--------------------GEV List Thingy, Jan 25th-------------------- From: Kerry Harrison Subject: Re: GEV List Thingy, Jan 24th To: "Henry J. Cobb" Henry, Here's some things me and Richard Meaden have been discussion on AOL recently (we've also be talking about GURPS:Ogre if you're interested): Subj: Anti-Ogre rounds Date: 94-01-24 01:12:11 EST From: R Meaden Posted on: America Online OK, rules(ideas) 2-morrow on some new concepts... Anti-Ogre Virus Rounds: basically, a shell that impacts with an Ogre, & if it scores damage, it trades the damage for a chance to acess the Ogres circuits & downloads a virus into it. Chances vary form easy to hard (depending on the Mk. & if the Ogre is sentient).If effective the effects range from temporary shutdown, through to change of alleigence & cyberpsychosis!. Black Ice in the Ogre Word. Thanks, Kerry! Ogre Sophistication Levels: An idea to show differing levels of AI complexity through the War. Will sorta be like the Smart & Dumb Gdzilla rules from ish. 1 of PYRAMID. Ogre AI damage: Sometmes Ogres can take too much of a knocking, & even they can have several functions erased! If a lot of hits are cored against an Ogre in a turn (even ones that are ineffective, they're still pelting the Ogre!), there's a chane of AI damage simiar to the Virus Rounds, maybe use the same chart. Of course, the bigger Ogres are much less prone to this, but the litt'luns could g haywire! Something else to think about. Thanks to Kerry for these ideas! You're making me lose sleep! ___ From: Kerry Harrison Subject: Re: GEV List Thingy, Jan 24th To: "Henry J. Cobb" Henry, Richard has been modifing/updating the Ogre design rules to Ogre Miniatures: Subj: Vehicle formula, part 1 Date: 94-01-24 21:34:17 EST From: R Meaden Posted on: America Online The vehicle construction rules. This only provides points costs, but does not limit what a player can stuff onto their vehicle. Commn Sense should prevail, & I intend to post a little design philisophy/common sense on the matter in the next couple o' days. This dos not calculate costs for new Infantry types, though I s'pose something could be though up... The mathematical doo-hickey is: [A x (R + M1 + t)] + [2D x (R + M2 + T)] A= Attack Strength D= Defense Strength R= Range (in hexes) to figure the ranges from Ogre Miniatures to the board version, divide the inches by 2, and that's the hex range M1= units' movement (in hexes) during the first movement phase. Calculate between inches & hexes as per above. M2= units' second move (GEVs only). In this part other vehicles put 0 as their 2nd move. T= travel mode. HVY & OGR move types (HVY Tank SHVY Tank, UHVY Tank) are 0.5. GEV-types are 0.3. All other move types (or immobile)are 0 Pretty straightforward. When you add your values, you'll come up with a figure. Divide this again by 5.5, round off, & you have the oints costs for the vehicle! Board-game players, to find the amror unit cost, remember that 6 points=1 armor unit. Subj: Vehicle formula, part 2 Date: 94-01-24 21:34:54 EST From: R Meaden Posted on: America Online Let's take the example of the Missile Tank which has (in the board game) Defense 2, Move 2, Attack 3, Range 4. The formula would be: [3 x (4+2+0)] + [2 x 2 x (4 + 0 + 0)] = 34 Divide this by 5.5, and you get 6.2, or 6 - bang on! Ogre Minis players: you'll have to convert your Ranges & Movement to hexes before you use this formula. Note to that playtesting maybe required, so a vehicle may be worth a little more, but NEVER less! Just check out how much the GEV-PC is with this, & how much its really worth! OK, folks, try that. This algorithm was thought up by Steve Jackson & Henry Cobb, & appeared in ish. 69 of SpaceGamer - thanks, guys!! Richard Meaden ___ [I did the math, Steve wrote the article. -HJC] ___ From: Kerry Harrison Subject: Re: GEV List Thingy, Jan 24th To: "Henry J. Cobb" On Mon, 24 Jan 1994, Henry J. Cobb wrote: > Will you allow Ogre Construction? (I really do need to rewrite my > formulas for this, remind me sometime) Hadn't planned on it but I can easily add it if players want it > Are you going to have both dial-up and internet access? If the > later will you use Winsock or what? Yes both dialup and telnet access, we are still looking at way to implenment it but for Windows that looks like one of the better choices Kerry ___ [Did you find where I had adapted the general unit rules to handle Ogre components? (That's where most of the bugs are) My suggestion is to flip the board around WRT the old computer game, and have the humans be OGREs and the computers run the "conventional units". My vision of the scenario is mega-raid where the map is a big circle with a command post in the middle with weak and scattered defenders. Each player enters with an Ogre (built to a point budget) along the edge and gets VPs for shooting up the computer-controlled units and their fellows, once the CP is destroyed (big points here), everybody's got 10 turns or so to escape from the map. At that point the winner is the escapee with the highest score. The defenders reinforcements plus the destruction time limit will force the Ogres to engage (and not just chew up their "buddies"). -HJC] Henry J. Cobb hcobb@fly2.berkeley.edu, SFB Tyrant-for-life Novak: "When we return, my partner and I will have the big question for President Clinton." Beavis: "Huh uh huh uh huh"