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PostPosted: Sun Mar 04, 2007 10:29 pm 
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This is a brainstorming topic for the Tactical Theory's version of Battle Practicality. Relative Battle Practicality is an objective system that works in a subjective way. The Tactical Theory recognizes that no gun can have the same level of practicality for every user. I personally do like the Battle Practicality Factor approach, though it is missing the relative element that makes Battle Practicality work in its most natural form. Hence there is this, which assigns point values to various aspects of guns. It is up to the user which points are chosen and how the resulting total is used. A high RBP total or low total is not necessarily good/bad, it just should indicate Progression Levels [low RBP = Low Progression, Medium RBP = High Progression, High RBP = Medium Progression]. Certain Point Factors can also be combined to find other things that the particular gun is optimized for, such as game types and battlefields.

Relative Battle Practicality v1.0

RBP Point Factors:

Relative Max Range [take the last puddle of the best ranged nozzle at 35-40 degrees]:
If less than 20ft = -5 points
If 20-29ft = 0 points
If 30-39ft = 1 point
If 40-49ft = 2 points
If 50-59ft = 3 points
If 60-69ft = 4 points
If 70ft or more = 5 points

Relative Max Output [take the nozzle with the highest output]:
If less than 1x = -5 points
If 1x-2x = -3 points
If 3x-5x = -1 point
If 6x-10x = 0 points
If 11x-15x = 1 point
If 16x-20x = 2 points
If 21x-30x = 3 points
If 31x-100x = 4 points
If more than 100x = 5 points

Relative Stream Speed [choose value than use multipliers]:
If Very Slow = -5 points
If Slow = -3 points
If Fairly Slow = -1 point
If Perfectly Medium = 0 points
If Fairly Fast = 1 point
If Fast = 3 points
If Very Fast = 5 points
If Max Range is less than 20ft = x1/5
If Max Range can hit 20ft = x1/3
If Max Range can hit 30ft = x1
If Max Range can hit 40ft = x2
If Max Range can hit 50ft = x3
If Max Range can hit 60ft = x4
If Max Range can hit or exceeds 70ft = x5
If Max Output can hit 5x = x1
If Max Output can hit 10x = x2
If Max Output can hit 20x = x3
If Max Output can hit 30x = x4
If Max Output can hit or exceed 40x = x5

Relative Weight and Balance [choose value, then use multipliers]:
If Very Heavy = -5 points
If Heavy = -3 points
If Fairly Heavy = -1 point
If Perfectly Medium = 0 points
If Fairly Light = 1 point
If Light = 3 point
If Very Light = 5 points
If Very Poorly Balanced = x1/5
If Poorly Balanced = x1/3
If Fairly Poorly balanced = x1
If Perfectly medium = x2
If Fairly Well Balanced = x3
If Well Balanced = x4
If Very Well Balanced = x5

Relative PC/P/R Capacity [done 3 times, once for PC, Pump, and Reservoir, then add the values:
If Very Small = -5 points
If Small = -3 points
If Fairly Small = -1 point
If Perfectly Medium = 0 points
If Fairly Large = 1 point
If Large = 3 points
If Very Large = 5 points

Relative Soaker Size:
If Very Small = -5 points
If Small = -3 points
If Fairly Small = -1 point
If Perfectly Medium = 0 points
If Fairly Large = 1 point
If Large = 3 points
If Very Large = 5 points

Relative Capacity Stats [Taps/Pulses/PCs/PCST, done once for all 4, then add the values]:
If Very Few/Few/Few/Short = -5 points
If Few/Few/Few/Short = -3 points
If Fairly Few/Few/Few/Short = -1 point
If Perfectly Medium = 0 points
If Fairly Many/Many/Many/Long = 1 point
If Many/Many/Many/Long = 3 points
If Very Many/Many/Many/Long = 5 points

Relative Durability:
If Very Weak = -5 points
If Weak = -3 points
If Fairly Weak = -1 point
If Perfectly Medium = 0 points
If Fairly Strong = 1 point
If Strong = 3 points
If Very Strong = 5 points

Relative Style:
If Very Ugly = -5 points
If Ugly = -3 points
If Fairly Ugly = -1 points
If Perfectly Neutral = 0 points
If Fairly Cool = 1 point
If Cool = 3 points
If Very Cool = 5 points
If Sexy = 10 points [someone else has to make that comment about your gun]

Relative Design Flaws:
If Very Flawed = -5 points
If Flawed = -3 points
If Fairly Flawed = -1 point
If Perfectly Neutral = 0 points
If Fairly Perfect = 1 point
If Perfect = 3 points
If Silver Bullet = 10 points [must have international recognition as such]

Relative Comfort
If Very Uncomfortable = -5 points
If Uncomfortable = -3 points
If Fairly Uncomfortable = -1 point
If Perfectly Neutral = 0 points
If Fairly Comfortable = 1 point
If Comfortable = 3 points
If Very Comfortable = 5 points

Relative Versatility:
If Very Specialized = -5 points
If Specialized = -3 points
If Fairly Specialized = -1 point
If Perfectly Neutral = 0 points
If Fairly Versatile = 1 point
If Versatile = 3 points
If Very Versatile = 5 points

Relative Battle Practicality [Sum of all factors]:

If Negative or Low Positive RBP = Gun is optimized for the Novice-Normal Progression Levels

If Medium Positive RBP = Gun is optimized for the Progressive-Fluid Progression Levels

If High Positive RBP = Gun is optimized for the Normal-Progressive Progression Levels

Battle Practicality for game families, battlefield types, etc. requires adding together only certain factors, depending on what you want to find. You may also have to use RBP as a factor if necessary.

*****Please tell me if this works out like it should and if there are categories that were not mentioned that should be included.*****


Last edited by Lewis on Sun Mar 04, 2007 10:40 pm, edited 1 time in total.


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PostPosted: Sun Mar 04, 2007 11:39 pm 
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Did you mean Technical Theory? Or Tactical?

Actually, last night I figured out how the theories work. Ie, how they cater to different progressions, and how Technical Theory complements Tactical Theory by providing users with the best suited weapons. The concepts are actually easier to understand now that you've introduced Technical Theory--earlier I thought the progressions and calibers were part of Tactical Theory. Unless I'm wrong about all of this...

Anyway, back on topic. I don't quite like this system, for several reasons.
1. It's too complex. Just look at your post. :D
2. The factors aren't weighted. According to your RBP v1.0, appearance matters as much as range does. Make the best range have more points than the best looks.
3. The factors aren't caliber-specific. Once you add weightings, they will need to vary depending on caliber. Output and shot time are pretty much nil for one-hit-kill, but they are all-important for soakfests.

I originally wanted BPF (Battle Practicality Factor--in equation form) to be a system like this, but obviously simplified, but then you have the problem that a gun with 10 feet of range but a perfect everything else would have tremendous battle practicality. As a matter of fact, I've got a sweet cardboard gun in the works. :P



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PostPosted: Mon Mar 05, 2007 12:40 am 
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Joined: Sat Sep 09, 2006 6:30 pm
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I also think it should be modified a bit on the subject of weighting. Also, what do you consider to be a high or low score. My new gun got 18.



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PostPosted: Mon Mar 05, 2007 3:19 am 
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<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Did you mean Technical Theory? Or Tactical?

Actually, last night I figured out how the theories work. Ie, how they cater to different progressions, and how Technical Theory complements Tactical Theory by providing users with the best suited weapons. The concepts are actually easier to understand now that you've introduced Technical Theory--earlier I thought the progressions and calibers were part of Tactical Theory. Unless I'm wrong about all of this...<!--QuoteEnd--></div><!--QuoteEEnd-->

Relative Battle Practicality is part of both Theories, however it works slightly differently in each. In the Tactical Theory it moderates what you can fight with and in the Technical Theory is moderates what you can build/mod. There is also another concept which crosses the Theories, that would be the Ladder of Innovation. The Ladder can alter Relative Battle Practicality and the latter can alter the former. That's the main point of having both, for the reciprocal effects. Progression levels and Calibers are part of the Tactical Theory only. While there was something like that in the Technical Theory, I don't think they are necessary there.

I'm not going to use this version of RBP. I'll revert to what I was originally going to write for it. It will still be called RBP, but is much more useful than a list of points.



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PostPosted: Mon Mar 05, 2007 10:45 am 
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Joined: Thu Nov 23, 2006 2:41 pm
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There's also things to consider like the environment the gun is used in. For example, a low range but everything else perfect gun would work very well in an urban setting, while scoring lower in perhaps an open field. Also, I don't think soaker size is really a criteria to give points on. Firstly, it depends on user size and also, large size is not necessarily always a practical thing.

Also, different classes of weapons. Weapons ideal for a support role may be bad for an assault role, just to give an example.

But, I'll wait for the new RBP, then we'll see some general quantitative classification of guns for once.


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PostPosted: Mon Mar 05, 2007 10:42 pm 
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Well-constructed post. :)

Yep, the environment, game type, and progression should all be considered when determining your priorities and weights.

I think he meant to give more points for smaller sizes. I can't think of any situation where larger is better, except for intimidation of new warriors.

In our smaller wars, it's usually best to have one strong role for everybody - assault. I don't know how it works in your enormous battles though, and I guess things like massive weapons, WBLs, and WCs are different.



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PostPosted: Mon Mar 05, 2007 10:51 pm 
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I agree with Hamster. There are a lot of variables out there, the largest and most influential being the environment. In addition, game types, and individual styles must be taken into account. For example, while a long range is usually a good thing in terms of allowing you to reach out and touch someone, sometimes, in close quarters, it is not only unnecessary, but can also be a hindrance, as guns with high ranges usually rely on strong stream lamination, or a nozzle design that might inhibit getting a lot of water out of the nozzle fast.

Overall, quite a neat system! Duxburian, you never cease to come up with new and interesting ways of refining the way we soak.

Soak On



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PostPosted: Tue Mar 06, 2007 12:23 am 
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The new RBP is going to take a while to write, being extremely subjective and needing to incorporate a lot of variables. Out of the usual factors, Caliber is not going to be weighed as heavily. After all, RBP is not a matter of convenience, it is a matter of natural limits. While the user's preferences do have an effect, it is not the same effect as that of say, the type of battlefield. A backpack may be heavy and annoying, but that alone does not make it impractical. It becomes impractical when it becomes a factor against victory, such as not being able to run far enough fast enough.

Note to self: need article on Natural Limits. RBP is actually only one part of Natural Limits when you think about it.

As for weapon "classes", that's something you might want to address as a revision. I personally don't believe in limiting what kind of gun can do what, for that is a user defined limit and not a natural one. An XP 270 user can play the role of an HWO and an artilleryman can scout. After all, if it doesn't conflict with a natural limit, it is technically possible. I've see some really weird things happen in my 3 years so far in serious organized warfare.

Note to self: need article on the Ubiquitous Position [Elimination of all Positions].
Note to self: need article on User Limits and when you do and don't want to impose them.
Note to self: need article on Physical and Strategic Intimidation.
Note to self: need article on Destroying Intimidation.
Note to self: need article on Counters in the Abstract Reality.

^ Notice that the more feedback I get, both positive and negative, but more importantly negative, the more new ideas are sprung! Once the holes are found, not only are they patched, but a half dozen other things pop up in the process.


Last edited by Lewis on Tue Mar 06, 2007 12:27 am, edited 1 time in total.


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PostPosted: Sun May 20, 2007 12:05 am 
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Joined: Tue Nov 14, 2006 10:51 pm
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Sorry for bringing back this post, but I'd like some more exact numbers on this part:

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->If Negative or Low Positive RBP = Gun is optimized for the Novice-Normal Progression Levels

If Medium Positive RBP = Gun is optimized for the Progressive-Fluid Progression Levels

If High Positive RBP = Gun is optimized for the Normal-Progressive Progression Levels
<!--QuoteEnd--></div><!--QuoteEEnd-->

This kind of thing:
-50 to 0.
0 to +50.
+50 to +100.



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PostPosted: Sun May 20, 2007 1:33 am 
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I'm not using this any more because it does not work the way I wanted. In general, the most practical guns were the ones with medium scores, anything high or low is not that practical. While it comes out like that in general, some guns are too close.

Examples:

Dollar store pistol: -3 points
CPS 2500: 45 points
MXL: 43 points
Water Cannon: 114 points

My opinions of the CPS 2500 and MXL earned them really similar scores. However, on the hardcore battlefield, the 2500's practicality leaves the MXL in the dust. This system does a terrible job of taking battlefield type and size, user skill, user experience, game family and type, etc. into account.

It is because of that that I now think Battle Practicality cannot be "measured" or otherwise determined by any objective means. It comes down to so many variables that only you know what is practical for you.



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PostPosted: Sun May 20, 2007 1:54 am 
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Hm, I see what you mean.



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