View Full Version : Victory levels
Don Maddox
27 Apr 04, 21:30
We're doing some work on our ladder system and I need some info about the way different wargames report victory. Here is what I have so far:
Decisive Action (DA): Turn-based system with the following victory levels:
Decisive victory
Significant victory
Marginal victory
Draw
TacOps: Turn-based system with the following victory levels:
?
ATF: Real time-based system with the following victory levels:
?
BCT/BCT Commander: Real time-based system with the following victory levels:
?
POA2: Turn-based system with the following victory levels:
?
ATF: Real time-based system with the following victory levels:
?
Don,
Unless there is some way to change this I don't know about, I believe you either meet the objectives or you don't. I don't believe there are any intermediate levels.
Brian
TacOps give you mission accomplished yes or no (both sides can fail) and a casualty count.
The casualty count may or may not be part of the mission conditions, e.g. it can say you have to have at least 40% of the force left.
Casualties are given in "lethality values" which put a premium on indirect fire systems and armed helicopters.
Other victory conditions include that a certain percentage of the force might exit or a certain percentage of the enemy must not exit (again measured in lethality value), posession of terrain in various variants (exclusive, continuously, at end of game etc).
CyberRanger
28 Apr 04, 00:11
TacOps give you mission accomplished yes or no (both sides can fail) and a casualty count.
So each game really has two victory levels? Yes/No for side 1 and Yes/No for side 2? If both are no or both are yes, who is the winner?
[Sorry if this seems like a lame question. I've never played this game but I'm the poor fella who volunteered to code the new ladder software! :nuts: ]
I don't think there are scenarios where both sides can win, but for sure both sides can lose.
A further complication is that many TacOps PBEM battles are "custom", in that people add some random forces to the map and define their own victory conditions which they evaluate by hand.
With regards to an inter-game ladder, I always thught the best scheme is a "betting" scheme. People look at the scenario and then they say, "OK, I bet 100 ladder points that I can win this battle 66:33". That allows you to play unbalanced scenarios, stops whining and bigger battles gets more points in a pretty straightforward way.
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