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Old 06-26-2014, 06:04 PM   #81 (permalink)
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World War II "M4 Sherman" tanks weigh 30.3 tonnes. A modern day M1 Abrams weighs 61.3 tonnes

Your vehicle is probably 2 tonnes, max.
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Old 06-26-2014, 06:11 PM   #82 (permalink)
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Good work with the programming. I just started a CS course.
Keep updating the thread with your work.
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Old 06-26-2014, 06:28 PM   #83 (permalink)
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Quote:
Originally Posted by Kompressor View Post
World War II "M4 Sherman" tanks weigh 30.3 tonnes. A modern day M1 Abrams weighs 61.3 tonnes

Your vehicle is probably 2 tonnes, max.
It ends up being 3065 tonnes of tank vs 4200 tonnes of my vehicle.

So in terms of hauling metal a tank is ~25% less efficient.

I suppose that's not too bad considering the idea is to blow shit up.
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Old 06-26-2014, 06:36 PM   #84 (permalink)
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Wow, interesting.

On a side note, is that you in your av?
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Old 06-26-2014, 06:41 PM   #85 (permalink)
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Yes
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Old 06-26-2014, 06:43 PM   #86 (permalink)
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IDK if you've told us before but what's the conceit of the game? What's it all aboot? What would you compare it to?

I have an idea for a strategy game that I'm almost positive has never been done before, and could work really well and be hella fun. But I can't program so the idea will prolly die with me
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Old 06-26-2014, 06:47 PM   #87 (permalink)
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I imagine there are games out there like the one I have in mind already.. games with similar elements for sure. It's a tactical war game where you're the commander of an army fighting on side of a war on a single island. (right now the terrain generator creates an island about 80% the size of cuba). The gameplay involves things like managing resource acquisition, maintaining and disrupting yours and enemy supply routes, sabotaging infrastructure, managing resupplies, positioning, timing.. hopefully a big chunk of that which is the intellectual glory of strategic warfare.

I don't want to reveal the story yet - I think that aspect of it is what might set it apart from most war strategy games.


Truth is I haven't played any computer war games, so there are probably things that you could compare it to that would be accurate, but I'd have no idea about. There are some definite similarities to the original XCOM though - like being able to change the passage of time, and enemy detection being an important factor in winning. There's a series of games called Wargame that I saw a couple days ago that looks like it shares some aspects of what I have in mind but I haven't played it yet.
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Old 06-26-2014, 06:49 PM   #88 (permalink)
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this is madness
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Old 06-26-2014, 07:10 PM   #89 (permalink)
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Whats your idea terry?
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Old 06-26-2014, 07:34 PM   #90 (permalink)
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I had another idea to create a fantasy football-style game revolving around political campaign seasons.

Choose a party [ideally more than just two], pick your candidates, and get rated on how they perform in polls on a given week/day.
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Old 06-26-2014, 07:41 PM   #91 (permalink)
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Hehe that sounds fun
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Old 06-26-2014, 10:12 PM   #92 (permalink)
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Forest road creation algorithm has been built. Description of its functionality:

- Determine if Squad will use munitions to clear a path based on it's traversal type (ie: haste, standard, stealth)
- Determine base effectiveness by finding the summation of the bulldozers in squad
- Determine base munitions effectiveness by checking each vehicle and soldier and finding the summation of the most effective ammunition type currently available to each unit that the user has flagged as one that will contribute to path creation (the effectiveness of each ammunition type is an empirical ratio to the effect of a bulldozer)
- Get a random number between 25 and 100 to represent the density of the forest at this coordinate
- Get a random number between 15 and 30 to determine effectiveness of bulldozers on this coordinate. Multiply this by the base bulldozer effectiveness.
- Get a random number between 10 and 25 to determine effectiveness of munitions on this coordinate. Multiply this by the base munitions effectiveness.
- If the squad's traversal type is "Haste", increase munitions effectiveness by 50%
- Find the distance based on the formula describing that:
- the most a squad possibly create a forest road is at a rate of 1 world unit (0.158 km) per 20 minutes = 1 world Unit per 60 000 physics cycles
- Using this guideline the distance traveled is found to be:
(100 - (Forest Density - The Sum of Effectiveness)) / 6 000 000
- Note: this is at a time scale of 1, if greater the current time scale is applied to all variables
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Old 06-26-2014, 11:03 PM   #93 (permalink)
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Quote:
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Whats your idea terry?
As much as I love strategy games I always thought it'd be interesting to make one where you don't directly control the units with your god cursor. My idea was to have a game where you play as a general back in the day, dunno when but it doesn't matter.

Anyways you'd be playing a general in his general tent and prior to battle you get a map of the terrain and scattered, often different reports of where the enemy actually is. So you have to sort of draw out where you want your troops to be, then when the battle starts you're in the back with your cavalry on top of a hill watching the battle unfold. Just like a real general you'd receive periodic updates, messengers to send fresh orders to, when to move in reserves, to attack a weak flank etc. All in realtime.

I think the closest analog would be Mount and Blade: Warband, but that game isn't so much about grand strategy because you play as a leader that actually joins your troops in the fray. Also the AI is really bad in that game hopefully it wouldn't be a problem in mine.

But outside of warfare there would be an Over-Map empire management mode in which I'd like to throw in some CK2 elements and random events like usurping the crown or political revolution that you can deal with by force or diplomacy.

Let me know if you like it I'd give you the rights for 10% of the sales. Assuming it made any money of course .
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