#Pilot Net megagame testing
5271 messages · Page 6 of 6 (latest)
Eh, I didn't, but I specified I meant the group of 3 people, I believe in Peri's ability to read.
AL13 has "Condor 1 Base" as the unit on it
It doesn't really make a difference bc the SAM has a pretty big intercept range
undefended
oh, those labels aren't present in the screenshot for some reason
Intercept doesn't mess with my hyper deplpy, I think?
I'm not sure, actually
it's A, so it goes before R, which means it might cancel the intercept order
but if a condor is patrolling, I think they will still catch you
Hm, also I'm not sure what stance you'll be in if you get bounced back
but if you're still in A stance, then it's basically fine either way
It would be better to drop on the airfield with the SAM and Engineer because Suki is also planning to assault there, and you'll destroy more air units if you succeed. We should already have someone dropping on the undefended air base, and your firepower is wasted there since there's nothing to shoot.
Ah, a little late, sorry 
it's just a couple minutes after, Peri won't notice
(I already submitted one set of orders)
assuming the game continues after this turn (or we play another map), Peri just takes the most recent order submitted.
Admiral fall down go splat?
Holding isn't the worst thing in the world in our situation lol
Holding is pretty good for anyone who doesn't need to repair, yeah. Most people are in a decent location defensively
Dropships only ever rebase (which is immune to intercept) and flying infantry are categorically not air units and so are also immune to intercept. @wind yacht Is this a correct reading?
I feel like verisimilitude wise both rebase and flying units, or at least their drop ships, should be vulnerable to AA. But that's a personal preference thing
I think I'd just say that units can't deploy via those functions to anywhere with active anti air
the stuff about air intercept is for the default [R] Fly from something like All Theater Movement Suite
it's unclear to what extent it applies to the special A* Fly order that Airmobile gets
Oh, I missed that whoops
I would interpret that as applying to Airmobile as well. That's harsher than I expected. Maybe
yeah, like, the timing might allow you to cancel ground-based air interception before the order goes out, but I think air units get free reign
which makes some amount of sense
only issue being that Flying infantry can't be escorted the same way air units can be, so it's pretty hard to protect them from air-based interception
(unless they actually can and I'm wrong about that?)
I have not started running the round and probably won't until tomorrow, sorry
gl everyone
No pepes on pnet please
It'll all depend on how well we hold this turn
I mean we could win this turn
i think we should take this turn to win and drop on some cities, if atleast three troops drop onto another city or somewhere else we could call this a early win, while the rest of the drop troops help out the capitol
I'm pretty sure that ship has sailed
Round 4 air intercepts
<@&1310264693650362378> round 4 complete. I'm inclined to call it here; this has been a useful test of the system, and also I'll be on the road for a few weeks (already am, in fact)
AIR COMBAT
Archon scores 1 hit on the Beaver. Viper scores 2 his, on Condor (2) and Fulcrum (2). Archon takes 1 hit in return from Fulcrum (1).
Helicon Lance suppresses the rocket artillery in AJ11. Fulcrum (1) fails to suppress Smokeshow.
Thundermaw bombards AL10, hits only fortifications.
Wingman scores 1 airsrike hit on Breacher (1).
Beaver (1) and Breacher (1) bombard AK09. 3 Hits, 1 each to Defenses, Shovel TMC and Mehen’s Jackals.
The Mobile SAM (2) fails to score any hits on Whitefish Squadron.
MOVEMENT
The Hunter-Killers are intercepted by a Scout hidden in AN11.
Vanguard (3) skirmishes with the spaceport, interrupting Hell Feet’s sortie.
The Designator engineers pin two Breacher in AL10.
The Hammer falls on Ypsilanti. The Anvil also falls on Ypsilanti but that’s not as cool to say.
Adamant Sky’s drop platforms chase off Condor (1)’s mechanics and capture their equipment.
COMBAT
AN11: 2 hits from each side. Scout (3) retreats after 1 round.
Ypsilanti: Round 1 5-4, Round 2 3-2. The Sentinel survives, but is forced out of the city.
AL10: Designator fails to damage the armored companies, but escapes return damage. Breacher (3) is prevented from attacking AK09.
AK09: Round 1 2-0, round 2 0-4. Union defenders are driven off the tile.
AK08: Round 1 4-2. Vanguard (3) damages Smokeshow’s artillery but are then wiped out in a crossfire from Hell Feet and Flock Omen.
I'm a little bit running out of steam and it seems the players are too; I think I was missing 6 orders for round 4
Overall notes before my laptop runs out of battery:
-Combat is often disappointing. Solution: increase overall HP to reduce variance?
-Equipment and perks often not useful, especially air equipment.
-Need to reduce impact of drop pods.
Drop pods: maybe the target space needs to be in friendly vision?
I would prefer bringing other equipment up to the drop level. But that level is mobility is really strong
Combat does seem oddly swingy
Having to spend a turn to replace spent drop pods would also make sense. Or having it only work once
More than I expected it to be, tbh
drop pods seem pretty OP and basically remove the positioning/maneuvering aspects of the game
by that same token though, I think NPC Scouts are equally game-warping
They're basically the same thing for each side
a unit that can turn up anywhere on the map without warning
As cool as it is, coming in at A* is very strong
When it comes to equipment not feeling useful, I think, more than just equipment, whenever you have orders that will end up with you only rolling one or two dice, that's not gonna feel very impactful, especially with success being only 5+
Also, movement otherwise is extremely slow for most units. It would take like 5 turns for units to safely get from Saginaw to Ypsilanti. So more movement (particularly along roads) would probably help reduce the power of drop pods
reposition along roads is pretty fast, just not safe
I also feel like the medium support needs some help: the combat engineer is a lot better and probably why no medium supports were taken
I wonder if attack dice should be more deterministic? 1 hit on 5+ and 0.5 hits on 4- or something?
Also, I don't think either side built a single road. Not sure when it would be feasible to do so during a game.
One with fewer roads to begin with.
Would take far too long in rounds tbh
The system is designed for much slower fights over time I think
Roads just aren't that useful in this scenario
Determinism is pretty neat
a) all the cities are connected and b) we start in the middle, there is no front line
Like, the system we're taking from expects it to take LOTS of turns to grind slowly forward.
I think part of why there was limited construction of all kinds was just that we ended up in a scrambly melee immediately
If this is true I would be surprised if it can hold people's attention
More points
-Hidden NPC units are strong with little opportunity for PC counterplay. Solution: strike Hidden units from the game entirely
-Cities and bases are easy to flip, and no fun to garrison. Solution: introduce passive garrison mechanic
-Blacksky Wings only getting to play every other turn is very limiting. Would appreciate @livid geyser 's thoughts on how it plays in practice.
Which is less a shot at this game and more at like, most games this big
A thing to take inspiration from is classic wargame resolution tables. Where instead of dice pool they use a column system based on the power of both sides to determine hits etc.
NPC units on our side would help tbh.
Building stuff makes a lot of sense in a turn or two before forces meet, but not in the middle of combat.
Also "Slower" objectives and tiered objectives
even if there were a front line, it's not like this game has any supply line mechanics or anything. Even if you needed to heal, rather than building a road all the way back to base, which you would also need to take turns traveling down before resting, people will just build temp bases on the front lines.
IIRC the original game had the PCs fighting a swarm of bugs or something along those lines.
So there were a lot of worse enemies
Yeah, a supply mechanic would help a lot in terms of making units stronger (and drop pods more risky)
If you wanna go lancer style and reduce the badfeel of getting oneshot, you can give pc units structure or cohesion
Some kind of secondary hp mechanic
Enemies being basically the same strength as us makes it much more scary to do anything
If enemies are only 1-2 hp
Having 5 dice at 5+ to hit
Feels a lot better
Having players be tougher than NPCs (but not necessarily better in combat) I think would be good in terms of feeling powerful without being killed easily
Personally I'd prefer a system with like, lots of medium-bad NPC allies and medium-bad NPC enemies.
A supply layer with dedicated logistics players is something I considered
Lets us give the NPCs the boring jobs
And lets us feel good about fighting lots of enemies
NPC allies would just mean the GM playing against themselves though, idk how interesting that would be or how you could even keep that honest
The 3 people per square limit also helps the PCs a lot more
Who issues orders to the NPCs
PCs give general VERY SIMPLE orders to NPCs
I do think that defenses not working in the second round is weird. Super fortifying a city doesn't do that much
That is a cool idea, but does also need players who would find that game play engaging, which I feel are less common.
Most people would prefer to shoot stuff.
I think instead of logisitcs units, you have building bases and roads determine the logistics network
My first instinct was that it would be a layer for Misc and nobody else
Also it's worth noting Peri that you were a singular GM here mostly I think, as where I I think the general rule is something like 1 per 5-8 people
And to have much broader space for objectives
So everyone isn't all crammed together trying to do things on top of each other
Yeah, having played it out, I think 1 GM per 12 players or so is a good target
(I also think multi-tile cities is more cool than a single tile city)
One of the things is that the game rules have something for instance for "There's an objective in this set of a 3 tile radius, go find it"
I had this in mind especially on this last round. The defenses make defenders take less damage, but don't help hold ground. Statistically it would've been miraculous for that sentinel to hold Ypsilanti against us.
Which makes more of the terrain matter
I think it should be damage and over both rounds
That matters for combat winning
Not just who gets more hits on the last round
I did resist pinging Misc when I was talking about players that find it appealing, lol.
I also find logistics appealing
It's worth noting that we had 2 combat engineers with Construct
And neither of us got to use it at all
And both really wanted to lmao
Both me and Turi
The combat happened basically immediately. And switching to drop pods was kind of required given the scenario
Yeah.
Turi tried to turn 1 and got interrupted, yeah
The game was over much faster than I anticipated
I never flew anywhere. There was nowhere to go.
I had strong considered being a heavy support and saw what we were doing and just immediately went "Nope, no way I'm doing heavy support Construct bot"
It's kinda good that it was tbh
I think it's good that it can get interrupted, I just think that shows how tight the scenario was with us starting in the middle.
Map design will be very important for future games
Yeah, invisible enemies were really bad, having 95% of the map completely be pointless except that there could be invisible enemies felt bad.
I'm a little wary because of how difficult they are to defend. As noted earlier, defenses actually don't help much in holding a tile, and cities with more tiles have a lot more surface area to cover when it comes to blocking entry.
Also no idea how many.
I did feel that PC vision was largely irrelevant, too
Cities with lots of tiles or one tile are fine if mission objectives aren't based around taking them or holding them.
I couldn't tell how our vision worked tbh
We'd see people on the map outside of our vision
Or not
Any units that stopped in one of the cities became revealed
Anything that wasn't a scout was a ? unless in our vision or in a city
and then NAVINT tracked their movements
Scouts were totally invisible unless in our vision I think?
I do yes
It seemed like scouts were invisible until we walked into them
They were
You could theoretically search for them
Er, how?
But that's action intensive
Oh, I thought search was only for objectives
Search looked to only be for objectives, yeah.
search is a universal S action that you would never actually take unless you have nothing else to do
Wouldn't you just be better Skirmishing into them?
Like either way you run into them
I do think vision and FOW would be good systems for a game like this. But map and scenario design would need to play into that to make it worthwhile for recons/air units to do patrols.
[S] Search: Make a standard move, then if no hostile units are present, search the unit’s tile for hidden objectives. If there is something to find, the GM rolls a 1d6 in secret. On a 5+, the hidden objective is found. Otherwise, the unit finds nothing. Multiple units may search the same tile in the same round. Taking this action reveals any adjacent hostile hidden units (no roll required)
Scout could have been good except there was so much "Oh god we're all stuck in fighting immediately"
Sure, but like
You reveal them anyway
Oh, whoops lol
And ideally we would need to be able to see at a glance what's in vision and what's not
no
no
only if you run into them and a battle ensues
Oh, I thought we were seeing everything that wasn't a scout on the overmap
And then scouts were just not there unless they were in vision
Right, but are scouts invisible even if they're in vision?
yes
Yeah, the only ones we found were because we literally walked into them, lol
With the current Foundry implementation, there's no way to do that cleanly that I know of
That might be the better way to run it
Yeah, I know. I tried to think of how to suggest implementing it in Foundry and came up blank, so I didn't say anything.
Do we need to be using foundry?
I don't think we're doing anything roll20 can't do
And roll20 can do LoS
And vision ranges
Foundry can do LoS. The issue is we have two types of LoS
So can Foundry (and better than roll20 IMHO)
Like I do agree foundry is a stronger tool
But I don't know if we need the stronger tool functions
I'm sure you could mod it. But lol effort
Foundry is the better tool, but I'm actually using gridless so I can get multiple units in one space
But yeah the problem is how to grant "partial" vision outside the PCs vision radius
And also how to actually define the vision radius properly
You take pictures with PC vision and paste information outside of their radius onto the png.
o.o I don't mind honestly
like having a relatively chill unit to play with is a feature, not a bug
I appreciate getting to sit back a bit and blap stuff when it counts

don't mind me
I want to suggest taking a page from Highfleet - if you lose LOS on an enemy unit you just see where it was and heading last, instead of getting to keep real-time position on it. But again, that's a bit clumsy to implement in a standard VTT.
Though I wonder if it needs the -1hp in addition to the turn cooldown?
like, it's okay that you put me in the prime world bejeweled chair
I think Ashley only had the -1 hp because she was a Horus Scarecrow
Which is immune to ground intercept
Oh, right. I am thinking of the other upgrade
I do think the Scarecrow was maybe undertuned. -1 HP and then having multiple orders at -1d6 seemed like it would be pretty susceptible to bad feels.
I don't mind
I agree it's probably undertuned tbh, but balance is kinda a thing to work at over time.
"clumsy to implement" will quickly become unmanageable with a dozen GMs and a hundred players
I'm leaning towards "NPC units visible all the time, except Hidden units, which are invisible outside player vision only"
@wind yacht I do think having more perks/equipment that do things that aren't related to more damage/etc
Yeah
I like that personally.
And like, maybe there are units that are hidden in certain types of terrain
If we're fighting giant monkeys and they all go in this big stretch of forest they get hidden
More perks and equipment to cover more specialties is definitely on the to do list
But if they come out to attack a village we can see them
I'll also reiterate I'm happy to help and help GM.
Including with objective/terrain/etc making.
You are on the list for when I have time to get the bigger game off the ground.
Coo'.
I am busy from now until March though
Take over what/
Trying to set up a game.
Re: hidden units, I think you could do things like a hidden garrison on an objective. Fir the example given before of "there's an objective somewhere in these 3 tiles, go find it", I think having embedded non-scout defenders that pop up when you find it could be cool.
Sure
Kk
But otherwise they don't come find you
I still probably wouldn't start anything until early-mid January
But I'd rather start before March
😄
Fair enough
I don't own anything here, I always intended this as a community project. Go for whatever you want!
Anyway, @wind yacht, this was quite fun, thanks for writing and running it!
Yeah. Thank you for putting all the effort in!
I had fun too! Thank you all for participating.
gg
I would like if there was Air Equipment for dogfighting at least
I felt very limited in my deployments because I sorta had to deploy on top of allies to make use of any real equipment choices I had
I'm gonna redo a lot of the stats and equipment.
https://docs.google.com/spreadsheets/d/1XlMLLrmld6ZOOd2NPUnJla0Yil2u3M1Zl9oXBVlvdY4/edit?usp=sharing
Please use feedback form <@&1310264693650362378> above so I can make sure nothing gets lost
And Ashley if you can pin it, it'd be appreciated.
Current expectation is I'll have a writeup for the main game and modified system sometime end of month-ish
With trying to get started sometime early to mid January on actual unit building into starting.
ty for running!
(Also Pax U was this weekend and I know its responsible for at least one of the missed orders FWIW)
I missed the inital chat but some more feedback:
- I think randomness is more fun when you're in control and happening more often. Having the players roll their own dice is probably unfeezable at this scale and considering the rate of turns a good roll is neat but doesn't feel as viscerally good as if you had rolled it, but a neutral or bad roll is much more emotionally impactful
- Tying health to power makes a certain amount of narrative sense and simplifies the map but also very much limits both unit and game design. It leadsd to the scarecrow being squishy and having -1d6's on abilities becoming very not useful
- My biggest feeling right now is the game sat on a precipise of both not complex and very complex. I think that's the biggest issue that probably needs to be addressed. It really didn't feel like we had a lot of strategic depth of choices but also that we had a lot of choices. Its just that functionally the only choice that really mattered was droppods and walk forward. I think for the game to truly sing it either needs to strip back the amount of choices each player can make so that the cognitive load matches the reward, or to tune more decisions so there's more options. Some of that has to do with things like scenario and map design (giving us decisions on how to approach problems rather than us being thrown into a problem with only one solution - defend). Some of that will have to do with the different things units can do - either giving them fewer but more meaningful options or making the various options much more specifically valuable. Not the only solutions, just some initial thoughts.
Just want to say, thanks for running, Peri! 
ye ty and appreciate it
^
@wind yacht there is a good chance I won't have the effort for it. But is there any wishlist for tools/mods you would have liked to have had for the game?
The #1 tool would be a way to export the scene as an image at a high resolution
I kludged it here by taking several screenshots and overlaying them in a photo editor, but a one click export would be better
@worthy pelican poked at it and couldn't find a solution, though
DF Architect, an Add-on Module for Foundry Virtual Tabletop
That looks promising!
Oh yeah, that looks like it would do the job!
I looked for a dedicated module and couldn't find one, didn't think to search in those kind of utility collection ones.
As a software developer, my main skill is figuring out what keywords to shove in Google to find what I want lol
So yeah I absolutely missed an order or two because accessing this was tricky at PAX U, and also because with the way threads worked I basically never got a notification as to when things happened, which logistically on top of the weekend made the latter rounds absolute ass to experience in a way that wasn't really anyone's fault.