OK... good lord this is gonna take forever...
What I am proposing is NOT a simulator. Not an Analyzer (Although that's not to far out of my ability, but it would have to have some sort of calculations based on experience of players, understanding of the field, teamwork, not easily quantifiable things... I am currently taking college level classes for programming... I am more advanced then most high school students, plus I practically teach my programming classes at school... my teacher asks me for help. Anyways basically never assume anything is out of anyone's reach.)
I am proposing a scenario creator aid / management system.
Here is my answering and fielding of questions... God help me...
What you're talking about is a battle simulator. "If I've got 15 players in these positions and they have 20 in these positions, enter this field map..... My chance of winning this is 65%." or something along those lines.
Not at all. This is not a single part of the program. Not an analyzer.
Are you thinking of running it on PC, laptop or PDA?
It would most likely be run off of a laptop hooked to a printer. Until I get way further into the development and get the SMS service running.
As a player database for a particular field, it might be fine. But no field owner will take the time to enter every walk-on player or delete those who leave before the game ends. Picture ID's? Nice idea but I switch masks several times during a scenario and few people see my face.
This system would most likely be used for smaller games, of pre-registered players. Plenty of time to do this. Plus, once the info is in the system, you would actually be saving time in the long run. You just search the persons name and boom, they are there. Picture ID's would not be necessary, just a cool feature. Most likely this would not be used for your average walk on, although it easily could be. And it would not be hard at all to delete someone when they leave. 3 clicks of the mouse.
Game creation requires imagination, I can't conceive a program spitting out a scenario called "The Lost Treasure of Gilligans Island" with roles and missions unless somebody took the time to enter that into the memory.
Of course. This would take the same amount of time to create a scenario as any other scenario takes. Its not like the popular d-day just wrote itself either. BUT, this system would ALSO have the capability of fielding random missions at random times. So even the creator could play the game, and still get thrown for fun little loops. All the scenario's missions and stuff would have to be written by someone but once written they could be used over and over.
Missions themselves are often not what the game operator originally planned, the ability to improvise is the mark of a good producer. Objectives might be unobtainable or achieved very quickly, point values and time limits often need to be adapted to the flow of the game, not rigidly adhered to. And don't get me started over Roleplaying, I'm the guy who shows up at a mil-sim game wearing a coconut bra and grass skirts.
The game could easily be based upon objective completion (like stated in my features section), and changed mid-game modified throughout. The point system would easily be created to accept changes by the scenario runner. And you could choose not to accept a role player part, as an option. (I personally hate role-playing as well.)
Team creation is another issue, you often have teams or individuals wishing to dedicate themselves to one side or the other. Telling them they can't play for the side they want to may turn them away, and no field can afford to turn away players.
Did I ever say that a person or team couldn't choose a specific side? This would obviously have to be part of the system, seeing as most games are based on teams declaring allegiances and facing off.
As a game timer or mission tracker, it might be useful but you still need someone to input the info in real time. When all the refs are busy, the head ref is out on the field settling a dispute, the field owner is gawd-knows-where, the only person to be found is running the fill station and hasn't got a clue about the game itself...Who's there to type this info into the program? Not many fields can afford to hire someone extra just for that.
Someone would have to do this obviously... but usually that's the game producer... this is what they do anyway... Radios would be used to communicate from the ref to the producer. Or even from the producer to the players.
Printing is only good before the game, not many players pay attention to anything more than a field map if even that. Plus many places don't have printing capability out on the field.
SMS might work, if the places I play allowed them on the field. Not that I'd take a cell phone onto the field with me if I owned one.
This is like in version 2 at the earliest of the software.
In my opinion, it's a neat idea but not practical. You'd never have a spreadsheet filled with all the possibilities, and you have no way of tracking all the players without an equal number of people entering the information about those players. Without that info, no program can keep up with any game as it progresses.
I have no reason to track all the players. The objective completion / missions would tell you everything you need to know for the most part. Players would have to radio back, or some how communicate, to HQ to let them know they got the mission done. (Or a ref.) Just like any other scenario.
Holy cow... you guys are keeping me thinking...
Anyways I hope this is starting to make sense to people. Keep throwing out questions.
This will be done in C++.
I am thinking this system would be better served for running 5v5 to 25v 5 games. But based on the skill of the creator of the scenario, you could increase it to 100 v 100 without to much of a hitch.
This post has been edited by S.T.A.R.S XO. Short: 30 January 2009 - 08:35 PM