============ OGREverse list, Jan 6th (Last: Jan 2nd) ============= ===== Hovertruck Present to OGRE fans. From: garrett briggs ===== Caught on the jump From: Chris Camfield ------------------------------ From: garrett briggs Subject: Hovertruck Present to OGRE fans. Well I'm busy working on a Java-based OGRE game for all to enjoy "jOGRE" and I thought I should share one of the units here for all on the OGRE list. here is the URL: http://www.hovercar.com/thisweek.htm There are a few more details I will add, such as windshield wipers, antenae, racks to hold added equipment, spare metal boxes, better un-lit headlights, unit markings, and a winch. Let me know what you think and I'll offer more in the future. These types of images could make a great on-line OGRE calendar. NOTE TO RESPONDED WEB-BASED "jOGRE" TESTERS: To those who would like to test the program I'm working on, I'm at the stage where the map is being defined and represented. It's more complex than I thought but that won't stop me from creating this bad boy. Also, a map editor is the first utility to be developed since maps will be a key role for all scenarios. Enjoy! Garrett C. Briggs garrett@spintheweb.com ----- [It looks like a Hoverpickup with a rollcage. A HoverAPC(HAPC) that allowed all of it's millita to fire, but still provided standard hovertruck protection would cost: 3.0 (overrun bonus to atk) * [ 1" (overrun range) + 6" (move) * 1.2 (move mod)] + 3.0 (normal atk) * [2" (total range) + 6" (move) * 1.2 (move mod)] + 1.0 (def) * 2.0 (std defence adjustment) * [ 2" (range) + 4" (2ndry move) * 1.2 (move mod)] = 65.8 "henries" or 5.5 VPs, minus 1 VP for the three squads of Militia leaves a cost 4.5 VPs, not that far from the 6 VPs assigned to the GEV-PC, if Millita squads are only worth one third of a point each. Actually millita should cost: 1.0 (overrun bonus) * [1" (overrun range) + 1" (move) * 1.4(move mod)] + 1.0 (normal attack) * [2" (total range) + 1" (move) * 1.4(move mod)] + 1.0 (def) * 2.0 (std defence adjustment) * 0.75 (Ds are Xs) * 1.5 (terrain bonus) * [ 2" (range) + 0.0 (no 2ndry move)] - 0.5 (defense reduction in overruns) * 2.0 (std defence adjustment) * 0.75 (Ds are Xs) * 1.5 (terrain bonus) * [ 1" (overrun range) + 0.0 (no 2ndry move)] = 9.2 "henries" or 0.76 VPs per squad. (Stacking squads doesn't help much...) or 2.3 VPs per platoon, more than twice the official figure. Is the unofficial formula that busted? (Outside of Infantry it scores within one percent of the given cost of the main units ;-) If Ogre Minis Militia cost a full point per squad, I would still put a squad on every light tank and take lots of light tanks. -HJC] ------------------------------ From: Chris Camfield Subject: Caught on the jump > [I've been thinking that the OGRE Minis version of Jump Infantry would >actually jump. > > At any point in their movement phase, they could declare a jump, >expend one full inch of move and jump upto three inches away. > > Any unit within range of the target point. (Unless it was an overrun) >could then engage in ack-ack fire against the jumping squad. I wouldn't want to join the Jump Infantry! Mile-long jumps through the air? As one Combine Heavy Tank commander to another: "Hey Fred! It's skeet-shooting time!" I think an infantryman in a jump that long would be a sitting duck. Survivability nil. The resident grump... Chris Chris Camfield - ccamfield@cyberus.ca Big Rude Jake Fan Club President Visit the Big Rude Page at "http://www.bigrudejake.com"! "I've had dinner with the devil, and I know nice from right" (BRJ) ----- [It's no more a ballistic path than the Cruise Missile uses, it's just a little shorter and slower, hence the better chance of shooting them down. Also, how about if you jump right outside of enemy range and "dig-in" to some tough terrain? Ultimate nightmare: Heavy Weapons Jump Teams! (The Rocketters. ;-) -HJC] Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1997, by Steve Jackson Games.