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Thread: Gathering Information for a New Solo Play Mechanism

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    Default Gathering Information for a New Solo Play Mechanism

    I have been working on a set of solo play rules and think that a wider field of input would be helpful. To that end, I plan to ask a number of questions to help me flesh out the AI maneuvers.

    As a matter of reference, a vessel on a parallel course can be 45 degrees to either side of exact parallel. Likewise on reciprocal, port and starboard.

    For this exercise there is no additional card for planning in advance. The card you pick is for the next turn.

    You are in command of an Amazon. Your opponent is also an Amazon. Neither side has taken any damage yet.

    Here's the first question:

    You are in the yellow arc with the wind on your port bow. Your opponent is off your starboard beam on a parallel course. What card would you be most likely to choose for your movement on the next turn?

    Outside of Long Range?
    Long Range?
    Short Range?

  2. #2
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    Sorry I am missing the question here, the answers seem to be intimating a firing arc, or am I reading it wrong

    To answer I would choose a starboard sharp turn to try for a stern rake or a shot unanswerable.

    If I am misunderstanding the question apologies

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    Quote Originally Posted by Capn Duff View Post
    Sorry I am missing the question here, the answers seem to be intimating a firing arc, or am I reading it wrong

    To answer I would choose a starboard sharp turn to try for a stern rake or a shot unanswerable.

    If I am misunderstanding the question apologies
    It kind of sounds like you got it, Chris. The question is, based on your experience with how the ships handle and based on your orientation to the wind and your position relative to your opponent, what card would you pick for your best next move tactically if the opponent was outside of long range? Would you pick the same card for long range? How about short range?

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    Ok think I got it now, sorry.

    So short range a hard starboard turn looking for a stern rake.

    Long range same move looking for same result.

    Outside long range a slight port angle going into the wind ready for getting into range then dropping the hard starboard as per previous answers.

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    The biggest problem with solo play rules I find is that I can anticipate when two closing ships would get within firing range and maneauvre accordingly. Solo gaming rules usually react after the fact and turn after I get a long range raking in or at least a broadside outside of its arc.

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    Perhaps you'll take mine for a test drive, Jonas? I'm trying to make one that is more situationally aware.

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    Here's the latest test: The wind is blowing from the top of the picture. The nearest ship is on a beam reach on a port tack. The farthest, on a beam reach, starboard tack is the AI ship.

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    I choose to try for the weather gauge. The AI does as well, more aggressively, and luffs up.

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    I continue closehauled, and the AI's luff up turns out to be a feint.

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    The AI has stayed to weather of me.

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    Last edited by Dobbs; 05-21-2019 at 08:23.

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    I am following this with interest Dobbs. I too have found that certain predictability which Jonas mentioned , and is less apparent in the Wings Solo AI.
    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

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    Now, we both luff up and fire.

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    For me, it was a feint, and my ship falls off onto a port tack again. The AI ship completes its tack, leaving me to chase.

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    I start to yield the weather gauge while the AI ship continues on closehauled.

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    A shift of the ships to leeward to continue the action, and...

    The AI ship luffs up again as I sail to leeward and we exchange fire; for me, a full broadside, for the AI, a partial.

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    I thought the AI's next move was great. As I sailed below it, it feinted back and hit me with the other quarter guns while I was reloading.

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    On the final turn of play, I turned slightly to windward to present a broadside as the AI ship continued close to the wind.

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    Last edited by Dobbs; 05-22-2019 at 10:16.

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    I stopped the battle at this point, as I felt the AI ship was too focused on maintaining the weather gauge and not on coming to grips with the enemy. Still, I thought it made a decent showing. I have tweaked the tables for the next round. Stay tuned to find out for better or worse...

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    I will certainly look forward to the next installment Dobbs.
    Thanks for the commentary thus far.
    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

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    It was interesting and I'd love to try it out.

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    Quote Originally Posted by TexaS View Post
    It was interesting and I'd love to try it out.
    I'll try and send the latest version your way later this evening. Bear in mind that it is not a finished version yet, so feedback will be used to improve the ship handling.

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    Yes, very interesting Dobbs, I look forward to giving this try at some point

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    I have been busy with organizing Sails of Glory on LinCon.
    I'll soon look into it.

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    The latest test of my most recent incarnation of my soloplay rules:

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    I'm controlling HMS Amphion in the foreground. The AI has USS Brandywine in the distance. The wind Is coming over the long side of the table, putting us close reaching toward each other on opposite tacks.

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    The range closes...

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    Realizing that I am not going to get the weather gauge, I bear off at the last moment to pass to leeward. The other ship continues to close reach.

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    We exchange opening shots.

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    The smoke from our broadsides lingers for a turn as I come up close hauled and Brandywine turns onto a broad reach.

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    I tack Amphion while Brandywine wears. Unfortunately for me, Brandywine wore tighter than I could tack, and is able to get off a full broadside compared to my partial one.

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    I realize at this point that I may be able to turn inside of the AI ship. To me, that sounds like an advantage.

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    The advantage is not readily apparent as Amphion once more gets off a partial broadside to a full one from Brandywine.

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    Amphion wears as Brandywine luffs up while reloading.

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    I come up close hauled and get a take while Brandywine is only able to get off a partial broadside in return. As an aside, due to a house rule, Brandywine is moving at one less speed after her feint into the red arc.

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    Brandywine luffs up again as Amphion bears off slightly. Since Brandywine had a chance to build her speed back up, I know that she will be using a 2 hourglass red and stationary the turn she exits the red arc. I plan to use this to my advantage.

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    It was another feint, and Brandywine uses a 2 hourglass card to fall back onto a port tack and delivers a broadside. I hold my fire, as I know that she'll be stationary next turn as she goes from moving backwards to forward.

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    I get my shot, raking Brandywine over the bow at close range.

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    Amphion turns sharply to port, and as she starts to move again, Brandywine clips my stern. Both vessels end the turn entangled, and I end the experiment.

    All in all, I was satisfied with the AI's performance, though I thought the turns in the green arc might have been too extreme. That said, I can't argue with the number of times it was able to bring a broadside to bear...

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    If anybody wants to try my system, feel free to PM me your email and I'll send you the files. If you can post the resulting engagements and any questions, it would expedite my development. You also have to be willing to put up with updates to the tables, as this is a system under development. I think I'm getting close, but you wouldn't believe the number of iterations I've been through.

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    I would love to Dobbs but as you will see from my other post I'm in no position to aid you yet.
    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

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    Quote Originally Posted by Bligh View Post
    I would love to Dobbs but as you will see from my other post I'm in no position to aid you yet.
    Rob.
    Rob, I'm sure your input will be worth the wait.

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    Dobbs I missed all of this, sorry. I would be most interested to try your system out if the offer is still open. I realize you might be too busy racing aeroplanes round pylons.

    I've been using Fred Miracle's AI which I'm finding works well for me but being a complete novice I don't really feel qualified to make a sound judgement. Similarly I will be able to tell you if your system give a good game but not really be able to say if it's giving the best moves.

    I'll PM you my email address.

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