One of the things I want to do with this game is to have a 'complete universe', by that I mean while it can have expansions that introduce new figthers and new group, it won't get new rules to segment it. Wing Commander 1 figthers should be able to operate in the same system as Wing Commander Prophacy ships. I can not think of any good reason why the system should be setup to prevent you from having a half dozen Hornets escorting a Devastator for instance.
So I started some number crunching to try and make that work. I’ve compiled all of the stats for fighters from the actual video games. As figured, the stats do not translate on a 1-1 basis across all the video games. For example the Hornet has a max Pitch of 8 degrees per second, while the Sorthak (A super-heavy fighter) has a pitch of 65 degrees per second. And of course, there is the armor values as well. Because of this I have done the following to try and bring numbers into a consistent range:
· If the max pitch, yaw or roll value is less than 25 DPS, multiply the value by 10
· If a shield value is less than 26, multiply that value by 10
· If an armor value is less then 26, multiply that value by 10
Example:
The Hornet has the following stats as it appeared in Wing Commander:
Max Yaw: 8 DPS
Max Pitch: 9 DPS
Max Roll: 8 DPS
Front Shields: 4 cm
Rear Shields: 4 cm
Front Armor: 4 cm
Front Armor: 4 cm
By applying the rules listed above, The Hornet’s Stats now become:
Max Yaw: 80 DPS
Max Pitch: 90 DPS
Max Roll: 80 DPS
Front Shields: 40 cm
Rear Shields: 40 cm
Front Armor: 40 cm
Front Armor: 40 cm
Compare this to the HellCat as it appeared in Wing Commander 3:
Max Yaw: 60 DPS
Max Pitch: 60 DPS
Max Roll: 60 DPS
Front Shields: 250 cm
Rear Shields: 250 cm
Front Armor: 100 cm
Front Armor: 100 cm
This brought most numbers into the same range fairly comfortably. Now to translate those numbers into gaming stats.
For the “Burn” and “Turn” Value:
I took the sum of the max yaw, max pitch, and max roll, then divided the result by 3, and then divided that value by 10. This becomes the ‘turn’ value.
I took the ships max speed (typically the afterburner speed), and divided it by 80.
I then took that value derived from the pitch, yaw and roll, and subtracted it from the max speed value. The difference between the two numbers is the ‘burn’ value.
For shields:
I added up all the shields for the ship, then divided the result by 10, and then divided that result by 2.
For hull points:
I added up the armor values up, divided the total by 10 and then divided that number by 2.
For the most part this process looks to produce comfortable numbers for the units in-game.
Just some examples of the results:
Stat wise, these all feel like they would work in the same rule sets and more or less accurately recreate most of what we faced in the video game.
This process has run into some problems. Firstly, there are some ships that simply do not have the original stats. Like the Crossbow, the Academy version of the Arrow, The Confed Banshee for instance. I couldn’t find Afterburner speeds, Max yaw, pitch, or roll values for those fighters. So I kind of guesstimated values for fighters that I couldn’t find hard numbers for.
Another problem I’ve run into with this process is some ships give me some… odd results. For instance, the CF-131 Broadsword, the 2648 version. Using this process, I get a Burn value of -1. I also got some bizarrely high numbers in a couple places. Like with the Broadsword Behemoth has a Hull value of 135 while the Sorthak has a Hull Value of 18. I’m not calling this a ‘problem’ right now, just a noted point that will likely need to be dealt with individually.
Now this does raise a question of balance and for that I’m looking at the cost of the ships, pilots and loadouts. To this end, I’m working on an excel function to calculate prices based on the stats as follows:
· For each point of ‘burn’: +5 points
· For each point of ‘turn’: +5 points
· For each point of ‘shield’: +5 points
· For each hull point: +5 points
· For each decoy: +5 points
· For each flare: +1 point
· For each missile hard point: +5 points
· For each cannon hard point: +5 points
· Calculate Weapon cost by multiple the number of cannon hard points, by the cost of the weapon type.
The weapons have their own calculated cost as outlined before:
· If the weapon has 4 or more shots, divide the number of shots by3. Other wise take the number of shots as is.
· Take that number and multiply it by the damage of each shot.
· Take the range and divide that by 6.
· Take that result and multiply it by the number you got by multiplying the damage of each by the number of shots.
The resulting number is the cost of the weapon
So take the F-105c Scimitar Trainer for example:
It has 6 points of burn, 5 points of turn, 6 shields, 8 hull, 2 flares, 2 particle cannons, and can mount 3 missile.
To figure the cost of the Particle cannon we look at it’s stat line:
Dmg Range Shots
Particle Cannon 4 10 1
It gets 1 shot, with a Damage of 4 and a range of 10.
The price for it works out like so:
(# of shots) 1 * (damage)4 = 4
Range(10)/6 = 1.6
1.6 * 4 = 6.666 but we round up to 7.
So a Particle cannon is 7 points.
And then to figure the cost of the F-105c Scimitar:
6 points of burn * 5 points each = 30 points
5 points of turn * 5 points each = 25 points
6 shields * 5 points each = 30 points
8 hull points * 5 points each = 40 points
2 flares * 1 point each = 2 points
(2 cannons * 5 points each)*particle cannons(7) = 24 points
3 missile hard point * 5 points = 15 points
Total cost for the F-105c Scimitar Trainer: 152 points
That works out well enough for ships that are straight forward and provide no special abilities. But not all ships are that simple. Some ships provide special abilities that can be one time use abilities, bonuses to certain tests, boosts following a given circumstance, etc. These are somewhat more troublesome to determine prices for.
Here are my thoughts thus far:
- If the ship has a special ability: + 5 points
- The Ability is a 1 time use ability: + 5 points
- The Ability is always available: + 20 points
- The Ability is only available following a stated circumstance: + 10 points
- The Ability provides a bonus to pilot skill: +10 points per point of bonus
- The Ability provides a bonus to gunnery skill: +10 points per point of bonus
- The ability affects the ship/pilot itself: +5 points
- The ability affects more then one other ship: + 10 points
So take the Hornet as an example. It has an ability that grants a +1 to any dodge checks the pilot makes.
- The hornet has a special ability: +5 points
- The ability is only available following a stated circumstance: + 10 points
- The Ability provides a +1 bonus to pilot skill (when dodging): + 10 points
- The ability affects the ship/pilot itself: + 5 points
So the total cost of the Hornet’s special ability works out to be 30 points.
If you go back through the pricing process and add in that cost of the special ability, that brings the cost of the F-36a Hornet to 196 points.
So I've got a base-line for figuring out stats it seems. More or less anyway. As I mentioned there are some odd-ball results that popped up. Like several variants of the Broadsword havign a negative burn value, or hull points in excess of 100. I'm not labeling those 'problems' just yet, more like abberations in the numbers that will likely require invidual adjustments. I'm still working on the combat system.
At present my thoughts are:
1- There are 2 types of attacks: Missiles and Gunnery
Gunnery attacks are attackes made with munitions that are unguided and include cannons and rockets like the Dragonfly, and Dumbfire weapons. They would work as follows:
1- declare your target.
2- make your attack with the number of shots your craft gets
3- roll a D10 and compare it to your pilots gunnery skill to determine if you pass or fail the check for each shot.
4- the shot counts as a hit if it is below the gunnery skill value accounting for any modifiers.
5- the ship being attacked may attempt a dodge check by passing a pilot skill check with -3 modifier for each hit
6- if the dodge check is passed the hit is discarded
Missile attacks are attacks made with munitions that are guided and able to change course in order to increase their chance of hitting the intended target. They work as follows:
1- You declare you are attempting to lock on to a selected target. So long as you keep that target with in your forward firing arc you maintain the lock.
2- When you meet or exceed the lock-on value for the missile type you are using, this means maintaining the lock on the target for X-number of game turns. You may fire the missile. If you loose the lock you must start over to re-establish a lock. Some missiles require you to keep a lock for 3 turns, some require only that you have an enemy in sight.
3- Once you fire the missile, the ship being fired at has the option to dodge or drop and evasive meassure (either flare or decoy depending on the ship in question).
4- still working out how decoy/flares would work.
if the hit is not dodged, the ship being attacked takes damage equal to the damage of the shot, first subtracting shield points, and when shields are reduced to 0, subtracting the damage from hull points.
I still need to work out how exactly damage will work. I want to have "Damage Results" so like you can take damage to your weapons, your communications system, your engines, etc and these would have differing effects in the game. A disabled communications system would mean that F-o-F missile could no longer distinguish you from an enemy ship and it's possible to get hit by your own missile, or a Disabled shields result means you can no longer regenerate shield point. Stuff like that.