Topic: HELPING TO DESIGN A BETTER MOUSE TRAP  (Read 32293 times)

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Captain KoraH

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #200 on: July 11, 2003, 03:46:45 pm »
Crimnik, you seem to have lost the point of my post by getting too caught up in the verbiage.


 
Quote:

 Korah posted: "In this post I use the term "SFB players" to mean supporters of SFC1/2/OP and "SFC players" to mean supporters of SFC3." Wrong definition.....




Uhm... Who cares?

 
Quote:

 Most fans of the original games...dont like SFC3.....most new fans dont like the original games....

THAT is the divide.....a third game system will never solve that....
 




 
Quote:

  But its just too late...the product line has been split....as has the fan base....nothing can change that now...





 
Quote:

 This is the only way to make both fan groups happy...  




That is precisely what we are discussing here. A 3rd game system that will fix the rift between the two camps.


 
[evil]

I know it's wrong, but I just have to do it...

Quote:

 Korah posted: "This discussion should not be about "SFB vs SFC", it should be about what the players want. "

We allready did that....Erik took a poll....SFB based SFC won hands down....




  How cute! You believe that a poll taken on the Taldren forums is representative of the entire gaming public!  


[/evil]
 

Mr. Hypergol

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #201 on: July 11, 2003, 04:23:44 pm »
In reference to Holocat's analysis of SFB reality, the point is that starships engage each other at significant standoff distances...i.e. 1000's of km's.  In the TV shows for example the D7 was magnified on the viewscreen ONLY.  If someone had looked out the window during these battles the D7 would have looked like a point of light moving against the background of stars.  Phaser and photon fire would have moved off in the direction of the (D7) point of light with an occasional flash near the point of light.

If you've ever watched NASA select TV during a shuttle / station rendezvous you'll know what I mean.  The station and shuttle see each other as nothing but points of light until they are very close to each other....maybe until 5 miles apart.

The point I'm making is that angular velocity does not come much into play with slow moving starships that are 1000's of km apart from each other.  Size might have an impact but not much because the effect of distance on targeting is of a much greater magnitude.  For example, at a distance of 1000 km there isn't much difference between a frigate and a starbase.  Don't let the illusion of the SFC game graphics mislead you.

In this kind of combat what REALLY matters is the quality of your sensors to lock on to a target and resolve it at a great distance.  You are also interested in making yourself harder to see or lock-on to.  In SFB ECM is a way of disrupting the other guy's sensors so he can't see you as well making you harder to resolve as a target and hit.

The effect of AV was covered by "erratic maneuvers" in SFB.  But AV does not have as much effect on targeting at great distances like ECM does, that's why "erratic manuevers" is a small modifier in SFB compared to other ECM effects or special sensors on Scouts.

In SFC3, the emphasis on AV would make sense if we now say starships are highly maneuverable like fighters and fight each other in close quarters.  But that is not what was being simulated in SFB and I assume SFC dispite what the board game dimensions or game graphics make it seem.  In that sense SFC3 is definately NOT based on SFB and has entirely change the focus of ship to ship combat in space from what originally was described as a "naval" tactical combat simulator.  Even in today's modern navy it would be hard for a DDG to "dodge" another DDG.  Such is not the nature of "naval" combat.  In today's modern Navy ECM is the name of the game....in tomorrow's space battles ECM will be even more of a factor....hence why the military is putting so much money into developing sensors for NMD.    
« Last Edit: July 11, 2003, 04:32:50 pm by Mr. Hypergol »

Dogmatix!

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #202 on: July 11, 2003, 04:45:25 pm »
Quote:

Ren, I've been saying that for quite a while now  





Cleaven is my hero.  


BTW, Tracey...you bother because it's good to bother.  


 

Tus

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #203 on: July 11, 2003, 04:56:35 pm »
here are a few ideas i was tossing around

1.  Empire production rates.  they could be 1 controled by a computer or 2 be controled in game.  i see the 2nd for fleets and all  so that they could actually have control over the game

2.    more players in game

3.  on dyna, the ability to jump into the middle of an engagment.  would be fun being able to call back up in

4.  a campaign that has multiple senarios instead of just 1 outcome.  most of the time when u lose 1 battle that is important, game over.   would make the campaign more interesting

5.  MORE MISSIONS.  on dyna you got a select few missions, I want more .  the more variety the better

6.  intergrated voice chat.  now that would be good

7.  a biggie, works better behind networks.

8.  the ability to be a frieghter commander.  ya its weird, but it would be fun running around the galaxy making money, fending of pirates and the whole 9 yards

9.  i think someone mentioned this earlier, but it would be nice to see your ship dock at a star base, or be in orbit around a planet or somthing

tus


 

Lepton1

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #204 on: July 11, 2003, 06:19:02 pm »
Quote:

In reference to Holocat's analysis of SFB reality, the point is that starships engage each other at significant standoff distances...i.e. 1000's of km's.  In the TV shows for example the D7 was magnified on the viewscreen ONLY.  If someone had looked out the window during these battles the D7 would have looked like a point of light moving against the background of stars.  Phaser and photon fire would have moved off in the direction of the (D7) point of light with an occasional flash near the point of light.

If you've ever watched NASA select TV during a shuttle / station rendezvous you'll know what I mean.  The station and shuttle see each other as nothing but points of light until they are very close to each other....maybe until 5 miles apart.

The point I'm making is that angular velocity does not come much into play with slow moving starships that are 1000's of km apart from each other.  Size might have an impact but not much because the effect of distance on targeting is of a much greater magnitude.  For example, at a distance of 1000 km there isn't much difference between a frigate and a starbase.  Don't let the illusion of the SFC game graphics mislead you.

In this kind of combat what REALLY matters is the quality of your sensors to lock on to a target and resolve it at a great distance.  You are also interested in making yourself harder to see or lock-on to.  In SFB ECM is a way of disrupting the other guy's sensors so he can't see you as well making you harder to resolve as a target and hit.

The effect of AV was covered by "erratic maneuvers" in SFB.  But AV does not have as much effect on targeting at great distances like ECM does, that's why "erratic manuevers" is a small modifier in SFB compared to other ECM effects or special sensors on Scouts.

In SFC3, the emphasis on AV would make sense if we now say starships are highly maneuverable like fighters and fight each other in close quarters.  But that is not what was being simulated in SFB and I assume SFC dispite what the board game dimensions or game graphics make it seem.  In that sense SFC3 is definately NOT based on SFB and has entirely change the focus of ship to ship combat in space from what originally was described as a "naval" tactical combat simulator.  Even in today's modern navy it would be hard for a DDG to "dodge" another DDG.  Such is not the nature of "naval" combat.  In today's modern Navy ECM is the name of the game....in tomorrow's space battles ECM will be even more of a factor....hence why the military is putting so much money into developing sensors for NMD.    




I don't think I agree with this "distant ships" concept especially when we view TNG, Voyager, and DS9 battles.  They are clearly within visual range.  Of course you will say this is just for visual effect, but that is the standard set for us.  Ships engage at close quarters.  That is why the defiant was an unusual ship, fast and small.  While I understand and agree with your "naval" analysis, again we are not in the real world here.  Whether or not SFB/SFC are on a naval combat model, we want to see ships banging it out face to face, not taking potshots at each other from  thousands of kilometers away.   I don't dispute viewscreens are often at magnification, but scenes outside of the ships clearly show them in close proximity especially in Wrath of Khan, especially in the nebula for a TMP example.

Lepton1

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #205 on: July 11, 2003, 06:38:23 pm »
Quote:



My point?  Tatical simulators intrest people NOT because they're realistic;  No tatical simulator can be realistic, for if there is a computational shortcut, a way to shave off five lines of code, a method where a value need not be accessed every time, programmers will take it, like it, and be very happy with it, for we will not have the computing power to simulate real life anytime soon.  Fake real life?  That's just around the corner.  Simulate real life?  that's a different beast altogether, and what a beast it is.

Tatical simulators intrest people because the rules that they do follow ARE INTERSTING, OPEN AND TASTEFUL.
 
 




 Perhaps misunderstand what you mean by a tactical simulation, but the military has based their lives on tactical simulation, be they aircraft simulators or naval simulations.

Additionally, there are a whole host of tactical simulation games that follow physical models with accuracy to a varying degree.  IL2 being one of the most physically based aircraft combat games that receives high marks from people who have actually flown the aircraft in question.

But I assume you are speaking of some higher level of organization in these tactical simulations, but it is a sliding scale when you have 20 or more planes in that air and ground units, etc.  Sounds pretty tactical to me.  But your points are taken.

Mr. Hypergol

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #206 on: July 11, 2003, 07:45:26 pm »
I agree the "distant ships" concept is debatable when watching the shows.  Too bad it looks like one ship is right on top of the other and the helmsman is still saying "1000 Km"......confusing isn't it.

Anyway, I guess it's again a matter of preference.  If we like our SFC based on SFB then the distant ship concept applies because the SFB rulebooks clearly state the ranges are considerable.  This also explains why ECM has so much emphasis in SFB and AV (erratic maneuvering) has less.

If you like the SFC3 system where a destroyer flies like a fighter.....then AV is appropriate.

Personally I own both fighter sims and naval sims but SFC3 is the first sim I own where they've combined the two.

For SFC I prefer a "naval" sim.

Quote:

 especially in Wrath of Khan, especially in the nebula for a TMP example.  




It's interesting that you mention ST2.  That is a masterpiece.  Ironically, it supports both our points.  Even though the ships are in close proximity, they definately act like massive ships and not fighters.  It's also important to note that Kirk made a tactical error letting the Reliant get to point blank range....I believe he said "I got caught with my britches down.....must be getting senile".

As the shows and movies have progress it seems that we see more and more of the fighter-like behaviour in starship movement.  Perhaps this is done because it makes the show a bit more exciting......who knows?  
« Last Edit: July 11, 2003, 08:08:46 pm by Mr. Hypergol »

Tulwar

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #207 on: July 11, 2003, 07:52:21 pm »
Quote:

I don't think I agree with this "distant ships" concept especially when we view TNG, Voyager, and DS9 battles.  They are clearly within visual range.  Of course you will say this is just for visual effect, but that is the standard set for us.  Ships engage at close quarters.  That is why the defiant was an unusual ship, fast and small.  While I understand and agree with your "naval" analysis, again we are not in the real world here.  Whether or not SFB/SFC are on a naval combat model, we want to see ships banging it out face to face, not taking potshots at each other from  thousands of kilometers away.   I don't dispute viewscreens are often at magnification, but scenes outside of the ships clearly show them in close proximity especially in Wrath of Khan, especially in the nebula for a TMP example.  




Has anyone ever heard the theatrical expression "convention?"  Yeah, when Voyager duked it out with a couple of Kaison ships, they did appeared to be fighting at distances that would make infantry feel closterphobic!  The limits of my imagination imploded watching the segment, but I realised that the director  made the ships appear that close for a good screenshot.  He had to justify the expense of the huge, lavishly produced models.

Babylon V, in contrast, used computer generated models.  The director could afford to make the station appear a hundred kilometers off as a Centari cruiser fired on it.  The convention here was that B5 had to be depicted large enough for the audience to recognise it.

Back during the US civil war, hot air balloons were used to spot for artillary.  Before WWII, battleships were designed with steam catapults to launch aircaft to spot for the big guns.  Even then, ships were integrated for combat beyond visual range.  Today, nations are equipped with non-strategic missles that have ranges in the hundreds of miles.

Please, do not insult our intellegence by telling us that in the twentieth-fifth century, we should expect faster than light spacecraft to fight at shorter ranges than we are familar with in the present.  

Rod O'neal

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #208 on: July 11, 2003, 08:58:00 pm »
OK. I think the thread wants to know what we'd like to see in a game? Discussion about why it should or shouldn't be there is fine and I don't think we should discourage it. Debate away I would like to see more SFB, big surprise, in a 3D enviroment. I know SFB is 2D, but I think it started out that way because your table top is 2D and when someone suggested to add 3D rules, sometime after the "Temporal Elevator", the response was that the rules would be too complicated. In a PC game, that shouldn't be a prob. SO, SFB3D for me.  

Tulwar

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #209 on: July 11, 2003, 09:00:50 pm »
I first want to appologize for my recent rant against SFC3.  Not that I don't mean every word that I said, but it's just not helpful.

Back years ago, I found a computer game called "Harpoon."  It was a game of modern naval combat based on the only board game more complicated than SFB.  It took a very different approach to computer gaming.  In Harpoon, the player took the position of a theatre commander, not an individual ship commander.  There were no lavish models, only a map, icons, range circles, and windows for controling the units.  The game was usually played in compressed time, but could be slowed down to real time when the crunch was on.

With the exception of fixed bases, enemy units did not appear unil detected by friendly units.  Having spoted a target, indivifual patrolling units with the propper load-outs would voluntier to intercept.  You could either let them, redirect other units, or even lauch aircaft to do the job.  It was suprizingly realistic, considdering that a modern US force commander is sitting in front of a CRT, looking at icons on a map.

I could see this as a model for a grand strategy ST game in 3d.  Of course, the ruleset would be radically simplified to work,  half the SFB rules would be tossed out the window, while new rules concerning sensor would have to be made up.  Think of the stategic implications for a cloaking device!

Not that I'm a programmer, but it seems as if it would be easier to code, thus less expensive to produce than SFC.

Just a thought.    

Holocat

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #210 on: July 11, 2003, 09:02:09 pm »
Quote:

In reference to Holocat's analysis of SFB reality, the point is that starships engage each other at significant standoff distances...i.e. 1000's of km's.  In the TV shows for example the D7 was magnified on the viewscreen ONLY.  If someone had looked out the window during these battles the D7 would have looked like a point of light moving against the background of stars.  Phaser and photon fire would have moved off in the direction of the (D7) point of light with an occasional flash near the point of light.





Logical, consistant, and totally irrelevant

Quote:


In SFC3, the emphasis on AV would make sense if we now say starships are highly maneuverable like fighters and fight each other in close quarters.  But that is not what was being simulated in SFB and I assume SFC dispite what the board game dimensions or game graphics make it seem.  In that sense SFC3 is definately NOT based on SFB and has entirely change the focus of ship to ship combat in space from what originally was described as a "naval" tactical combat simulator.  Even in today's modern navy it would be hard for a DDG to "dodge" another DDG.  Such is not the nature of "naval" combat.  In today's modern Navy ECM is the name of the game....in tomorrow's space battles ECM will be even more of a factor....hence why the military is putting so much money into developing sensors for NMD.    




We can guess until we're blue in face at what space combat will be like.  Until it happens, we won't know.

Our university here has the New York Times and the London Times on microfiche since their inception.  I don't know about today's navy, but in yesterday's navy, the navy of the iron cruiser (the navy I belive you wish to see simulated AND the navy which I am told SFB is based on), The London Times has many wonderful accounts of how maneauver was important in that age, from the people sailing the ships and firing the guns at the time of world war 1, where most iron cruisers saw action. (they saw action in WW2 as well, but were already more liablities than assets at this point in time)

In addition, you have a certian degree of WW2-ness/early cold war-ness when talking about fighters.  In this modern age, it tends to be less the ablity of the aircraft to 'engage at close quarters' then it is to launch it's missles first;  They too usually no longer see each other in combat, which is why almost all combat aircraft do not carry direct fire weapons, in favor of more missles.

This is also ALL COMPLETELY IRRELEVANT.


To reiterate the main point in my last, long, spammy, and probably skipped, post, It's FICTION.  Do the ships in SFB engage at long ranges?  The manuals probably have a statment saying as much, but what this really is, is an explanation for WHY THE RULES ARE THE WAY THEY ARE, NOT THE OTHER WAY 'ROUND.

If ships engaged at ranges of 1000's of km would delta AV be less of a concern?  Mabey so.  The statement is certainly logical.

Let's get to what's important here.  Underneath all the explanation for why you consider delta AV to be moot, your real reasons for wanting things the way they are show:

Quote:


a "naval" tactical combat simulator.





Ah ha!  Your reasoning for wanting AV to not be a tatical consideration is that you want this to be a naval game.  In the way SFB is a naval game:  Big ships, big guns and lots of ka-plowieplow.  A true, blue, "Thundering Guns of the 42nd" kind of schtik.  This is what you find TASTEFUL.

Let's stick completely to what we think is realistic, and for the sake of argument use the modern navy as an example.  If we continue with the "what is realistic in the modern navy" padigram, we get no significant AV.  Fine.  

We also get no tatical combat, or at least not the tatical combat as described in SFB.  You might not like that.  In an age where we can hit things we can't even see, we probably won't maneauver back and fourth as we do in SFC and SFB.  We'd instead build ships with wider sensors, better missles, and more efficient point defence, as most modern navies do.  Guns are usless, unless bombarding shorlines or threatening merchantmen;  Missles do the killing.  The simplist tatical padigram would be to simply sit on the Dynaverse map and hit one of two buttons: SCAN or FIRE MISSLES.  Not terribly exciting.

Of course, in real life there's support from fixed installations, indirect attacking(a VERY basic concept that is poorly implemented in the dynaverse), aircraft, submarines, etc.  All this combined can make (and has made) some very intresting STRATEGIC simulators.  There have been tatical simulators on modern naval missle combat, but I haven't to date seen any mentioned here.

So why is the WW1 type, "Thundering Guns of the 42nd" of 'naval' simulator more interesting, apparently?  A possible and simple answer is this:  Blood lust.  It's perfectly plausable to make a perfect SFB game with the ranges you describe, where your enemey is a tiny, tiny blip lost in space and the only thing that tells you it's there is your sensors pointing it out to you.  When it dies, you probably won't even ever be sure what it was or how it died.

I'm quite sure you won't be satisfied, probably often confused as to whats going on, and swiftly shelve the game.

The reason this game and the universe it's based on has direct fire weapons is because they're MORE PERSONAL.  The reason the ships are far larger in SFC than they should be is the same reason SFC 2, OP and SFC 3 have hull damage graphics, and why the game is so much slower that what would be 'realistic,' dictated by SFB or otherwise.

Medium-close range is considered to be 4-1.  Would it FEEL nearly as 'close' if one didn't see the ship, let alone see the ship get larger?  I highly doubt it.

Point blank range is under 1, or 10000 km to Closer-than-you-want-to-be.  Would point blank really feel like point blank if you never saw the ship until the last 0.001 of this point blank range, then have the ship suddenly appear out of nowhere, and before you can *think* has passed you, weapons fired, and is nothing but a blip again?  It would be confusing, more than anything else, and not conductive of the tension of being in point blank range for a significant period of time.

SFB may portray the two ships and 1000's of km apart, but for the same reason I accept that SFB has ships 1000's of km apart, I accept that the ships in SFC are much, much closer, because I CAN SEE AND MEASURE them as being alot closer.  One could argue that the ships only look larger, but in a universe where nothing is real, this has no more basis than any other argument.

Is there a point to this?  Yes, yes there is.  Could I have gotten to it sooner?  Probably.  Will I ever stop writing spammy posts?  Probably not.

The points I have tried to demonstrate here are:

  1.  Maneauver was important in World War 1, and is still of importance (though not so much so for surface ships now, and not even for the fighters that you coin 'engag[ing] at close quarters')

  2.  Any game manual, monster manual, D&D manual or SFB manual can say anything they want for why something is, however, it may not be nessisarly true, for anything.  Including the game it's written in.

  3.  SFC and SFB tatical combat takes at least a good portion of it's excitement from the direct and visible style of combat, even though this is attributed more to 'Iron Cruiser' ships of World War 1 navies than it is to modern or future combat.  Our ablity to see our opponents hurt, or to be able to see our last hurrah as the enemey bears down on us has more entertainment value than simply seeing flashes of light and mostly empty space.  Since we can see and hear it, we identify with it more, irrespective of whether it's realistic or not.

  4.  What you want, deep down, isn't nessisarly the disuse of delta AV.  The core of what you want is to preserve the WW1, "Thundering Guns of the 42nd" feel to the game;  The SFB feel.

  5.  What worked in SFB may not work in SFC.  Point blank need to feel like point blank, medium range needs to feel like medium range and long range needs to feel like long range.  Logically, this would dictate that the ship should look big and scary at point blank, scary but not terribly close at medium and really small at long range.  SFB never had to deal with this, as it was a table top, tatical, turn based game.  SFC has to deal with this, or you won't get the SFC feel.  If that's not what you think the game is portraying, fine.  Some of us, however, will judge what the game is portraying by simply looking at it, as opposed to what the manual says.  You can tell me until i'm blue that a unit of 1 equals ten thousand kilometers and that we move at warp speed.  I can tell you until i'm blue that because I believe the klingon D7 model to be less than a kilometer in length, we are moving at much less speed and fighting at far less distance.  Be aware that in this video game, you're no more (or less) right than I am, and no ADB rulebook can prove otherwise.


And now to the last point.  I'm not opposed to SFB.  The SFB roots of this game is probably what keeps me playing, for I too find the stately and majestic navies of the galaxy an appealing thing.  I enjoy the plucky frigates, the stalwart cruisers, and arrogant dreadnoughts of this imaginary age.

However, I am not opposed to delta AV either, (excepting for my previous argument, which centered around "we can fake it with tables and don't need true delta AV")

Wny?  SFB is a good, old, and tested system.  It's the basic system for how this game works.

But its not the only system out there.  Delta AV?  Nothing more than another complication in the game.  Can it be a useful complication?  Possibly.  I'm game, at least.

I don't think that little things like delta AV alone can take away the 'majestic ships of a space navy' feel from the game.  To be truthful, I don't think I, nor anyone else here, would take too much offense of departing SFB, SO LONG AS THAT IRON CRUISER NAVY FEEL REMAINS.


Let's move away from that argument now and start with my opinions, as I don't yet feel this post is spammy enough and haven't finished with annoying you all.

As demonstrated here, one of the requisites for any new game of the same caliber would be the preservation of a world war one, Iron Cruiser age feel to the game.  We all want this, to a greater or lesser degree.  It's Violent, Heroic, Tatical and Romatic, all rolled up into a conviently-sized-energy-weapon-of-your-choice.

As with the SFC3 crowd, I have not yet been able to distill what they want.  There was talk of AV and delta AV, which brought up a nice point, but probably not the essence of what they desire.

As for me?  I'll bring up one important point.  Strategy.  I want it.


To further explain, let's take a common 'cheat' senario, the I-Have-No-Intention-Of-Killing-You-But-Will-Not-Run-Off-Map senario.
The first point is that I should come up with a better name.
The second point is this situation is considered a 'cheat' because others can do missions while these two are playing around,  AND the people involved in this mission cannot be involved in the missions others are playing in the same hex.

To remedy this, I would put forward the idea of 'reinforcements';  Instead of the game allowing people to run missions independently of one another, have a single rolling mission move in a sector.  Any new entries would be reinforcements that would arrive as they enter the mission.  This both eliminates the reason this is cheating, and may make it an accepted and effective tatic;  If one ship distracts while reinforcements arrive to finish the mission, we get more intresting engagements. Certainly we can get such things as meeting engagements, esclating engagments, and ambuscades with no scripting nessisary.

Another point is the complex calculations done for ship assignment in D2.  We have no control over them.  remedying this would possibly be to allow total transparancy with the D2 engine.  For instance, if we had the ablity to simply stop ALL the equasions and set up ship yards exactly to a script, OOB becomes easier.  Don't like OOB?  Design a script that does all the calculations as before.

The point here is that we want control, and I mean total control over what the D2 does;  I want some way to insert a ship into a dock, remove it from a dock and adjust it's price all from a script, and all with perfect predictablity.  Ironically, this is easier to program than the current dynaverse:  Simply do away with all political, economic and defense calculations and drop them into the hands of the player.  Making a system that can interpret a script and implement the economic model one describes in a script is harder, but well within reach of most programmers.

Freighters that mean something.  Economy.  I want to see trade routes.  I want to be able to protect them, to prey on them, and to see the effects of my actions.  The routes by which money travels should be as important as the sources of money themselves.

Like or dislike the points I have made here, what I want is a more sophisticated, strategically interesting Dynaverse, one where fleets really do mean fleets, and empires act and feel like empires, complete with population, trade and culture.

Reading these posts had got to be bad on the eyes,

Holocat.

   

Holocat

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #211 on: July 11, 2003, 09:18:06 pm »
Mental note to self:  Refrain from making posts that take hours to write and edit;  By the time you're done, there will be five more posts and you will serve only to hijack the thread.  Again.

Annendum to mental note to self:  Refrain from writing posts when sleep deprived and in a literary mood;  You ramble too much.

Reply to mental notes to self: Screw off.  If I thought before I posted i'd never post  

Still not thinking,

Holocat.

Cleaven

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #212 on: July 11, 2003, 09:46:48 pm »
And a note about 3D simulators, arcs and game balance get very tricky when something like an SFC3 Hawk just has to roll less than 180 deg in an easy turn to double it's broadside. Attacks will involve corkscrew manouvers best accomplished with a joystick.

In such an environment it would probably be necessary to use stored attack "patterns" to perform the complex manouvers required to deliver maximum firepower to a single moving target.

Of course using stored attack plans could add more depth to the 2D version too.    

Holocat

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #213 on: July 11, 2003, 09:57:21 pm »
Quote:

Quote:



My point?  Tatical simulators intrest people NOT because they're realistic;  No tatical simulator can be realistic, for if there is a computational shortcut, a way to shave off five lines of code, a method where a value need not be accessed every time, programmers will take it, like it, and be very happy with it, for we will not have the computing power to simulate real life anytime soon.  Fake real life?  That's just around the corner.  Simulate real life?  that's a different beast altogether, and what a beast it is.

Tatical simulators intrest people because the rules that they do follow ARE INTERSTING, OPEN AND TASTEFUL.
 
 




 Perhaps misunderstand what you mean by a tactical simulation, but the military has based their lives on tactical simulation, be they aircraft simulators or naval simulations.

Additionally, there are a whole host of tactical simulation games that follow physical models with accuracy to a varying degree.  IL2 being one of the most physically based aircraft combat games that receives high marks from people who have actually flown the aircraft in question.

But I assume you are speaking of some higher level of organization in these tactical simulations, but it is a sliding scale when you have 20 or more planes in that air and ground units, etc.  Sounds pretty tactical to me.  But your points are taken.  




Alright.  I didn't mean that reality dosen't make a good tatical game.  It can, if that intrests you.  My point with that is that reality isn't the only thing, nor is it the primary thing that makes a tatical simulation intresting.

to be flippant, it's intresting because it's intresting.  Yes, the complicated and realistic simulators that modern armys posess are powerful training tools, tatical simulations, and are based on reality.  But firstly, they're not 'simulating' reality;  This implys that you take all the rules of reality and plug them into the computer as best you can.  We don't have the computing power for this.  We 'fake' reality.  In programming, as long as what you see on the screen is the result you want, how you get it dosen't matter;  As long as you can imagine that the polygon is a tank shell, and the tank shell does everything it's supposed to do according to the specifications of the simulation, you're done.  This does not imply that the polygon will do everything the real tank shell will do if you simulated real life.  As we get better and better at faking it, it becomes easier to imagine what happens is what would really happen.  Don't be fooled by that.  It's perfectly plausable that the people that made the game did, indeed, make it so it would reflect reality.  However, even if they did, it probably won't in every situation, though programmers of this genre continue to push the boundary.

Yes, we have tatical simulations based on reality.  We also have tatical simulations in the guise of chess, checkers, go and henfatafl.  Why are these also tatical simulations in my book?  Because they do 2 things;  They're intresting and they're open.  When one thinks for a moment, the only two things needed to demonstrate basic military principle is a game that is intresting and open.  My first spammy post contains what I mean by intresting and open.

Anyway, I better cut back before I write for another two hours... AGAIN... for a third time...

Holocat.


 

Tulwar

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #214 on: July 11, 2003, 10:44:09 pm »
First of all, any new SFC should include all eras from Enterprise to Voyager.

I'm not happy with the approach to TNG, the whole AV thing leave me cold.  The music....  I'm not going into this.

In any case, music, skins, control layout, number of races, and gameplay all need to be improved for a future SFC TNG game.  Because of radical changes in technology and whims of the Studioes, it must be very different from SFB.  Having said that, there needs to be a blend from TOS to TNG, but something that the basic game engine can handle smoothly.

Of course, TOS part of the game has to be something that the whole SFB community can live with.  Starting with TMP, the technology and gameplay should come into line with TNG.  The Klingon K'T'iniga should be a devistatingly powerful front line vessel when introduced, right at the end of the TOS timeline and a weak attrition unit at the beginng on TNG.  In SFC2/OP, the ship is a mere shadow of what it should be.

TNG should have at least two eras, although ship designs and loadouts should have greater longevity that TOS.  Not only because SFB did so much work with TOS, but because starship architechture has matured.  A Galaxy Class Starship would no whimp at the end of the timeline.

Tholians, Andromidans, WYN, LDR, Cardassians, Breen, and the Dominion should all be included.  The Cardassians and Breen should be phased in where TOS leaves off.  Cardassians should be a tech level behind the rest of the Galaxy, but working overtime to make up for it.  The Dominion does not arrive until the end of the timeline.  Of course, certain races should degrade over timeline.  The Mirak and Lyrans should destroy each other with continuous warfare.  Hydrans and Tholians and Hydrans peacefully fade away.  In the SFB storyline, the ISC suffered the brunt of the Andromidan invasion, and was diminished to a third rate power.  Pirates should be reduced to a single race.  Eight pirate cartels in OP is just too much of the same.

The Dynaverse, while much improved in SFC TNG, still needs improving.  I would like to see fleets given controls on private servers.  Admirals could have mail boxes for orders, perhaps choose ship types to invest in, surpreme commanders and councils could make treaties (and secretly plan to break them.) perhaps even trade technology.  The Klingo-Romulan Allience turned Romulus into a power to be reckoned with.  The Romulans had actually attacked the Federation with sublight vessels in Kirk's day!  The Federation bought technology from the Hydrans, Mirak, and Gorn.  That would be a headache to mod!

If I didn't ask for enough, it would be cool to have the server kit loaded with the game.  The server should also be designed to access directly, by-passing GS.

AI intelegence should be made variable, from easy to nearly invincable.

Well, that's what I think the Doomsday Version of SFC should be.

 

The_Infiltrator

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #215 on: July 12, 2003, 12:48:49 am »
I'd like to note something that Hyper already did: Many of the things that are listed as "improvements" in SFC3 are in SFB, and are not in SFC1 and 2 due to design decisions.


Also, there's already an excellent strategic game in the SFB universe that any future Dwhatever product could benefit from drawing on, and that's F&E (Federation and Empire).

I've had to read a lot of uninteresting junk about AV above, and this is a simple fact. People like myself hate AV for 2 basic reasons:

1. It seems ludicrous that weapons that travel at FTL speeds think about AV. You fire and they strike the target nearly instantly. C is 3x10 to the 8th power in meters per second. Do some math and figure out how fast that is. Combat ranges are basically in a area where you fire a weapon and it hits the target nearly at the same time, even with high speed involved. However, that's a pretty minor reason. It's a game. You can have anything you want, reality is a joke in game terms. Sort of like cartoon physics. It's fun to watch, but I'm not going to walk out and drive my car into a wall.  

The real reason is:

2. When I play certian types of games, I want certian things. Fighter games like Falcon 4.0 or something like Freespace 2 (excellent game) I expect to manuver to where a target has low AV and hammer them. The position of getting behind them is very important. I expect that - it's what I was looking for when I bought the game. When I play a game like SFC I expect to use energy management, sensors, weapons, etc to pound ships into submission. Position is important, but only to attack vunerable spots, not to gain a shooting solution where the enemy cannot avoid my fire (don't confuse my last statement with the execution of a particularly well planned attack, something like capping the "T" of an enemy battle line in a naval gunnery simulation. I refer specifically to the concept pertaining to AV). A good example of this is Freespace again. While a fighter game, it has large warships that engage in battles against each other (where you assist in your fighter). They're spectacular to watch frequently. The captial ships move into range of each other and start hammering each other with the most weapons they can put on target. I've always thought that an interesting game would be to have a game like freespace or wing commander, but where you commanded the capital ship instead of the fighters. SFC is that kind of game experience, at least for me, and for many, many others. That's why SFC3 is so unliked by us. It's not the game we want to play. It seems to try to be both at the same time; it's feel is...wrong. The result is that fans of both styles of games are unhappy. If we wanted a AV style game, there are far better games to go and play with that in there. I recommend freespace 2 myself, it's great . In short, a starship/navy ship game should play like one, while a fighter game should play like one. Perhaps Taldren could look into a Starfleet Fighter Command? That might be interesting, esp if tied into a version of SFC.

The planning, the management of resources, the move/countermove of sensors, the application of weapons at ranges that maximize your attack and minimize his counterattack, that's what I play for. It's true that AV type games have some of these similar elements. However, it's not the same.

The reason that this is important is that when you create a game, you should think of what kind of people that you are creating it for. In truth, SFC is a grognard's game. It's intelligence is taking the hard stuff the grognard's love and making it's execution fairly simple so it can be enjoyed by a much wider audience. What I think Taldren should do in any future products is simply acknowledge this fact, and add in everything that a grognard could love, while thinking up excellent and clever ways to make it accessible to a wider audience. That's the challenge, and the problem IMO.
« Last Edit: December 31, 1969, 06:00:00 pm by The_Infiltrator »

Cpt. Chaos

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #216 on: July 12, 2003, 06:20:15 am »
Yeah, like shield strength numbers and a consistant clock that accurately indicates the current impulse and turn...


Chaos
« Last Edit: December 31, 1969, 06:00:00 pm by Cpt. Chaos »

SSCF-Patterson

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #217 on: July 12, 2003, 08:52:02 am »
Now,

As I was who started this post, some of you think I started this to watch the arguments and fan the flames of SFB vs SFC 1,2,OP vs SFC 3. WRONG.

My overall goal has to been produce a post where everyone could post what they would like to see, what works what doesn't and combine everything into a nice little package that we could present to Taldren et al and say:

 "We the community have discussed, debated, and concluded that we have a proposal for an improvement to the SFC series that the community feels would be the ultimate game that would be enjoyable for the community and profitable to the company."
 


Remember for those of us who are Babylon 5 fantics remember the cancellation of "Into the Fire" by Serria.

I am who a Star Trek fantic does not want any future games go the way of "Into the Fire"

Remember, the quote from Interplay when SFC 1 started it all:

 "Starfleet Command will be both familiar and different to you as well. The design team members are long-time SFB fans and players. We have followed closely the spirit, if not the letter, of the Doomsday ruleset, but we had to make changes to have a better and workable computer game. Board games and computer games are obviously different and require a different mind-set to design and create."  

I do believe that Interplay came to the realization that they couldn't transfer SFB completely and properly to the computer.

But when SFC 3 came along so did the debates. Something new was tried and some (or a lot depending on your view point) didn't like the way it done.

So in order to improve and present a idea to a company for a improved SFC game, we have to offer a suggestion for a game that could be produced for everyone to enjoy.

Am I tilting at windmills? Yes
Am I possibly fighting a losing battle? - Perhaps
Do I have the messiah complex? - No

But I do firmly believe that if we as a community get together we might come up with a game that will appeal to all.

Now, I would like to make a proposal:

This post wasn't a contest, but I wanted to see what type of responses I'd would get so as to get a good cross section of the community to sit down and help design a better game.
I will ask members to get together a help sit down and hash ideas for the production for a game which could appeal to everyone.

So please bear with me and I should have a list posted by the end of today Saturday.

Regards to all.







         

mbday

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #218 on: July 12, 2003, 09:36:12 am »
Now one thing that I think can be done to make every one happy is set the game up so that a play can play the way they would like to.
I.E. If player A wants a SFC3 look to there game then thay can have it.l If play B wants a SFC1 or SFC2 or SFCOPthen they can have it with the ECM ECCM and the like. Now the thing is every one wouldstill be useing ECM and ECCM but the ones that want a SFC3 look would see what ECM and ECCM area doing but they would not have any control over the power toeather one of them. But Play B get all of the control he or she wants. I Think this would be a good set up.  

Rod O'neal

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #219 on: July 12, 2003, 09:53:49 am »
As far as doing away with the D6 to determine hit/damage probability. The formula has to be kept simple enough that the player, not just the computer, has an idea of how much damage can be expected at different ranges, etc... As an example, in SFB you can pretty well estimate the damage that you're going to get/give at a particular range. This allows you to decide at what range(s) you want the battle to take place at. Much of the tactics then revolve around maneuver to get into your desired firing position and keep your opponent out of their's.