Battle Engine

Started by hooper82, September 13, 2009, 09:17:18 PM

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hooper82

Has anyone considered using a custom written battle-engine to resolve naval and land combat?

I used to play a PBeM called "Fire on the Suns" (http://fots.cdgroup.org/index.html).  It was similar in some ways to Nverse, however it was a war game through and through (with a 300 page rule book).

However, the battle engine was quite cool, it let you simulate all sorts of combat results etc.  An example -

http://hooper.messinthecorner.com/hooper/be_result.txt
Simulation between two space fleets (with carriers, fighters, heavy cruisers and destroyers).

I could potentially write a program similar, tailored to naval combat.  Are you guys interested in such a beast?
<_kr4m3r> so many fucking criminals, its bullshit
<foniks`> heh, if we sent all the criminals to some empty continent and just left them there to die
<foniks`> and showed up like 50yrs later like, "sup?"
<foniks`> whatd u think they'd say?
<FoSZoR[bg]> something along the lines of, "G`Day mate"

hooper82

Please note, this would NOT take over from Springsharp.

The idea would be to use springsharp to create ships etc.  However, when a battle was to be run, you'd input the information for each ship (i.e. armor, speed, trim, weapons, size (including freeboard), sensors, etc.), the weather, range, sea state, and any other modifiers, then the "battle engine" would work out the result of the battle (roll the dice as it where).

Initially it would be fairly simplistic, but it could be further developed over time to take into account any number of things.


Thoughts?
<_kr4m3r> so many fucking criminals, its bullshit
<foniks`> heh, if we sent all the criminals to some empty continent and just left them there to die
<foniks`> and showed up like 50yrs later like, "sup?"
<foniks`> whatd u think they'd say?
<FoSZoR[bg]> something along the lines of, "G`Day mate"