In the last weeks, Machine operatives of the Syntax division helped me define the rules of engagement for simulating hovercraft combat in the real. As we all know, the war rages both in the real and in the Matrix and it is essential for operatives to take an active part in both.
In the following days, instructions will be given on how to take part in this war in the real in a more official way, and how ships from all organizations can advance in rank thanks to their skills in strategy, tactics, but also teamwork. More details will come soon, but for now, operatives interested in taking a part in such battles are instructed to familiarize themselves with the rules, available here.
If you have any questions or you think that the rules need clarifications, don't hesitate to ask.
((Fine. Extremely interesting idea, and it definitly goes on the list of "Reasons Io should play on syntax"" />)
Iovai.... come now you can participate on any server. The rules are already made in pdf format. Just someone has to update the game board so you could do it cross server if you wanted as you simply state your moves via tell.
((This is a really cool idea, and very well thought out. I can tell this is going to be a real good time. My question, though, is how can you play it online? It's all pen and paper, right? What stops someone from cheating and fudging rolls? Is someone coming up with some kind of program or some kind of visual representation for this...?
Is there a place online you can get that hex board?))
Teams send their moves in secret (/tell) to one person who acts as battle co-ordinator. This person then makes all the moves, calling for people to perform rolls if they collide, fire on each other, use an EMP, etc. He then updates the game board (an image online) with the new positions of the craft, as well as the stats of the ships after this round.
Battle co-ordinator is a tough job. I don't envy whoever does it.
Oh, and you can't cheat on rolls because the in-game /e command leaves a full stop at the end, whereas the /roll command doesn't. You can highlight the line to make sure they weren't masking their roll inside a longer /e as well.
It certainly works online, but it can take time. Ideally we'd have a Web interface, and I'd love to write one myself, but I don't have the time.
Teams send their moves in secret (/tell) to one person who acts as battle co-ordinator. This person then makes all the moves, calling for people to perform rolls if they collide, fire on each other, use an EMP, etc. He then updates the game board (an image online) with the new positions of the craft, as well as the stats of the ships after this round.
Battle co-ordinator is a tough job. I don't envy whoever does it.
Oh, and you can't cheat on rolls because the in-game /e command leaves a full stop at the end, whereas the /roll command doesn't. You can highlight the line to make sure they weren't masking their roll inside a longer /e as well.
It certainly works online, but it can take time. Ideally we'd have a Web interface, and I'd love to write one myself, but I don't have the time.
((Ooooh, that's very cool then. My main issue was being able to visually represent what was going on so that everyone is on the same page.
This could be really cool. I think I'll start designing my hovercraft icon to use in the battles. ))
Teams send their moves in secret (/tell) to one person who acts as battle co-ordinator. This person then makes all the moves, calling for people to perform rolls if they collide, fire on each other, use an EMP, etc. He then updates the game board (an image online) with the new positions of the craft, as well as the stats of the ships after this round.
Battle co-ordinator is a tough job. I don't envy whoever does it.
Oh, and you can't cheat on rolls because the in-game /e command leaves a full stop at the end, whereas the /roll command doesn't. You can highlight the line to make sure they weren't masking their roll inside a longer /e as well.
It certainly works online, but it can take time. Ideally we'd have a Web interface, and I'd love to write one myself, but I don't have the time.
((Ooooh, that's very cool then. My main issue was being able to visually represent what was going on so that everyone is on the same page.
This could be really cool. I think I'll start designing my hovercraft icon to use in the battles. " width="15" height="15" />))
Oh my God! This is going to be awesome. This is just like the old Star Wars online strategy game I used to play, except when combat ensued, it was played out utilizing the games Jedi Knight or X-Wing Vs. TIE Fighter.
All I can say is...watch out for me, cause my side dominated that game. As in, being reduced to nothing but a squad of A-Wings and losing a Star Destroyer and my planet at the very beginning to coming back and cleaning house with the largest fleet in the game.
Teams send their moves in secret (/tell) to one person who acts as battle co-ordinator. This person then makes all the moves, calling for people to perform rolls if they collide, fire on each other, use an EMP, etc. He then updates the game board (an image online) with the new positions of the craft, as well as the stats of the ships after this round.
Battle co-ordinator is a tough job. I don't envy whoever does it.
Oh, and you can't cheat on rolls because the in-game /e command leaves a full stop at the end, whereas the /roll command doesn't. You can highlight the line to make sure they weren't masking their roll inside a longer /e as well.
It certainly works online, but it can take time. Ideally we'd have a Web interface, and I'd love to write one myself, but I don't have the time.
((Ooooh, that's very cool then. My main issue was being able to visually represent what was going on so that everyone is on the same page.
This could be really cool. I think I'll start designing my hovercraft icon to use in the battles. " width="15" height="15">)
Oh my God! This is going to be awesome. This is just like the old Star Wars online strategy game I used to play, except when combat ensued, it was played out utilizing the games Jedi Knight or X-Wing Vs. TIE Fighter.
All I can say is...watch out for me, cause my side dominated that game. As in, being reduced to nothing but a squad of A-Wings and losing a Star Destroyer and my planet at the very beginning to coming back and cleaning house with the largest fleet in the game. " width="15" height="15" />
Teams send their moves in secret (/tell) to one person who acts as battle co-ordinator. This person then makes all the moves, calling for people to perform rolls if they collide, fire on each other, use an EMP, etc. He then updates the game board (an image online) with the new positions of the craft, as well as the stats of the ships after this round.
Battle co-ordinator is a tough job. I don't envy whoever does it.
Oh, and you can't cheat on rolls because the in-game /e command leaves a full stop at the end, whereas the /roll command doesn't. You can highlight the line to make sure they weren't masking their roll inside a longer /e as well.
It certainly works online, but it can take time. Ideally we'd have a Web interface, and I'd love to write one myself, but I don't have the time.
((Ooooh, that's very cool then. My main issue was being able to visually represent what was going on so that everyone is on the same page.
This could be really cool. I think I'll start designing my hovercraft icon to use in the battles. " width="15" height="15">" width="15" height="15" />)
Oh my God! This is going to be awesome. This is just like the old Star Wars online strategy game I used to play, except when combat ensued, it was played out utilizing the games Jedi Knight or X-Wing Vs. TIE Fighter.
All I can say is...watch out for me, cause my side dominated that game. As in, being reduced to nothing but a squad of A-Wings and losing a Star Destroyer and my planet at the very beginning to coming back and cleaning house with the largest fleet in the game. " width="15" height="15">
I'm a clever, sneaky bastard.
Glad we're on the same side now. " width="15" height="15" />
I attribute most of it to my sneakiness and my main pilot's unrivaled understanding of the X-Wing Vs. TIE Fighter mission editor. He understood it better than anyone I ever met and could custom tailor our fleet orders in battle to match the system perfectly and make AI fly circles around any craft. We could do things with a single squad of fighters and a shuttle loaded with explosives that made everyone else say W-T-F???
As a neutral broker of peace and reconciliation, I have begun collecting reports of Hovercraft battles that have come to pass in The Real so as to convey the sheer barbarism of The War. May God pity us and show us mercy. I can only hope that these reports will help to discourage Captains from seeking out their rivals for combat as the gravity of the destruction dawns on them.
((Ok, we need to start doing this stuff on Recursion. I'm willing to sacrifice myself for the Greater Good and be a Battle Co-ordinator. In high school, I spent most of my time refereeing Warhammer 40,000 campaigns so the organization and rules side to these Hovercraft battles won't be too much trouble. Those Recursion Captains interested in having battles, PM me with your in-game handles, crew and org, plus a bit of additional information. Additional information being if you already have an opponent lined up, if there's a storyline that needs to be woven in and if you have any unique traits to your Hovercraft that could be expressed through the rules. Please keep in mind that, on the last point, the trick you have in mind has to be balanced and your opponent will have to agree to it. So no giant über Tesla Cannons of Destruction.))
Many additional features will be added in the following days. Don't mind the graphical interface; I'm not an artist.
Some elements of note:
-Starting ships can be customized. While the default ship has 1 in Shield, Ballistic and Energy and 3 in Hull, it is possible for captains to modify this. Each ship has 6 points to distribute in the four attributes, corresponding to the various modifications made to their ship. It is important to note however that these values can't be modified. So choose well.
-While the battles in the real don't take into account such things as instances, their captains do. Each captain can only register one ship on one instance. Battles will be held between ships assigned to operatives on the same instance of the Matrix. Such limitation is to allow easier flow of the battles and to allow the granting of military rank medals to the operatives in the Matrix.
The instructions on how all this will work and how it will be possible to gain ranks will come soon. Additionally, operatives interested in making a test run can visit me on the Syntax instance.
Oooh. How big is this gonna become? Will it be a full-blown automatic battle simulator, or will it still need images to be manually created and uploaded?
Oooh. How big is this gonna become? Will it be a full-blown automatic battle simulator, or will it still need images to be manually created and uploaded?
For the first weeks, it will work with images. If popularity is high enough, I might invest the resources to have this automated.
I assume the Energy attribute is the one that affects speed? My ship is known for being fast more than anything else.
The Energy attribute, added to the dice roll, indicates the number of actions available each turn. A ship with high Energy will be more maneuverable and thus faster, but will be weaker on other aspects.
Hey Vogt, what about captains that are registered on more than one instance, such as myself and Yasamuu? I registered under Recursion, but I'm on Syntax as well.
Hey Vogt, what about captains that are registered on more than one instance, such as myself and Yasamuu? I registered under Recursion, but I'm on Syntax as well.
You will have to register under 2 instances, or focus on a single one.
Copper. Lots of copper. But it's really not of consequence now that Dr. Foxo's on the Transom. It wouldn't be efficient to EMP-proof the Transom, because it would increase the weight by several tons. Besides, Trace is already a lousy driver. We don't need the extra weight confusing him.))
In a very close future, operatives will have to register to scheduled battles in advance via the website. For now, this section of the website isn't finished. The first official battle is however scheduled:
Instance: Syntax Organizations : EPN vs Machines Number of Ships : 3/side max Scenario : Pitched Battle Time : Tuesday September 11, 5 PM MCT (5 PST, 8 EST, 12 GMT)
This battle, like any official battle, will contribute to get points for the ranking system. The details about their implementation will also be posted soon.
Ships interested in taking part in this battle should announce it here. The first 3 registered ships on each side will be required to present in the Matrix at the set time.