GZG List archives -- March 2006

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Re: [GZG] DSIII



Mark Kinsey?) wrote:

>1) Remember that a Dirtside III game rarely goes past 3 turns. The
>Friday night game was two turns and the Sunday morning game was one
>turn. As a result you need to be very careful about what order you
>activate units.

Very much so. This is something veteran DS2 players often have trouble with at first; it takes game or three to adjust to just how far a DS3 unit can move and how much it can do during a single activation.

>2) If you're the defender, don't shoot at a superior force that has
>stopped after a firefight is over.

Also, if you're the defender and you're losing a FireFight, don't hang on until your units are destroyed or forced to hide because they're Shaken. IME it is usually better to pop smoke/go to ground while your units are still in reasonably good shape, so you can counter-attack in your own activation - preferrably after bringing up some reinforcements, treating casualties (yeah, I know Indy forgot to give the NSL any ambulances...), etc.

[...]

>Then at the end of the game the defender
>activated a unit that had LOS on the stopped Tank unit. The resulting
>firefight gave Grant all the excuse he needed to roll into the base and
>wipe out the defenders command unit.

Hm. If the defenders started this firefight, Grant's units could only have fired at the defenders' Command Unit if the Command Unit had first fired at them - ie., either it was the Command Unit that started this final FireFight or it voluntarily joined the FireFight in the second or later TCR. The only way for Grant to engage the defenders' Command Unit against the defenders' will is if *he* started a FireFight against *it*, but that doesn't seem to have been the case here.

(DS3's Target Priority rule basically says that a unit can *start* a FireFight against any enemy within range and sight, but once *in* the FireFight it can only shoot at enemies which have already joined the same FireFight. It is a kind of "tunnel vision" effect - enemies which are actively shooting back are percieved to be far more dangerous than those who are not, and thus get all the attention. Because of this units not yet involved in the FireFight can join it voluntarily after it has started, but they can't be *forced* to join in by units who are already involved in it.)

>This create a bit of a cascading
>stress situation, which seems to be the way most DSIII games end,

Not really - both of the *ECC* DS3 games ended this way, but this type of complete cascading morale collapse has been quite rare during previous playtests. There have been some cascade effects, but not nearly as severe as in the two ECC games.

>I don't think any unit should be able to move beyond
>their major move capability, firefight or not.

I thought so too when we first started to work on DS3.

Unfortunately, in practise it quickly proved to be an utter pain to track how far each unit (active as well as inactive) has moved during the game turn, particularly for units including elements with different Basic Movement Factors (eg. both infantry and APCs); and we also got some outright surreal situations where units suddenly became immobilized in the middle of a FireFight because they had used up all their Movement Points while their opponents were still able to manoeuvre because they hadn't yet activated this turn. In the end we decided that it was easier (and faster, game-flow-wise) to fudge it, and assume that most units' movement rates have a bit of extra "give" in them to cover Combat Moves after a unit has spent its entire BMF on Major Moves instead of tracking how many MP each unit had spent.

There's also another aspect of DS3 movement which affects this, and that is Travel Mode. (I'm not sure if Indy and John mentioned this at the ECC, since neither of the playtest scenarios needed it what with one side in each battle having to defend a fixed position and the other being equipped with highly mobile Grav Tanks.) The standard movement rates in DS3 assume that elements are both maintaining a sharp watch for enemies and making use of available cover while they are moving, and therefore aren't moving anywhere near as fast as they could do; in Travel Mode OTOH they concentrate on moving, and therefore get to move at up to twice as far as normal for each Movement Point spent but suffer fairly serious penalties if they get involved in FireFights.

Even the Travel Mode movement rate however isn't the *true* maximum speed of the element - instead it too includes a bit of leeway, since it is extremely rare for elements to move at their *absolute* top speeds for an entire DS3 turn (15 minutes). To use my own car - a Hyundai Atos, essentially a tiny motorized shopping basket - as a marginally relevant example, I'd give it the DS3 mobility rating LMW/90 ("Low-Mobility Wheeled, BMF 90"). Using Travel Mode movement on roads (the normal mode of operation for most civilian cars <g>) this rating gives it an in-game maximum Major Move of 270 mu per game turn, corresponding to a real-world highway cruising speed of just under 70 mph (110 km/h; if I drive faster than that the car starts vibrating as if it were trying to tear itself apart); but its *real* maximum speed is somewhere over 90 mph... and if someone starts shooting at me I would most likely drive that fast trying to get away, too! <g>

What all this means is that the "fudge" solution is actually at least as realistic as the "track all MPs" one (but of course neither is *perfectly* realistic!), and that the "maximum" movement rates in DS3 aren't nearly as absolute as they might seem at first glance. IOW, unless Grant's tanks used Travel Mode movement (highly unlikely under the circumstances) the movement you described as "ALL of their major move" was in fact only about half as far as they *could* have moved in a game single turn in that terrain - and even if they had made their entire Major Move in Travel Mode they would *still* have had enough of a margin to make several Combat Moves before their total movement during the game turn started approaching really unbelievable levels.

(FWIW, in both DS2 and DS3 the conversion rate between on-table movement rates and real-world speed is 4 mu/turn = 1 mph. In old DirtSide 2, a Grav Tank can move up to a maximum of 30 mu/turn (7.5 mph) if it doesn't want to shoot at anything whatsoever; if it does want to shoot but accepts a to-hit penalty it can move up to 15 mu/turn (3.8 mph), and if it wants to avoid any to-hit penalties it can move up to 7.5 mu/turn (1.9 mph). As a comparison I can *walk* at a sustained speed of ~4 mph, and the fastest World War *1* tracked tanks could move at ~5 mph cross-country...)

Later,

Oerjan
oerjan.ariander@xxxxxxxxx

"Life is like a sewer.
 What you get out of it, depends on what you put into it."
-Hen3ry

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