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Speeding up the game
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Karagin
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PostPosted: 06-Jan-2018 12:31    Post subject: Speeding up the game Reply to topic Reply with quote

Okay so had an idea, what if we used a D12 with the locations on it in place of the numbers. You calculate the to hit numbers and when you roll, you roll the to hit dice and the D12 for location.

Similar idea, but one that keeps the chart per-say and adds in two extra DIFFERENT color dice for location all rolled when you roll to hit.

So if you miss, then you miss, but I think this might speed up things, cut down on dice rolls and charts needing to be consulted.

Thoughts?
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chihawk
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PostPosted: 06-Jan-2018 13:01    Post subject: Speeding up the game Reply to topic Reply with quote

D12, odds of hitting a location on current chart

CT/poss: 8.3%
RA: 16.6%
RL: 8.3&
RT: 8.3%
CT: 8.3%
LT: 8.3%
LL: 8.3%
LA: 16.6%
H: 8.3%

Whatever location you assign to a roll of a 1 increases that location chance by 8.3%...CT would make the odds match (well, close enough) for that location.

2d6 gives you
CT/poss: 2.78%
RA: 13.89%
RL: 11.11%
RT: 13.89%
CT: 16.67%
LT: 13.89%
LL: 11.11%
LA: 13.89%
H: 2.78%

Not remotely the same odds as you'd hit the head/CTposs on a d12 about 3x as often.

I've found that the most time "lost" in the game is in the movement phase, and Horhiro has a nice system where each team is given a set amount of time (based on the number of units in play), and the side that loses initiative has to move half their units, and the sides move back and forth until all 'mechs have moved. It's the method we use at TotalCon, and it works very well in large battles.

Another method we've used is assigning each unit a playing card, and when that card it turned over from the deck that unit must move. We added the caveat that a unit is prohibited from moving first two turns in a row, so if that were to happen we shuffle that card back into the deck.
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Karagin
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PostPosted: 06-Jan-2018 21:24    Post subject: Speeding up the game Reply to topic Reply with quote

Good input thanks! Like I said it was an idea, needs work.
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Vagabond
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PostPosted: 06-Jan-2018 23:29    Post subject: Speeding up the game Reply to topic Reply with quote

A d20 could get closer at 5% each.

Front/Rear (White)
01: Floating Crit
02: RA
03: RA
04: RL
05: RL
06: RT
07: RT
08: RT
09: CT
10: CT
11: CT
12: CT
13: LT
14: LT
15: LT
16: LL
17: LL
18: LA
19: LA
20: HD

TAC = 5% vs 2.78%
RA = 10% vs 13.89%
RL = 10% vs 11.11%
RT = 15% vs 13.89%
CT = 20% vs 16.67%
LT = 15% vs 13.89%
LL = 10% vs 11.11%
LA = 10% vs 13.89%
HD = 5% vs 2.78%


Side (Black)
01: Floating Crit
02: NL
03: NL
04: NL
05: NL
06: NA
07: NA
08: NA
09: NA
10: NT
11: NT
12: NT
13: CT
14: CT
15: CT
16: FT
17: FT
18: FA
19: FL
20: HD

TAC = 5% vs 2.78%
NL = 20% vs 19.45%
NA = 20% vs 19.44%
NT = 15% vs 16.67%
CT = 15% vs 13.89%
FT = 10% vs 11.11%
FA = 5% vs 8.33%
FL = 5% vs 5.56%
HD = 5% vs 2.78%


Side (Black) - My Split
01: Floating Crit
02: NL
03: NL
04: NL
05: NA
06: NA
07: NA
08: NA
09: NT
10: NT
11: NT
12: NT
13: CT
14: CT
15: CT
16: FT
17: FT
18: FA
19: FL
20: HD

TAC = 5% vs 2.78%
NL = 15% vs 19.45%
NA = 15% vs 19.44%
NT = 20% vs 16.67%
CT = 15% vs 13.89%
FT = 10% vs 11.11%
FA = 5% vs 8.33%
FL = 5% vs 5.56%
HD = 5% vs 2.78%

With a couple of custom printed dice, you could cover Mech combat.
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Karagin
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PostPosted: 06-Jan-2018 23:50    Post subject: Speeding up the game Reply to topic Reply with quote

Didn't think of the twenty as a good idea for this but I see that it might be the better way to go.

I need to play test both out, but hey I was brainstorming for something else and this popped up and I am like okay let's go with it and see what I can do with it.

Love the input and ideas!
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Sleeping Dragon
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PostPosted: 07-Jan-2018 10:51    Post subject: Speeding up the game Reply to topic Reply with quote

Well, you'd still have to cross reference with the table.

Maybe it would help to use something like this application.
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Karagin
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PostPosted: 07-Jan-2018 11:21    Post subject: Re: Speeding up the game Reply to topic Reply with quote

Sleeping Dragon wrote:
Well, you'd still have to cross reference with the table.

Maybe it would help to use something like this application.


Not is the dice had the locations on the facings in place of the numbers thus no need for a cart and one less thing to consult.
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Sleeping Dragon
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PostPosted: 07-Jan-2018 12:13    Post subject: Re: Speeding up the game Reply to topic Reply with quote

I'm affraid that it wouldn't work well due to numbers and facings, as the others have stated before. Perhaps if you took d30 and placed facings on it trying to match the distribution in the table, although you'd need to have two dice one for side and one for front/rear table (3,33 % is closer than d20s 5 % and d30s are still relatively available).

It would be something like this:


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Vagabond
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PostPosted: 07-Jan-2018 12:54    Post subject: Speeding up the game Reply to topic Reply with quote

or skip the whole thing and due a custom d36:


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Sleeping Dragon
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PostPosted: 07-Jan-2018 13:23    Post subject: Speeding up the game Reply to topic Reply with quote

Well, if you want to order that or have a 3D printer, it's certainly an option.
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PostPosted: 07-Jan-2018 13:38    Post subject: Re: Speeding up the game Reply to topic Reply with quote

Sleeping Dragon wrote:
I'm affraid that it wouldn't work well due to numbers and facings, as the others have stated before. Perhaps if you took d30 and placed facings on it trying to match the distribution in the table, although you'd need to have two dice one for side and one for front/rear table (3,33 % is closer than d20s 5 % and d30s are still relatively available).

It would be something like this:



Could just do it as one to two letter location abbreviations: CT, H, FC (floating critical), RT, LT, LL, RL, RA, LA. The last three places on a 12 sider would be repeats of CT, LT, RT...

As indicated before would affect the odds somewhat, but it could be worked out as previously discussed...

The problem being hits from sides, or what do you do for partial cover hits? Do you have a 6 sider or something for that?

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chihawk
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PostPosted: 07-Jan-2018 13:59    Post subject: Re: Speeding up the game Reply to topic Reply with quote

Can I ask a serious question here?

After all these years of playing you guys don't know the hit location charts from memory?
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Sleeping Dragon
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PostPosted: 07-Jan-2018 14:41    Post subject: Re: Speeding up the game Reply to topic Reply with quote

To Chihawk: Not the sides and when you play late night games the memory tends to get a bit blurry. We use cheat sheets. But why not entertain the thought for a while when a little theorycrafting is brought up?

To Rugger: As I said you'd need two dice. One for the side table and one for front. Switching sides depending on direction from which the attack is comming. Partial cover has actually been changed in Total Warfare to provide lower bonus, but all hits to legs get eaten by the cover, so no need to get another die for that. Fist attacks are another thing, as are all other unit types. I did't say that this solution was too practical Wink
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chihawk
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PostPosted: 07-Jan-2018 18:48    Post subject: Speeding up the game Reply to topic Reply with quote

Both side charts are the same, so you only have to memorize two: one for front/back, and one for the side.

Both side charts are this:
2 near torso/poss
3 near leg
4 near arm
5 near arm
6 near leg
7 near torso
8 center torso
9 far torso
10 far arm
11 far leg
12 head

As for theorycrafting, the original question was based on speeding up game play. I posted two solutions that have both been well tested that reduce game playing time significantly.
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Ruger
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PostPosted: 07-Jan-2018 19:37    Post subject: Re: Speeding up the game Reply to topic Reply with quote

Sleeping Dragon wrote:

To Rugger: As I said you'd need two dice. One for the side table and one for front. Switching sides depending on direction from which the attack is comming. Partial cover has actually been changed in Total Warfare to provide lower bonus, but all hits to legs get eaten by the cover, so no need to get another die for that. Fist attacks are another thing, as are all other unit types. I did't say that this solution was too practical Wink


I had forgotten that. Haven't played in a while...

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