sorry for not being really clear - i was thinking about a little tutorial ..
a list of kmx / excel files giving the relative positions and speeds of two ships .. one does calculate a firing solution and then compares the result with an optimum solution .. repeated over several such set-ups
kmx or the position / speed data might be culled from the past scenarios (the optimum solutions clearly are those that generated hits)
servus
markus
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On 18.03.2025 16:34, Francis Marliere via groups.io wrote:
Please elaborate. My English is unfortunately limited, and I don't understand your sentence.
Le?mar. 18 mars 2025 ¨¤?16:06, markus baur via groups.io < groups.io> <baur@... <mailto:[email protected]>> a ¨¦crit?:
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one thing i would love to have would be a torpedo sandbox .. where
one could shoot several torpedo attacks in a row to really get a
feeling for how things work ..
servus
markus
Dominique Guillemin via groups.io <>
<dguillemin75@... <mailto:[email protected]>>
hat am 18.03.2025 14:57 CET geschrieben:
Dear Francis,
Gentlemen,
Here's my opinion on these rules :
1. Order/Command Phase: We never feel too restricted in sending
messages; you can abandon the flag rating ;
2. Torpedoes: It's okay to consider the torpedoes ready as soon as
needed, but I think it's better to let the players calculate their
own firing parameters¡ªit's fun and, like real target shooting, it
allows them to demonstrate their skill ;
3. Fires: No comment.
For my part, I rather advocate a "conservative" approach aimed at
limiting perpetual changes to allow players to keep habits without
having to worry about understanding a new interface every new
game. For instance, I find that the current Excel table is less
clear than some previous ones, in particular I founded it more
satisfying to gave heading and speed orders in 30-second
increments. Furthermore, the trigrams abbreviations used to
identify ships on the map are sometimes obscure.
Regards,
Dominique
Le?jeu. 13 mars 2025 ¨¤?15:47, Francis Marliere via groups.io
<> <marlieref@...
<mailto:[email protected]>> a ¨¦crit?:
Gents,
I have started working on a slightly modified interface and
rules for the next Long Lance game.
My priority is to simplify the rules as much as possible in
order to ease the work of new players. I have a few ideas, but
don't hesitate to tell me your feelings.
- Order phase / commandment rules : I suggest to abandon the
Flag Command Rating, because the problem is not that players
send too many messages, but rather the contrary. Each ship can
send one message by flag, one by blinker, one by TBS (if
fitted) and one by VHF. Messages by flag use Seekrieg V codes,
while others are in plain text (length of the messages may be
limited to 30 words). If more than one TBS message is send on
a channel, interference is possible. VHF messages take two
turns to get through the codage / decodage process.
I hope that the communications rules will be clear and simple,
so everyone will understand and respect them.
- Torpedoes : using torpedoes seems difficult for many
players. I intend to help them by simplifying the process :
* I will probably delete the need to prepare torpedoes the
turn before the launch. It's too difficult for many players,
and wastes many opportunities. We will assume that the torpodo
officier always have the torpedoes ready. Torpedoes will enter
the water immediatly and will move during the movement phase
of the turn of launch.
* Some players have issues computing the bearing of the
torpedoes. I wonder if the referee (me) should calculate it
for them. Let's assume that the ship captain just picks up the
target, and let the torpedo officer make the computation.
- Fires : the actual Long Lance rules (inspired by Command at
Sea) reduce the danger of fires compared to Seekrieg V. It is
a designed choice I made because in SK5, fires kill ships too
fast in my taste (USS Franklin would not have survived with
SK5 rules). In Long Lance rules, the fires create damage (and
possibly DE if severity >50) only when they start, and if the
total of fires is superior of 10% of the initial DP of the
ship, it is a conflagration (there are chances of systems
damaged by fire or evacuated due to flames, heat or smoke).
The damage cpntrol roll to fight off the fires is not made at
the end of every turn (it request too much hand work for the
referee), but only on the third turn after a fire has begun.
This last rule just don't work because it is too cumbersome,
and I don't apply them. On the next game, there will be no DC
roll to control the fires during a surface engagement.
What do you think about this proposed changes ?
Do you see other stuff that need to be changed ?
All the best,
Francis