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Coming to a server near you (maybe)


Shahdoh

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Screen_160603_092118_zpsn0teatlm.jpg~original

 

This has been in the works for a while, but it is finally starting to come together, big part in thanks to the modding community for making some period items to flesh it out proper.

 

What is it you ask?

 

My version of Axis and Allies - WWII Aviation via DCS World

 

It will be a mission oriented, event based, manually ran campaign of 2 sides with the same resources(somewhat). Campaign not intended to be any recreation of historical events. Instead using the tools available to create a live action board game. Each side will start off with the same number of units and resources. The goal of the game/campaign is to make it so your opponent can no longer wage war (deplete his resources).

 

Revision 1a - 10 July 2016

Initial number of static aircraft required to be left on the airfield as a target-able resource will be 50% of the current team size, rounded down. Once the number of fighters have been reduced to 50% availability or less, the requirement drops to 25% of the team size, rounded down.

 

 

Each side will have the following resources at the start:

40 Fighters ( Player flown only: 4-8 clients at a time - Spares permitting, a number equal to 50% of the current team size, rounded down, will be on the ground as static targets on the home field as target-able. Once the number of fighters have been reduced to 50% availability or less, the requirement drops to 25% of the team size, rounded down.)

30 Bombers (AI only - Up to 12 can be flown in a single attack mission-their home base is not on map, will fly into and out of the combat area)

8 Flak units (Each unit represents a larger flak group and is tied to the missions flak script - kill the unit, reduce the flak over the field)

2 AAA Groups (Each group consists of 6 ZU-23 stationary units)

20 Resource buildings (Each alive building generates 5 points towards your capability to build/rebuild each week)

10 Hangers (Each hanger represents 5% repair capability)

3 Mission cards (See below for detailed explanation)

 

Campaign will go as follows

Each week, there will be 2 missions flown, 1 attack mission per side. Each side will get to plan their side of each mission(They will only have data for their own side and enemy resource buildings as they do not move and their own intel on where A/C and AAA units were, but those can be moved from week to week). Only 8 clients per side allowed to fly and only 1 life per mission (a single pilot can fly both the attack mission and defence mission thus representing 2 different people). Each Bomber formation will start in the air and must not be any closer than 25 min to target at 10499 ft ASL. 10500-20499 ft no closer than 30 minutes. 20500-30500(max) no closer than 35 minutes. Airspeed for the bombers will be set to a max of 230 kts up to 10499, 240 kts from 10500 - 20499 and 250 kts at 20500-30000. A minimum of 4 bombers attacking an airfield successfully will earn the attacking side the benefit of getting to hot start the next mission week. Results will be tracked from each mission and apply to the next weeks mission resource numbers.

 

Once the missions are done and results tallied, Each side (Via a commander) will decide on what resources he wants to build/rebuild based off of the available capability (Remember, each surviving designated resource building represents 5 points into the pool). Damaged aircraft will have 5% chance per intact hanger of being repaired and ready for the next mission week/event. Crash landed aircraft may be recoverable (damaged of course) IF you are able to land within your side's recovery zone (an area that extends out to 25 miles from your own airfield towards the enemy base, expanding wide and behind your own).

 

Build costs

1 Fighter = 10

1 Bomber = 15

1 Flak unit = 15 (Max number of flak units = 8 per area: Airfield / Resource buildings / Surrounding terrain not to exceed 15 NM from home station nor overlap previous areas)

3 AAA units(half a group) = 5 (Max number of AAA groups - 3 per area: Airfield / Resource building / Surrounding terrain not to exceed 15 NM from home station nor overlap previous areas)

1 Hanger = 20 (Max = 20 at an airfield)

1 Resource building = 20 (Will take 2 weeks to build, can double the cost to have it for next week. Also can either rebuild in current location or create new location that must be within 15 NM of the home airfield. The new group of resource buildings must stay within a 1 NM diameter. Before another new resource building group can be created, there must have been 20 buildings built previously.

 

Example: At the start, there are 20 buildings in the 1st resource group at the start, so a new group of buildings can be built. Before a 3rd resource building group can be built, the 2nd group must of had 20 buildings built for it. The buildings do not have to be intact for the new group to be created, just that they were initially built.)

 

 

Weather

Dynamic weather will be randomly generated from week to week with possibility to be manipulated by Mission Cards (See below). This will be announced as a forecast of the next weeks weather at the end of the current week's mission. This weather will be applied the same to both missions for the week.

 

There will be 4 different weather systems created:

35% Clear skies(Clouds varying from 0-1 in the mission editor)

35% Partly cloudy (Clouds varying from 2-5 in the mission editor)

25% Overcast (Clouds varying from 6-8 in the mission editor, Bombers don't fly)

5% Storms (All aircraft grounded)

 

Wind strength and direction will be randomised at mission creation:

40% Calm (0-1 m/s)

30% Breezy (2-7 m/s)

25% Windy (8-15 m/s)

5% High Winds (16-32 m/s)

 

Mission Cards

Mission cards will be a way for each side to manipulate the battlefield in some manner. Be it an unexpected boost in resource generation, weather manipulation, Intel about the other side, etc. They can be helpful for your side or possibly hurt the other side. Each mission card will be assigned a numerical value of 1-3 based on the strength of the card to possibly influence the mission. A side may play up to 3 points of cards per week and are turned in with their mission plans. 1 new mission card will be distributed to each side per week after the current week's missions are over.

 

 

Card List

 

Lucky Strike - Bomber mission went better then we thought! 50% increase in damage done by the bombers, odd values rounded up. If the bombers didn't hit anything, this will allow at least 1 target to be hit. Information passed to opposing side after mission end. Value: 3 points

 

Shell game - Resources the enemy thought they destroyed were actually relocated to another facility. 50% of the buildings destroyed are restored for free(numbers rounded up-see above). Information passed on at mission end. Value: 3 points

 

Pray for Good weather - Mission set to either clear or partly cloudy conditions with max winds being only breezy. Overrides other weather cards played. Value: 2 points

 

Pray for Bad weather - Mission set to windy/overcast conditions. Value: 1 point

 

Get me some supplies! - Supply convoy with AA truck escort will attempt to deliver 20 points in additional resources (2 per truck if they make it to destination) the following week. Opposing commander will know of the convoys existence(not location) Vehicles will be set up to take a minimum of 30 minutes to get to destination. Value: 1 points

 

Get me those supplies NOW!!! - Supply convoy with AA truck escort will attempt to deliver 20 points in additional resources in the current mission, Opposing commander will get last minute intel of its existence only. Vehicles will be set up to take approximately 40 minutes to get to destination. Value: 2 points

 

Formation problems - Bombers having problems getting in the air and getting formed up. Their start is delayed by 10-20 minutes. Affects the opposing side. Value: 1 point

 

Commander, I need those Flak guns elsewhere!!! - Commander is informed by superiors that resources he has are needed elsewhere to fight the war. Card is played to the opposing commander who must remove 2 flak units. Value: 3

 

You don't need all those guns! - Commander is informed by superiors that resources he has are needed elsewhere to fight the war. Card is played to the opposing commander who must remove 1 AAA group. Value: 2

 

Surprise Attack! - We got the jump on them! Go get em!!! Commander gets to air start his fighters, start location of all aircraft must be within 20nm of their own airfield. Value: 3

 

I need options! - Get to draw 2 additional mission cards. Value: 2

 

Sabotage - Our infiltration team was successful, they were able to neutralize the target! Played against the opposing side who must lose the 30 points worth of designated resources. Value: 3

 

Miscommunication - Didn't you say to be there at .... . Opposing teams bomber formation is early. Starts 5-10 minutes closer then planned **Cannot be closer than 45nm to target (if used against a surprise attack, delays the bombers instead). Value: 1

 

Let me buy you guys a beer! - Maintenance does an outstanding job. Repair rates are increased by 40% for this week (repairs are determined after damage results tallied) Value: 2 points

 

Hanger Queens - Maintenance cannibalizes 1 aircraft *of same type* to repair another. Sacrifice the repair possibility of 1 aircraft so another is guaranteed repaired. Can be repeated as many times as you have paired aircraft needing repair for this week. Value: 1

 

Cloak and Dagger - Our spies have returned with valuable information. Get to know 1 Mission card the enemy commander has in their hand if any. Value: 1

 

More Supplies - We don't have any AA trucks to spare, so here, take more supplies. Hopefully they get there. Played with any convoy mission card - Add 20 Points in resources to the convoy, but there will be no AA truck escorts. Value: 1

 

 

 

There are still a few more things I am working out and coming up this Saturday (4 June 2016 around 9PM eastern), we will be doing a stress test of the mission. We have a good number involved already but might be needing 4-6 more to fill the server and test things out.

 

Requirements for the test session:

JSGME is a must to load the mods needed

Strong computer due to number of A/C in same proximity and lots of scripting to handle flak, bomber defenses and carpet bombing.

Solid/stable net connection to eastern US

A strong imagination to overlook many of the things DCS lacks and to still have fun in the environment DCS provides us at this time.

 

Custom units in mission include:

 

Flak Guns:

Screen_160603_102516_zpsnuzpiq2p.jpg~original

 

the M16 (Allied AA Truck):

Screen_160603_102452_zpsg0umjkja.jpg~original

 

Allied Cargo Truck:

Screen_160603_102106_zpsyuekrblh.jpg~original

 

Allied Bomber (YES! The B17!!!)

Screen_160603_102119_zpsrnc7k91h.jpg~original

 

Mercedes AAA (Axis AA Truck):

Screen_160603_102200_zpsigrnvk1w.jpg~original

 

Mercedes (Axis Cargo Truck):

Screen_160603_102207_zpshqstgdjd.jpg~original

 

Axis Bomber ( Ju88 )

Screen_160603_102301_zpsyksbjhqi.jpg~original


Edited by Shahdoh
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Soo...

 

 

In practice a commander will gather a group of eight pilots (maybe including themselves) and will play against an enemy commander. Before turn one each commander will "draw" 3 cards from the deck of cards. Each commander will then be able to asses their intelligence, use any cards they would like to use for turn one and plan their attack mission and their defense missions.

 

Who plays their attack mission first?

 

At that point the "Game Master" (I assume that's you Shahdoh?) will build the particulars of the missions based on each commander's mission plans and cards played, moves AAA etc based on commander requests and whatever other things need to be done with the mission itself.

 

The opposing teams will schedule both missions with each other and the GM.

 

At the agreed upon time each team will fly their missions.

 

 

After action will consist of 50% celebration and 50% lamentation, the GM will tally results and provide the commanders with some sort of report about how much of their supplies were destroyed and inform them of what card they have drawn for the next week. The GM will in turn receive (at some point in the next couple days) the mission requests from each commander regarding what they want to use resources to fix/replace/purchase and what cards they would like to play for the next week.

 

Rinse and repeat until one side doesn't have enough resources to continue to battle.

 

Is that mostly correct?

Nvidia RTX3080 (HP Reverb), AMD 3800x

Asus Prime X570P, 64GB G-Skill RipJaw 3600

Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis)

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+1000.000.000.000.000.000.000.0.0.0.0.0.0.0.0.0.0.0.0.0.0.0.0.0.0.0.........

"These are not the bugs you are looking for..":pilotfly:

 

[sIGPIC][/sIGPIC]

 

My YouTube channel

 

SPECS

-AMD FX8370 8 Core Processor 4.2 ghz

-GIGABYTE 970A-UD3P

-GTX 1050 TI Windforce 4g

-16 GB RAM

-Saitek X 52

-FaceNOIRtrack - 3 point clip Red Led

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Soo...

 

 

In practice a commander will gather a group of eight pilots (maybe including themselves) and will play against an enemy commander. Before turn one each commander will "draw" 3 cards from the deck of cards. Each commander will then be able to asses their intelligence, use any cards they would like to use for turn one and plan their attack mission and their defense missions.

 

Who plays their attack mission first?

 

At that point the "Game Master" (I assume that's you Shahdoh?) will build the particulars of the missions based on each commander's mission plans and cards played, moves AAA etc based on commander requests and whatever other things need to be done with the mission itself.

 

The opposing teams will schedule both missions with each other and the GM.

 

At the agreed upon time each team will fly their missions.

 

 

After action will consist of 50% celebration and 50% lamentation, the GM will tally results and provide the commanders with some sort of report about how much of their supplies were destroyed and inform them of what card they have drawn for the next week. The GM will in turn receive (at some point in the next couple days) the mission requests from each commander regarding what they want to use resources to fix/replace/purchase and what cards they would like to play for the next week.

 

Rinse and repeat until one side doesn't have enough resources to continue to battle.

 

Is that mostly correct?

 

Yep, mostly correct though a couple points.

 

A Team can consist of any number of players (though a minimum of 8 is highly recommended, any less and you are shorting yourself). Having more on your team gives you reserves in case someone can't make a particular mission night, or separate pilots for the attack mission vs defense mission. Also tossing the idea around of having a non-combat observer slot so they can "Report" their side of the war via streaming or whatever. Other spectator positions might be available depending on how the stress tests go.

 

The attacking commander will determine time of attack in his mission plan and the one earliest in the day will go first (Will have the commanders agree ahead of time if they wish to include night attacks). For gameplay reasons neither mission will affect the others resources. The effects of those missions will not be felt till the following week. Slight break from realism here, but no way to update the 2nd mission quickly enough, will have 16 plus people waiting and trying to keep total time of both missions under 4 hours, preferably 3.

 

As far as when the missions are flown, would prefer to keep it on a regular schedule predetermined by both teams. Slight changes in the schedule would be allowed for due to RL situations and can be agreed upon. Start times for the first mission will be held to. If the whole team is not there, consider they missed their takeoff time due to maintenance issues or whatever, but the mission will start. If they show up later and mission is still going, they will be allowed to start, mission will still end when the bombers or main fighting force have exited the battle and all aircraft must recover back to their home field. There will be no landing and rearming and going back up again. This is to keep mission times short.

 

The official results report will be given to the commanders the following day with the maintenance reports on what they can expect to have repaired and ready for the next mission and also given their new mission card at that time. From there the commander can plan his mission and have it submitted back to me 2 days prior to the mission event day. They "play" their mission card at that time as well. No mission plan submitted and there will be no bomber attack and the fighter slots will be sitting there on the ramp with no waypoints. AA and other objects will stay in the position they were previously.

 

Sorry if this has gotten a bit long winded. Feeling pretty passionate about this and trying to get across everything that is in my head about it out to all of you.

 

Also, thank you M1Combat for many of the great ideas you have given me! /Salute

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Nice setup. Hopefully you can add the Spitfire to the setup soon.

 

Yep, that and any other official module will be welcome additions to the campaign resources.

 

 

Glad you brought that up, I realise I didn't talk about the axis side having the 109/190 choice. At the start of the campaign, the Axis commander must decide the breakdown of his starting 40 aircraft, Be it 20 of each, 30 109's and 10 190's or whatever. Then, when he requests new replacement aircraft, must decide then as well. You run out of 190's, you need to build new ones, can't just swap a 109 over. Also the maintenance card "Hanger Queens". Both aircraft need to be the same type, thus 109 parts can not fix a 190 and vice versa.

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Are the mod files for the custom units available?

 

The Vehicles are from Uboats WWII vehicle pack. The bombers are from another source (apologize, will get the details soon, but got these 3rd party), but I have also modified the bombers a bit to soak up more damage(initially, 1 person was able to take out 7 bombers on a single ammo load), and they are still a work in progress. For right now will hand it out on a need basis for the stress tests. Once things get stabilized the mod package will be readily available.

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Also, have added some new ideas already.

 

To diversify the decision on what to attack. Hangers have been setup at the airfields. They represent that side's ability for maintenance to repair aircraft. Each building will account for 5% and will start off with 10 hangers (thus getting your 50% chance to repair at the start of the campaign). New hangers can be built for 20 resource points to add or replace up to a maximum of 20 hangers (puts you at 100% repair capability.

 

Also, if a minimum of 4 bombers bomb the enemy airfield, will earn the attacking side the ability to hotstart the following week. If each side does so, they both will hotstart, nullifying the advantage but still earning the right to hotstart.

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Not yet, and also realise, this is a manually managed campaign (for now). This is so the commanders only see their side of the mission planning. Will take someone neutral acting as game master to make it work. For now, I will be doing that. Tonight (4 June 2016 @9pm EST) we will try to do an 8 vs 8 test run of the missions. If anyone is interested they can PM me and I will give them the details.

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Just finished a 6v6 test and was a blast :)...

Nvidia RTX3080 (HP Reverb), AMD 3800x

Asus Prime X570P, 64GB G-Skill RipJaw 3600

Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis)

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UK

klem

56 RAF 'Firebirds'

ASUS ROG Strix Z390-F mobo, i7 8086A @ 5.0 GHz with Corsair H115i watercooling, Gigabyte 2080Ti GAMING OC 11Gb GPU , 32Gb DDR4 RAM, 500Gb and 256Gb SSD SATA III 6Gb/s + 2TB , Pimax 8k Plus VR, TM Warthog Throttle, TM F18 Grip on Virpil WarBRD base, Windows 10 Home 64bit

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