Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
|
I have created this document based on the multiple threads about PBEM. If you would like a nice copy (with colors) that is in PDF format, send an email to: Steve@PatternDiscovery.us. ------------------------------------------------ Proposed Design for Play by Email (PBEM) (as of July 30, 2005) This is a first draft of the complete design for the PBEM system. Background As general background, MWIF controls what the player can do at any point in the game by proceeding through the sequence of play in the World in Flames’ Rules as Written 7 (RAW). During each phase/subphase the player is only able to make decisions, move units, build units, and so on, if those actions are appropriate for that phase/subphase. The player controls when a phase is complete by clicking on a “phase complete” button. Control is passed back and forth between the players by MWIF, and in some phases a player has nothing to do because MWIF is waiting on his opponent to move (or make some decision). One of the concerns with PBEM is that it will take too long to play a game because of the numerous changes in control in the RAW sequence of play. If RAW is implemented faithfully for PBEM, there will be literally hundreds (or thousands) of emails needed to play a single game. To make the PBEM system more efficient, a revised sequence of play is needed that reduces the number of emails substantially. Elements of PBEM One of the big differences between playing MWIF live over the Internet and playing by email, is rolling the dice. During an Internet game MWIF can roll the dice and show the results to everyone immediately. In a PBEM game that is not possible; so a solution is needed to prevent the players from repeatedly rolling the dice until a favorable result is achieved. To do that, MWIF ships with eMWIF, a small program that runs separately from MWIF. eMWIF exists for one purpose: to roll the dice and report the result to all the players in the game. eMWIF can be run on any host Internet server and Matrix Games runs a copy that is available to everyone. You can run eMWIF on some another system if you like. When you start a PBEM game, you ‘register’ it with eMWIF, identifying who is playing what countries. As you play the game there will be times when you need a random number (e.g., rolling for weather). At that point MWIF will send a query to eMWIF over the Internet, asking for a random number. eMWIF will validate that the player is in the game and that he is scheduled for asking for a random number for the specific event. By this I mean that eMWIF will know where in the sequence of play the players are and who should be doing what next. Once the request is validated, eMWIF will roll the dice and send the results to all players. This means that players cannot cheat since the dice are only rolled once. Note that the communications between MWIF and eMWIF are automated and require no action by the player. At the start of a PBEM game each player will set up an ‘INI’ file that lists all the players in the game with their email addresses. It will also contain the Internet address of the eMWIF ‘dice roller’. Once the scenario, optional rules, and sides have been decided by the players, MWIF will register the game with the eMWIF dice roller. During a PBEM game, each player will be running a copy of MWIF. Each copy will send emails to the other players in the game, as well as eMWIF. The emails will be generated by MWIF when the player clicks on “phase complete”. From the player’s point of view he could just as easily be playing over the Internet or playing solitaire. The process for completing a phase will be the same. However, the sequence of play will be different, as discussed in detail below. Types of Email The PBEM system operates with three types of email. The most common, Sequential, is when a player completes a phase and sends his decisions (e.g., moves) to the other player(s). This type of email transfers control to the other player. That is, the other player now becomes the phasing player and makes his decisions. The second type of email, Simultaneous, occurs when multiple players are making decisions at the same time. For example, production is done simultaneously by all players. This second type does not transfer control directly from one player to another. Instead, MWIF waits until all the players have sent their emails denoting “phase complete”. Then, and only then, does it reveal the other players’ decisions/actions. What this means in practice is that a player may receive an email from an opponent (say, about production), but be unable to read its contents until he has sent off his own email that contains all his own production decisions. In a game with more than 2 players Simultaneous emails can cause delay because MWIF waits until everyone has sent in their emails. The third type of email, Announcements, are generated by MWIF. These are generated when MWIF determines: who has the initiative at the start of a new turn, that the end of turn has occurred, and that the end of game has occurred. Standing Orders In order to eliminate emails, most decisions by the non-phasing player are handled using Standing Orders (SO). Each player selects a specific standing order from a list and sets its parameters. When a player completes a phase, he is prompted by MWIF to review his SOs to make sure they are up-to-date. MWIF uses those SOs to make decisions when the opponent is the phasing player. SOs occur in many places and the choices from which to choose will be different for each place. At this point, the choices and their parameters have yet to be worked out. The portion of MWIF which executes SOs is referred to as the AI Assistant (AIA). The AIA makes decisions on behalf of the player, but is [indirectly] under the control of the player. Nomenclature The references to the rules in the sequence of play are to RAW 7. The emails are labeled by game segment: S1 - S3 are for setting up units. W1 - W3 are for declarations of war. P1 is for passing. A1 is for air actions. N1 - N5 are for naval actions. L1 is for land actions. E1 - E8 are for end of turn/game. PBEM Sequence of Play What follows is a very detailed list of the sequence of play for PBEM and the emails that are generated by the players and MWIF. All emails are colored blue. Branching logic is colored red and refers to the numbers in the left hand margin. Emails to eMWIF are colored purple. Standing Orders are colored green. Be sure to read the notes at the end. ---------------------------------------------------- Start of Game ∙ Email communications to decide who is playing, scenario, optional rules, bidding for countries, and choosing countries (MWIF facilitates bidding if so desired). Game is registered with eMWIF. ---------------------------------------------------- Set Up ∙ Email S1 from Italy: 1 => 3.1 1 Setup (Rules 24.1) 2 Reinforcements (Rules 4.0) 2.1 Force pool changes (Rules 4.1) 2.1.1 Remove Air Units (Rules 4.1.3) 2.1.2 Replacement naval units (Rules 4.1.4) Option 67 2.2 Placing reinforcements (Rules 4.2) 3 Lending Resources (Rules 5.0) 3.1 Trade agreements (Rules 5.1) ∙ Email S2 from all Allies: 1 =>3.1 ∙ Email S3 from Japan & Germany: 1=> 3.1 --------------------------------------------------- Action Stage ∙ Email W1 from side with the initiative: 5 => 7.4 (scenarios always state who starts with the initiative) 5 Action stage (Rules 7.0) - repeat 6 through 12 until end of turn 6 Weather, only when player with initiative is phasing player (Rules 8.0) - eMWIF 7.1 Declare War (Rules 9.0) 7.1.1 US entry check (Rules 9.4); roll is made immediately and USA player decides where to place a chit the next time he is the phasing player - eMWIF 7.1.2 Neutrality pacts (Rules 9.5) - Checked by MWIF 7.1.4 Control new minor countries (Rules 9.7) - SO 7.1.5 Aligning minor countries (Rules 9.8) 7.1.6 Japanese occupation of Indo-China (Rules 9.10) 7.2 Nazi-Soviet pact (Rules 19.5) 7.3 Soviet border rectification (Rules 19.6) 7.3.1 The USSR claims the Finnish borderlands (Rules 19.6.1) 7.3.2 The USSR claims Bessarabia (Rules 19.6.2) 7.4 The Ukraine (Rules 19.12) Option 62 ∙ Email W2 from non-phasing player to set up reserves (e.g., attacked minors such as Poland) and respond to Soviet border claims: 7.1.3, 7.3 - in some cases SO are used instead. 7.1.3 Calling out the reserves (Rules 9.6) 7.3 Soviet border rectification (Rules 19.6) 7.3.1 The USSR claims the Finnish borderlands (Rules 19.6.1) 7.3.2 The USSR claims Bessarabia (Rules 19.6.2) ∙ Email W3 from phasing player: 7.5 => 11 7.5 Choose action (Rules 10.0) --------------------------------------------- Movement and Combat One of more of the following Action Phases occur depending on the action chosen by the phasing player. Note that parts of the Air Actions can occur during Naval and Land Actions. --------------------------------------------- Pass Action ∙ Email P1 from phasing player: 8.1 8.1 Passing (Rules 11.1) Go to 12 --------------------------------------------- Air Action ∙ Email A1 from phasing player: 9.1 => 9.15 9.1 Combat air patrol, CAP (Rules 14.2.1) 9.2 Port attacks (Rules 11.2) see X.1 => X.5 in Air Action 9.3 Naval air missions (Rules 11.3) see X.1 => X.5 in Air Action 9.4 Strategic bombardment (Rules 11.7) see X.1 => X.5 in Air Action 9.5 Carpet bombing (Rules 11.8) see X.1 => X.5 in Air Action 9.6 Ground Strike (Rules 11.9) see X.1 => X.5 in Air Action 9.7 Rail movement (Rules 11.10) 9.8 Air transport (Rules 11.12) see X.1 => X.5 in Air Action 9.9 Paradrop (Rules 11.15) see X.1 => X.5 in Air Action 9.10 Shore bombardment (Rules 11.16.2) 9.11 Ground support (Rules 11.16.4) see X.1 => X.5 in Air Action 9.12 Aircraft rebases (Rules 11.17) 9.13 Air resupply (Rules 11.18.1) see X.1 => X.5 in Air Action 9.14 HQ reorganization (Rules 11.18.2) 9.15 TRS resupply (Rules 11.18.3) Go to 12 --------------------------------------------- Air Combat The sequence X.1 => X.5 takes place when any of the actions listed in X.4 occur X.1 Committing air units to combat X.1.1 Non-phasing player flies CAP to hex or sea box (Rules 14.2.1) - SO X.1.2 Phasing player flies air units to hex or sea box (Rules 14.1) X.1.3 Non-phasing player flies air units to hex or sea box (Rules 14.1) - SO X.1.4 Phasing player flies interceptors (Rules 14.2.1) X.2 Air to air combat (Rules 14.3) X.2.1 Phasing player arranges fighters and bombers (Rules 14.3.1) X.2.2 Non-phasing player arranges fighters and bombers (Rules 14.3.1) - SO X.2.3 Roll for non-phasing player’s attacks (Rules 14.3.2) - eMWIF X.2.4 Choose planes lost, damaged, and/or cleared through (Rules 14.3.3) - SO X.2.5 Roll for phasing player’s attacks (Rules 14.3.2) - eMWIF X.2.6 Choose planes lost, damaged, and/or cleared through (Rules 14.3.3) - SO X.2.7 Phasing player decides whether to continue (Rules 14.3.3) X.2.8 Non-phasing player decides whether to continue (Rules 14.3.3) - SO If both players decide to continue air to air combat, go to X.2.1. Otherwise X.3 Anti-air (Rules 11.2, 11.5.9, 22.4.2) Option 3 X.3.1 Anti-air combat on attacker’’s planes - eMWIF X.3.2 Anti-air combat on defender’’s planes (occurs in naval air attacks) - eMWIF X.4 Air bombardment (port attack, naval air attack, ground strike, ground support, strategic bombing, or carpet bombing), paradrop, or air supply - eMWIF X.5 Return to base X.5.1 Phasing player returns planes to base (Rules 14.3.2) X.5.2 Non-phasing player returns planes to base (Rules 14.3.2) - SO --------------------------------------------- Naval Action ∙ Email N1 from phasing player: 10.1 => 10.4.1 10.1 Port attacks (Rules 11.2) see X.1 => X.5 in Air Action 10.1.1 Search - eMWIF 10.1.2 Surprise points - SO 10.2 Naval air missions (Rules 11.3) see X.1 => X.5 in Air Action 10.3 Naval movement (Rules 11.4) 10.3.1 Task forces (Rules 11.4.3) 10.3.2 Naval transport (Rules 11.4.5.) 10.3.3 Naval interception (Rules 11.4.6) - SO 10.4 Naval combat initiated by phasing player (Rules 11.5) [∙ Email N5 from phasing player: 10.4.1], for multiple naval combat rounds and naval combats 10.4.1 Adding naval air units by phasing player (Rules 11.5.3) ∙ Email N2 from non-phasing player: 10.4.2 => 10.4.6 10.4.2 Non-phasing player adds naval air units (Rules 11.5.3) 10.4.3 Non-phasing player commit subs (Rules 11.5.4) 10.4.4 Non-phasing player search (Rules 11.5.5) - eMWIF 10.4.5 Non-phasing player chooses sea box, when permitted (Rules 11.5.5) 10.4.6 Non-phasing player uses surprise points, when permitted (Rules 11.5.6) ∙ Email N3 from phasing player: 10.4.7 => 10.4.13 10.4.7 Phasing player chooses sea box, when permitted (Rules 11.5.5) 10.4.8 Phasing player uses surprise points, when permitted (Rules 11.5.6) 10.4.9 Choose combat type (Rules 11.5.7) - SO 10.4.10 Naval surface combat (Rules 11.5.8) - eMWIF 10.4.11 Naval air combat (Rules 11.5.9) see X.1 => X.5 in Air Action 10.4.12 Submarine combat (Rules 11.5.10) - eMWIF 10.4.13 Phasing player takes and inflicts losses in naval combat, when permitted ∙ Email N4 from non-phasing player: 10.4.14 => 10.4.16 10.4.14 Non-phasing player takes and inflicts losses in naval combat, when permitted 10.4.15 Phasing player aborts naval combat (Rules 11.5.11) - SO 10.4.16 Non-phasing player aborts naval combat (Rules 11.5.11) If both sides decide to continue naval combat in this sea area, go to 10.4. Otherwise If more sea areas were selected by the phasing player go to 10.4 (for the next sea area). Otherwise 10.5 Naval combat initiated by non-phasing player (Rules 11.6) - SO Repeat same sequence as for 10.4 Go to 12 --------------------------------------------- Land Action ∙ Email L1 from phasing player: 111 => 11.10 11.1 Rail Movement (Rules 11.10) 11.2 Land Movement (Rules 11.11) 11.2.1 Overrun (Rules 11.11.6 ) 11.2.2 Forced Air Rebase - SO 11.2.3 Forced Naval Rebase - SO 11.2.4 Overstacked Losses - SO 11.3 Air Transport (Rules 11.12) 11.4 Unload Land Units from Ships (Rules 11.13) 11.5 Invasion (Rules 11.14) see X.1 => X.5 in Air Action 11.6 Paradrop (Rules 11.15) see X.1 => X.5 in Air Action 11.7 Land Combat (Rules 11.16) 11.7.1 Land Combat Declaration (Rules 11.16.1) 11.7.2 Shore Bombardment D (Rules 11.16.2) Option 38 - SO 11.7.3 Shore Bombardment A (Rules 11.16.2) 11.7.4 Emergency HQ Supply (Rules 2.4.2) Option 6 - SO 11.7.5 HQ Support Defender (Rules 11.16.3) Option 13 - eMWIF - SO 11.7.6 HQ Support Attacker (Rules 11.16.3) Option 13 - eMWIF 11.7.7 Ground Support (Rules 11.16.4) see X.1 => X.5 in Air Action - SO 11.7.8 Ignore Notional Unit - SO 11.7.9 Land Combat Resolution (Rules 11.16.5) 11.7.9.1 Choosing Tables - SO 11.7.9.2 Rolling the dice for combat results - eMWIF 11.7.9.3 Choosing Losses - SO 11.7.9.4 Path of Retreat 11.7.9.5 Advance after combat 11.7.9.6 Forced Air Rebase - SO 11.7.9.7 Forced Naval Rebase - SO 11.7.9.8 Overstacked Losses - SO 11.8 Air Rebase (Rules 11.17) see X.1 => X.5 in Air Action 11.9 Air Supply (Rules 11.18.1) see X.1 => X.5 in Air Action 11.10 Reorganization (Rules 11.18) 11.10.1 HQ Reorganization (Rules 11.18.2) 11.10.2 TRS Supply (Rules 11.18.3) Go to 12 --------------------------------------------- Combined Action This action choice is a combination of 9, 10, and 11 above. Go to 12 --------------------------------------------- End of Turn Test 12 Last impulse test (Rules 12) - MWIF decides If not end of turn, switch who is phasing and non-phasing and go to 5. Otherwise --------------------------------------------- End of Turn End of Turn Stage (Rules 13) 13.1 Partisans (Rules 13.1) Option 46 - eMWIF ∙ Email E1 from MWIF to both players announcing End of Turn (and Partisans, if any) ∙ Email E2 from both sides: 9.1 (if partisans appeared) ∙ Email E3 from both sides: 9.2 => 9.3.3 13.2 Entry markers (Rules 13.2) - eMWIF 13.3 US entry (Rules 13.3) - part of the USA (only) email 13.3.1 Entry markers (Rules 13.3.1) - eMWIF 13.3.2 US entry options (Rules 13.3.2) 13.3.3 US entry actions (Rules 13.3.3) ∙ Email E4 from side that had the initiative this turn: 9.4 13.4 Return to base or stay at sea (Rules 13.4) ∙ Email E5 from side that did not have the initiative this turn: 9.4 13.4 Return to base or stay at sea (Rules 13.4) ∙ Email E6 from both sides: 9.5 => 14, 2 => 4 13.5 Final reorganization (Rules 13.5) 13.5.1 Use oil (Rules 13.5.1) Option 48 14 Production (Rules 13.6) 14.1 Breaking down units (Rules 22.4.1) Option 2 14.2 Building units (Rules 13.6.5) - eMWIF randomly selects units from force pool 14.3 Intelligence (Rules 22.1) Option 63 14.4 Factory Destruction (Rules 22.2) Option 30 14.5 Reforming units (Rules 22.4.1) Option 2 15 Peace (Rules 13.7) - MWIF decides 15.1 Conquest (Rules 13.7.1) - MWIF decides 15.2 Allied support (Rules 13.7.2) - MWIF decides 15.3 Mutual peace (Rules 13.7.3) - either side can offer mutual peace. If this happens then the other side needs to respond with an email either accepting or rejecting the offer. 15.4 Vichy declaration (Rules 13.7.4) 15.4.1 Creation (Rules 17.1) 15.4.2 Determine control (Rules 17.2) 15.4.3 Setup Vichy units (Rules 17.3) 16 Liberation (Rules 13.7.5) 17 Surrender (Rules 13.7.6) 18 Victory check (Rules 13.8) - MWIF decides If End of Game, go to 19 below. Otherwise --------------------------------------------- Reinforcements & Initiative 2 Reinforcements (Rules 4.0) 2.1 Force pool changes (Rules 4.1) 2.1.1 Remove Air Units (Rules 4.1.3) 2.1.2 Replacement naval units (Rules 4.1.4) Option 67 2.2 Placing reinforcements (Rules 4.2) 3 Lending Resources (Rules 5.0) 3.1 Trade agreements (Rules 5.1) 4 Initiative (Rules 6.0) - both players provide standing orders for rerolls and deciding who has the initiative to start the next turn - SO ∙ Email E7 from MWIF to both players announcing who has initiative Go to 5 above --------------------------------------------- End of Game 19. End of game ∙ Email E8 from MWIF to both players announcing who won ------------------------------------------------ Notes I. Air combat can occur in 3 places during a Naval action, 5 places during a Land action, and 9 places during an Air action. For each of these ‘places’ there can be several combats (e.g., several ground strikes). Clearly this has the potential for making PBEM take a long time. Therefore, I have removed from PBEM the options: #22 Bounce, #51 En-route aircraft interception, and #57 Limited aircraft interception. I have also required Standing Orders for all non-phasing player decisions during air combat so the air combat sequence can be completed without any emails. These decisions detract from keeping PBEM faithful to WIF, so I do them reluctantly. However, I believe they are essential to keep PBEM from taking excessively long to play (i.e., dozens of emails per impulse). II. S1 - S3 are based on the Global War scenario. These may be different for the other scenarios. III. W2 does not occur unless the phasing player declares war and the non-phasing player needs to set up units in response. Additionally, if there are Standing Orders for how to set up units for the small minor countries (e.g., Iran), then this email can also be skipped. If W2 is not needed, then the phasing player combines W1 and W3 into a single email. IV. The Pass, Air, and Land actions are done with a single (one, 1, uno) email. Naval actions might take a lot of emails because there are several for each round of each combat. However, naval combat is much less frequent than land and air combat. In addition the build point cost of losing ships is high. Because of this expense the players should have more control in deciding the type of combat, how to use surprise points, losses, and return to base. Finally, control of sea areas is vital for maintaining supply to units, preparing for and defending against invasions, and for shipping resources to factories. Given all these crucial factors, the relatively high number of emails for naval combat seems warranted. V. As the phasing player proceeds through his turn and request die rolls from eMWIF, MWIF builds the email that is later sent to the opponent. Each email will contain all the decisions (moves) that the phasing player made. The phasing player is still able to undo moves/decisions right up to the point where he either: (1) requests a die roll from eMWIF, or (2) takes an action that causes a SO to be activated. For example, when the phasing player tries to move surface naval units through a sea area that the other side could possibly search, then he is committed to that move as soon as he exits the sea area. This is because passing through a sea area entitles the non-phasing player to perform a search. The decision whether to search or not is made by the AIA on behalf of the non-phasing player. It does not matter whether the AIA, using the SO, decides to search or not. Simply because the SO was consulted by the AIA means that the move can no longer be undone. VI. Overruns can result in air and naval units having to rebase. The non-phasing player can just let the AIA make these decisions. Alternatively, he can use a SO to give a rebase destination (hex or prioritized hex list) for each of his units prior to the phasing player’s move, just in case they get overrun. Likewise he can let the AIA decide which units to eliminate if overstacking is caused when units have nowhere else to retreat. VII. In land combat, choosing tables and choosing losses is very important. Therefore, the standing orders for these decisions will include a variety of ways for the player to instruct the AIA how to make them. VIII. In air combat, choosing tables and choosing losses is very important. Therefore, the standing orders for these decisions will include a variety of ways for the player to instruct the AIA how to make them. IX. I am assuming that Hidden Task Forces (Optional rule #21) are not permitted. X. One of the things that I do as a player, while waiting for my opponent to move, is think about what I am going to have my units do next. To facilitate this activity for PBEM players who want to study a game while waiting for slow opponents, I am designing a preplanned decisions capability into MWIF. [Opponents are always way too slow, while we are always properly careful. Any errors in judgment we make are because we were hurried by impatient opponents.] By preplanned decisions (PD) I mean the ability to move units around on the map, plan out your production, or any other aspect of the game. Any moves/decisions made as PD don’t actually happen until you ok them later. As an example, you are playing Germany in Barbarossa and have just inflicted devastating attacks on the USSR during your first impulse. While waiting for the USSR player to figure out his moves and send them back in an email, you can move the USSR units around on the map (“I think he will do this.”) and move your units around in response. Essentially you are planning out your moves. When the USSR email finally arrives, your game map will be restored so all the units are in their proper hexes and then updated with the USSR moves. At that point you can call up your PD and MWIF will display them to you one decision at a time, asking whether you still want it to happen. You can say yes or no. You will be informed by MWIF of any decisions that became invalid because of the opponents actions. There are a lot of details I need to work out for PD, but I think they would make PBEM more enjoyable and maybe even faster since players could make some obvious decisions in advance (e.g., what to build).
_____________________________
Steve Perfection is an elusive goal.
|