>Which crosses a line for me.
We already had one for eg:
http://www.chiark.greenend.org.uk/ucgi/~damerell/mason.brian.j/initiative?number=4
[actually there's a front page for "input the number of players" but it's
not publicly visible.]
That also runs as a Perl script on my Series 5; I can live with having a
Psion at the gaming table.
I think we really crossed the line with "playaide", though, a tool for
tracking movement and energy in Federation Commander. The plus side is we
are the only people who get the movement priority after deceleration
right, although perhaps getting a rule "right" that no other face-to-face
group can possibly implement correctly is arguably not playing the actual
game.
>* Use the existing roll system to generate a number of slots in
> order. (In 4-vs-4, ABABABAB or BABABABA; in 4-vs-2, ABBABB or
> BBABBA; in 4-vs-1, BBBBA or ABBBB. I'm using the Total Warfare
> system for uneven numbers.)
Surely this can be improved upon; in my view, the initiative system should
produce as even a result as possible, given that ultimately it does have
to tell _someone_ to go first. I'd either make 4v1 BBABB and have done
with it, or BBBAB/BABBB if we absolutely insist initiative must make a
difference. If the TW system is the "at least twice as many, etc" system I
remember, it really rewards initiative-padding by giving the player with
extra units their double-move at the very end.
initiative.pl attempts this but is a hideous bodge, so I'm not going to
even try and describe the algorithm.
>* Each player has a card per unit of his, which he puts face-down into
> his own slots (which all players can do simultaneously).
This stage needs to be time-limited somehow - not harshly, but enough to
prevent endless analysis paralysis.
>* The cards are gathered, still in order, and made into a pile.
>* The cards are turned one at a time, and each unit is activated in
> turn.
>* If you want to speed things up further, the pile is then used again
> to determine firing order (or in reverse, if you want to give the
> initiative winner a big advantage).
I wish I'd thought of that.
Definitely not in reverse order. Abandon the simultaneity of combat
results. Want to fire its guns first, before they get blown off? You've
got to move it first. This just cut initiative-padding off at the knees.
You might even allow players to either add best Piloting or subtract best
Gunnery from the initiative roll - in some situations, what you really
really want is to be first to fire, not last to move.
I might steal this for Silent Death, but - alas - it won't work quite as
well; fire is already ordered by Gunnery skill, and changing it to
initiative order will damage the utility of vessels with gunners (gunners
fire first, before pilots).
>>And apparently MWO went into open beta when I was asleep.
>I don't really see the appeal when we have MegaMek (which is free, and
>I can use any forces I like, not just what I've "earned").
Well, they stroke different urges; reimplementing the boardgame isn't the
same as being in-cockpit.
But... I tried MWO, and it seems to have the usual problem where basically
it's like playing a first-person shooter except sometimes you aren't
looking where you're going and run into walls; there's no real mecha
feeling to it.
>Don't get me started on 305x tech in general. (Or come along to
>Birmingham tomorrow and do it over beer.) I am an unashamed grognard
>where Battletech is concerned.
I resisted the urge to spend six hours on rattly DMUs, I admit.
--
David Damerell <
dame...@chiark.greenend.org.uk> flcl?
Today is Second Friday, February.
Tomorrow will be Second Saturday, February - a weekend.