View Full Version : A challenge for smart gamers/thinkers
Magyar Khan
03-16-2001, 07:44
for my online campaign i make an autoresolve button
what i need is good ideas to do this. if 2 armies/sides meet with different armysizes written in kokuvalues what will be a reasonable outcome
say 3000 koku meets 5000 koku
will the outcome be 1000 vs 4000?or 500 vs 3250?
i was thinking of a table but a good formula will be ok too.... any ideas?
Zen Blade
03-16-2001, 08:31
Magyar,
I think there are several ways of resolving this problem... I am assuming that the "kokuvalues" include honor...
One way is to do an... "Empire at Arms" (the napoleonic war/strategy game.. I believe that is the proper title) resolve of the battle. This involves relative sizes, as well as tactical decisions (based upon a select few tactics... like withdraw, advance, feint, full engage, or whatever)... The decisions for each army are then compared, looked at on a table and the resulting MORALE and FATALITIES occur. Yes, the game included morale as damage... a very sweet component.
Anyways, based upon decisions, each side would lose a certain percent of its force and its morale (morale for that engagement). I can't give you specifics as to the formula/numbers taht they used, but if you like I can try to find it for you. (also, I think there may have been a die roll involved in final calculation of losses taking into acount general's leadership and various abilities)
Another simple way (that most true tactician/strategists hate) is rolling dice I recommend one d6... assign each number as killing a certain percent of the enemy koku-force (1=10%, 6=60%) and then allowing the one who took the damage to decide which units were the first to take the damage or some other fair way of dealing out the damage amongst the units. The only reason I suggest this is that you requested an autoresolve option. One neat bonus to this way is that the generals rank could be used as a plus "x" to the die roll.
-Zen Blade
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Zen Blade Asai
Red Devil
Last of the RSG
CaPeFeAr
03-16-2001, 21:25
Another concept to consider is a battle card system similar to the game Ultimate Risk. Each player picks a simulated battle formation, right flank attack would be one choice. If the defending general picks defend left flank and the attacker picks attack right flank the defender would have a great atvantage because he correctly chose where the attacker would strike. However in the above mentioned game i belive to much was placed on the card system. for example, as an attacker u could outnumer your oppenent 50:1 but if he chose the proper formation to counter your attack he would win. This is not how it should be!! however it could be a varible in determining the outcome that has a little more class then mearly rolling a dice. just an idea from a lowly ronin. i realy must up my post count this graphic does not suit my tastes http://www.totalwar.org/ubb/tongue.gif
ShaiHulud
03-16-2001, 23:20
Well, you might consider the possibility of a drawn battle, too. Didn't any battles in Japan ever fail to produce a victor?
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Wind fells blossoms, rain
fells steel,yet bamboo bends and drinks
The basic rule behind draws are that the attacker(s) lose(s).
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