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APDAF
Post subject: Re: Vague game ideaPosted: December 12th, 2011, 6:59 pm
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And modern day ship combat is just lots of missile spam.
No aiming required.


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HMS Sophia
Post subject: Re: Vague game ideaPosted: December 12th, 2011, 7:00 pm
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APDAF wrote:
And modern day ship combat is just lots of missile spam.
No aiming required.
Except its really not, and I can very easily make it more interesting than that. It's not all about the missiles, there are many many operations that can occur without a single missile being fired...


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APDAF
Post subject: Re: Vague game ideaPosted: December 12th, 2011, 7:05 pm
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Like what?

A five inch gun is useless in ranges more than 5000 yards.
An aircraft carrier does not even have to be within 100NMI.


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Carthaginian
Post subject: Re: Vague game ideaPosted: December 12th, 2011, 7:08 pm
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Joined: July 30th, 2010, 7:25 pm
Location: Daphne, Alabama, C.S.A.
APDAF wrote:
And modern day ship combat is just lots of missile spam.
No aiming required.
If you want to have a game set in the dreadnaught era, build one APDAF. Please stop cluttering the man's thread otherwise!
He's possibly onto something here, and it might be something that people are interested in without any rules changes (or at least with some moderate ones) and no change in setting. Modern naval combat is no more 'missilespam' than combat between battleships was 'bulletspam.' His setting has promise as it 1.) allows for reasonable suspension of disbelief, 2.) enables the participation of a multinational force (and thus accepts a wide player base), 3.) is self-limiting and has clear-cut goals and 4.) would be fairly easy to sim using some fairly easy to estimate rules.

Barnest2,
I would probably be interested in such a thing normally, but am currently trying to get another RP going on another site ATM. I'm going to keep this thread bookmarked, though, so that if time allows I might be able to participate later. I truly like the idea, and would enjoy something like that were I not already previously committed (and limited by the wife to one life-sucking sim at a time ;)).


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HMS Sophia
Post subject: Re: Vague game ideaPosted: December 12th, 2011, 7:11 pm
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APDAF wrote:
Like what?
Stop thinking about weapon ranges:
-Hunt the submarine
-Escort the Heli-carrier (okay, this one has missiles)
-Shore bombardment (with attacks by land batteries)
-Rescue civilians from a port, enemy army pressing in on all sides.
and it goes on. There is plenty to do with a task force.
Quote:
or at least with some moderate ones
You got any good suggestions for those changes?
Quote:
would probably be interested in such a thing normally, but am currently trying to get another RP going on another site ATM
Oh go on :P I run too many rp's as it is, but I like ships, and this could be awesome.


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Carthaginian
Post subject: Re: Vague game ideaPosted: December 12th, 2011, 7:57 pm
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Location: Daphne, Alabama, C.S.A.
As for rules changes: I'm not too sure on modern rules available. I've played in a sim that used Seekrieg 4 (free) rules for big-gun combat, though; I also have Grand Fleets myself because it's quick and easy for solo games. Somewhere out there in the Intertubez someone has done the sticky math for you- interception rates, weather effects, jamming, etc- and posted it... it just needs to be found to take a load off your mind. ;)

This might be a good place to start: http://www.freewargamesrules.co.uk/


And the other RP is pretty complex and not really open for business ATM.
I might post more when things get more settled.


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HMS Sophia
Post subject: Re: Vague game ideaPosted: December 12th, 2011, 8:06 pm
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I'll take a look thanks man. I really want to get this working :P


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HMS Sophia
Post subject: Re: Vague game ideaPosted: December 13th, 2011, 3:38 am
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Hmm... couldn't find much in the way of help, since it is all focused on miniatures games...
I think I'm just going to have to throw some numbers together in terms of what seems right. So, some for starters:

CIWS:
Kill rate (one mount, gun based): 60%
--Modifier per additional mount: 10%
--Modifier per additional target: -5%
--Modifier per km from ship: -5% (Limited by max range)

Kill rate (one mount, missile based): 80%
--Modifier per additional mount: 5%
--Modifier per additional target: -15%
--Modifier per 2 km's from ship: -5% (Limited by max range)

Gun:
Hit rate (Surface target, visual range): 70%
Hit rate (Surface target, OTH range): 40%
Hit rate (Surface target, OTH range with direction): 55%
Hit rate (Air target, visual range): 40%
--Modifier for rapid fire: 15%

-Maximum damage:
Light guns (10-60mm): 30%
Medium guns (60mm-150mm): 60%
Heavy guns (150-250mm): 90%
--Reduce damage 10% for Destroyer, 25% for cruiser, and 50% for carrier (or battleship)

Missiles:
Hit rate: 90%
--Modifier for friendly EW: +10%
--Modifier for enemy EW: -30%

-Maximum damage:
Light missiles (up to 150kg warhead): 25%
Medium missiles (150kg to 300kg warhead, shaped light warheads): 50%
Heavy missiles (300kg to 600kg warhead, shaped medium warheads): 75%
Ultra-heavy missiles (600kg+ warhead, shaped heavy warheads): 100%

Damage:
A ship is presumed to be damaged when it reached 30% damage, and 1d3 weapons will be disabled at random. It is presumed to be mission killed when it reaches 60% damage, and it cannot fire any weapons or manoeuvre, beyond launching life rafts. It may sink within the next day. A ship is presumed sinking or sunk when it reaches 100% damage from attacks.



Example combat:
An Arleigh Burke class encounters a Neustrashimy class in NATO waters during a crisis (range 200km), and in a moment of panic, the captain orders general quarters and opens fire. Initially launching two harpoons (The Burke captain rolls d100 twice with a 90% chance, getting 73 and 42.) without being detected, the Neustrashimy can only respond by activating its CIWS and attempting to shoot down the missiles at a range of 1km (The Neustrashimy captain has two guns (+10%) and two targets (-5%) for a final chance of 65%. He rolls 43% and 68%). Disaster! One of the harpoons hits the Soviet frigate, damaging it (The harpoon is a medium missile. The Burke captain rolls 83% damage, but because of the missiles warhead size, it does only 50% damage). The missile strikes, knocking out the Neustrashimy's main gun and one of its CIWS guns.

It looks like this will end badly for both the frigate, and the World...

----------------------------

So yeah, my rules are basically complete there. Please, If you are interested, make yourself known. Or if you see problems with the rules, do the same. I'm always willing to edit.


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HMS Sophia
Post subject: Re: Vague game ideaPosted: December 13th, 2011, 8:55 am
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Just realised the above engagement would have taken about... 13 minutes to complete, due to the flight time of the harpoon... Or maybe not. I don't know. Still, it happened, and at much longer range than a gun could fire.
Anyway, I'm going to continue the example, based on the assumption this Neustrashimy was armed with the Kh-35...

--------------

Upon detecting the aggressor vessel, the Neustrashimy responds with it's own weaponry, a pair of Kh-35 Uran missiles (The Neustrashimy captain rolls d100 twice with a 90% chance, getting 43 and 80). Meanwhile, the Burke launches a second strike of harpoons, three this time, to ensure the destruction of the target (The Burke captain rolls d100 three times with a 90% chance, getting 11, 28 and 44). The Uran missiles are faster, closing the 200km gap in just 12 minutes, a full minute faster than the harpoons. The Burke's phalanxes come online, spraying lead into the air, and shooting down a single missile, the second hitting the Burke (The Burke captain has two guns (+10%) and two targets (-5%) for a final chance of 65%. He rolls 07% and 93%). (The Uran is a shaped light missile, which counts as medium for damage purposes. The Neustrashimy captain rolls 68% damage, but because of the missiles warhead size, it does only 50% damage) The Missile slams into the Burke, knocking out it's aft VLS, it's torpedoes, and it's harpoon launchers.
A minute later, the three harpoons come into range of the Neustrashimy's guns, but they only manage to target one due to battle damage. (The Neustrashimy captain has one gun (+0%) and three targets (-10%) for a final chance of 60%. He rolls 43%, 61% and 63%) The other pair hit, doing minor damage, but the boild up is enough to knock the Neustrashimy out of action, mission killing it. (The harpoon is a medium missile. The Burke captain rolls 09% and 21% damage)

----------------

Done. The Neustrashimy is mission killed, and the Burke has taken some serious damage. That was fun.


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HMS Sophia
Post subject: Re: Vague game ideaPosted: December 14th, 2011, 5:55 pm
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Still looking for players for this :)
Carth?
Ace?
Anyone for that matter :) Bring your ships, your crews, and get involved in a war... that might become significantly big...


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