Red Force (any one got a suggestion for a name?)

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Scenario Background

      The small island nation of Everon has sunk a Russian frigate with a land based Silk Worm missile. The unstable Everon Government claims the Frigate was violating their territorial waters. Russia claims the ship was sailing in international waters on the way to a joint training exercise with NATO in the North Atlantic.

Everon has been distrustful of Russia ever since 1985 and never accepted Russia's story that the 1985 invasion of the island nation was the isolated work of a renegade general. The current situation is compounded by the fact that Everons head of state lost his family during the 1985 war, and thus holds a rabid hatred for Russia.The Everon government (or so it seems) truly believes the frigate was the advance scout for another invasion.

Russia's story at this point has the most clout. NATO has backed up their claim that the Frigate was to take part in the upcoming joint military exercise. Russias demands have been strong and there is next to no chance the the Everon government will accept them.

Neither side will back down. It appears for the third time in 30 years war will be waged in the Malden islands.

Ok I've been typing and messing with the editor for 3 hours I need to take a break. I'll post further rules and the objectives in my next post. Probably in about an hour or two.

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The side a player plays on will make all the difference. Why not have us choose the team, and observe them, only AI?

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Interesting idea.

Why not using a similar concept as seen in Combat Mission.

-Each player make his battle plan with waypoints for their squad.

-Each player save their mission

-Someone merge the 2 missions in the mission editor and add a spectator-like script (this way no human player takes part to the action) and save the game mission

-View of the merged mission (only the first time it is viewed is counting) what happen during a specific amount of time with SuperAI on to have every units at the same skill level.

-count of the units killed and their situation

-redesign the 2 battle plans mission accordingly (and honestly)

-Re-merge of the 2 battle plans

-Re-View of what happen during a specific amount of time.

Etc..etc.. until one side got their objectives or wiped out the other folks.

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Well I'm kind of considering the idea of just placing the player as a civilian off in the middle of no where then observing the battle in camera.sqs.

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Hmmm that's actually an interesting concept to.

I'll post the general synopsis and post the basic .sqm I was talking about in a bit. It'll take a while for me to type.

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Ok here are the objectives.

Russian Federation

Primary Objective:The Russians acheive victory if at the end of the any week (game time)  They  hold all four of the following locations...

1. Everon International airport

2. Montignac

3. The port town of Saint Pierre

4. Lamentin the capital

Secondary Objectives: You can further the war effort by seizing any or all of the Everon armies three logistical points.

1. The military base and reserve port at Fg 46

2. The military base at Ea18

3. The military base at Fi67

Each of the three above listed bases produces one Resupply point a week. These are used to Restore damaged units. Taking them will not give the Russians more supply points, but will prevent the Everon army from reaping their benefits. (Resupply Will be explained later)

Special 1: There are two hidden militia bases. For each one found our Spetznatz can raise a Russian friendly indigenous Rifle company. These could be useful as garrison units to hold objectives while more professional troops go about taking more.  

Special 2:  A known terrorist leader responsible for a past atrocity is thought to be hiding some where in this region. If he were to be found it could greatly boost support from the home front.

The Army of the republic of Everon

Primary Objectives: If at any time Russian popular approval for the war drops below %50 the Russian government will instigate a full military withdrawal from the island.  In which case Everon wins.

Secondary Objectives: Protect the three Military bases. The resources they generate are of the utmost importance.

Special: There are two hidden militia bases.  For each of these two bases found  by the Everon army a another Rifle Company can be formed.

Next post will explain Supply points and the popular support for the war %.

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Resource Points

Simply put, logistic points are used to fix damaged units. When a unit loses a battle it is reduced in strength by one level. The levels are in this order.

Full Strength = Company

3/4 Strength = Platoon

1/2 Strength = Section

1/4 Strength = Squad

    On any round taking place on Monday (game time) each commander can spend resource points to reinforce damaged units. Spending the required amount of RPs restores 1 lost strength level to a unit.  

Points required to repair one level of damage.

Rifle Unit:cost 1RP

Mechanized unit:cost 2RP

Armored unit:3

Air Cavalry:4

Gunship:5

Example: Blue Force has 7RPs and decides to heal a Armored Platoon (platoon = half strength) back to Company strength (Full). He or she  spends 6 points to restore two levels. The units is now back to full strength and he or she  has 1RP left. BlueFor's commander can save that point or spend it to repair one level of damage done to a rifle units (all he can afford for 1).  

RP's can be saved up I'll keep track of them. Each round equals one game day, the exception is Monday which will have 2 rounds. The first round will be the resupply round in which commanders spend RP's to fix units. No movement can be made during this round.  To let me know what units you want fixed place a marker next to them and name it something like this...

Example Pic:  

pictureofexamplewowcrazymanMedium.jpg

I just used an Arrow marker and rotated it to face the damaged unit. If you can think of a better way I'm open to suggestions.

The Russian Federation Recieves 8 RPs each monday regardless. Everon recieves 3 plus 1 for each of their three bases they control at the time.

Popular Support for the war

I'll keep this simple and enigmatic. Every monday (game time)after the Resupply round I'll post a war approval %. This is based on a formula I'm going to keep secret. If it ever falls below %50 then the Russians must do every thing they can to get it back above %50 before the next week. If the War approval rating is lower than %50 percent two weeks (game time) in a row the Russians lose.

Now While I said i'm going to keep the formula secret here's a few simple things. Russian victories and Success helps raise approval.Russian defeats, heavy casulties, and lost objectives lowers it. There are even a few special circumstances I have written down next to my monitor. If they are met the can have drastic effects on the Approval rating swinging it heavily either way.

I've got most the rules out of the way. The next post will be the order of battle. So any takers? who wants in?

PS... any questions are welcome.

PPS... Sanctuary I really like your merging missions idea. The only thing is that might make a round take way longer. If I have to wait for two people to make mission plans for each and every battle that occurs this could take decades. Though I think I am going to go the spectator route. I'll make the battles then watch them unfold with camera.sqs. I've made simple templates to help put the missions together for this quickly.

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Actually guys I am very tired. I've been typing and messing with this for hours. I'll post the order of battle Then I gotta hit the hay

Russian Federation

One T72 Company

x4 T72B with ERA

One BMP3 Company

x4 BMP3  

x4 Officers

x4 Grenadiers

x4 Automatic Riflemen

x4 RPG

x4 Medic

x4 Riflemen

Two BTR80 Companies

x4 BTR80

x4 officers

x8 Grenadiers

x8 Automatic Riflemen

x8 RPG

x4 Medic

x8 Riflemen

x4 Machine Gunners

x4 Riflemen (SVD)

One Air Cavalry Company

x4 Mi8 Hips

x4 officers

x8 Grenadiers

x8 Automatic Riflemen

x8 RPG

x4 Medic

x8 Riflemen

x4 Machine Gunners

x4 Riflemen (SVD)

One CAS Gunship Company

x4 Mi24 Hinds

Two Rifle Companies

x4 Urals

x4 officers

x8 Grenadiers

x8 Automatic Riflemen

x8 RPG

x4 Medic

x8 Riflemen

x4 Machine Gunners

x4 Riflemen (SVD)

Everon Army

Type 69 Company

x4 Type 69

BMP Company

4x BMP

48x Random men

MT LB company

4x MT LB

48x Random men

BTR80 company

4x BTR80

48X Random men

Six Rifle companies

x4 PVS3

x48 Random Men

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lol. Dang. I don't know where to begin... I guess I'll download FDF 1.3. Is there any way possible you have a download link other than ofp.info. I need another link.

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Well I got done doing some test battles. I did a simple Rifle company vs Rifle company battle. I'm still working it out how battles will be set up. So far I just place two simple "not present" triggers on the area of conflict that trigger a message to let me know if one side has been destroyed or driven from the area. Then I set up each sides squads on their end of the battle zone and give them guard waypoints with placement radius to randomize it a bit.

It worked out ok except for one thing. I think I need to cut down how big the units are. Currently I have the order of battle set as having a Rifle company consist of four 12 man squads. Well two of them meeting means 96 units on the map, which is a bit steep for my fledgling 2.6 Ghz computer. I shudder to think how multiple unit battles would fair on my computer.

So what I've decided to try is having Mechanized Units have 2 infantry squads and 2 apcs, and have Rilfe units consist of 3 infantry squads, while Armored Units still contain 4 tanks.

Any how I'm still messing with the idea to see if it's worth while. Any ideas or suggestions are welcome.

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