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CommanderCam

A method/system under development that allows players to remotely play a miniatures game against each other using a webcam controlled by a 3rd party referee/GM.

Members: 12
Latest Activity: Jul 19

This is an outline for CommanderCam (TM), a real-time, on-line game using 2-way text and (optionally) voice messaging and a 1-way video link from the GM to the players. It requires that players have Yahoo! Messenger installed and connected during the game. Players don’t need a microphone and speakers, but it helps.

The first game was an American Civil War game with only 3-5 regiments of infantry on each side, to keep it simple (basically a brigade level game). I was hoping to keep the length of the game down to 2 or 3 hours. Not all of the detailed description below was implemented in the first game.

Before the battle begins, players will be asked to allocate Officer Points (OP) to either Staff or Command functions. These OP represent the emphasis that the commander has placed on training the officers under you in the periods leading up to the battle. The number of OP available to you depend on your overall effectiveness as a commander, and the effective number of OP that are allocated to either Staff or Command functions can be modified based on your specific (and perhaps historical) inclination.
OP allocated to Staff can influence the quality of the battlefield intelligence you receive, the timeliness in how your orders to subordinate commanders are delivered, logistics (e.g. ammo available for the battle), and to some extent troop morale (poorly fed or equipped soldiers don’t fight as well).

OP allocated to Command can have directly influence the combat effectiveness of your units as they are commanded by subordinate commanders, and can affect how well (if?) your subordinates execute your orders during the battle.

Troop quality is based on historical performance, and includes ratings for direct fire, melee, and morale. These attributes may be modified before the battle begins by superior or inferior Command and/or Staff allocations.

As a player, you will NEVER receive direct, quantitative information about your commander’s abilities or the quality of your troops. You may, however, read about it in the newspapers, but you can’t believe everything that you read. Also, deficient or excellent Staff or Command performance may become obvious during the course of the battle, although it will be too late to do anything about it then.

A few minutes or hours before the battle starts, you will be given a map of the battlefield. The disposition of your troops, and the commander who represents you, will be shown on the map and is 100% correct. The terrain and the locations and number of enemy troops described on the map may or may not be accurate depending upon the scenario and/or the quality of your Staff. It is recommended that the players print a copy of the map, or copy it to a drawing program, so that they can sketch additional information and keep track movements as the battle progresses.

As a player you will also be given orders from your superior commander. Whether or not you accomplish the mission your superior commander has directed you will, in part, determine who wins the game. It is possible that you will win by disobeying your direct orders, modifying them based on your assumptions of your superior commander’s intent, or by partially accomplishing your orders, depending on the sanity and difficulty of the mission you have been tasked to do.

After each player has been given a few minutes to study the map and their orders, play commences.

The first player, in contact with the GM through voice or text messaging, requests that the Commander Cam (CC) be directed in a specific direction (e.g. “Direct CC to the NE.”).
The player has 2 minutes to direct the CC and then the camera is shut down. The player now has five (5) minutes to write orders to subcommanders. Generally, orders will be of a prescribed form and from a limited set of 6-8 choices. For example, “Unit A Advance Full and Hold Fire” or “Unit B Charge!” or “Unit A Stand and Fire” etc.

You may also decide to move yourself, and/or attach or detach yourself to a particular unit. The distance you move (if any) may impact the timeliness of your orders being distributed, or reports received, depending upon your Staff quality. If you decide to move this turn, in the next turn your CC views will be from your new position.

The orders are sent via text or voice to the GM, who then games out the action on the actual terrain board with the miniatures, rolls for combat results, etc. Note that not all orders will be received or obeyed, depending on Command and Staff qualities. This might take 5-15 minutes based on the complexity of the action and rules. The player then receives reports from any or all subcommanders regarding the preceding action. Some reports may be missing or inaccurate, depending again on Command and Staff qualities.

Play now passes to the 2nd player, who repeats the process of requesting CC views, issuing orders, and receiving reports.

Game continues in this fashion until victory conditions have been achieved or the time limit has been reached.

This type of game requires faithful visual reproduction of the battlefield and actions thereupon, so provisions will be made for visual clues such as smoke from musket or cannon fire, dust from cavalry or infantry on roads, etc.


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28 Comments

Mike Comment by Mike on February 16, 2009 at 2:22pm
Looking for folks to attempt a game. I think I have found a solution that I would like to try. Requires a Microsoft Live (IM) ID. Let me know and I'll "invite" you to the site.
Mike Comment by Mike on January 13, 2009 at 10:25pm
I'm on Mountain time. I still need to work out the details for the IP cameras. More details as I get closer.
esaterdalen Comment by esaterdalen on January 13, 2009 at 8:28pm
I could help out also, especially during the week I am on the road. I am in pacific time.
Tom Gall Comment by Tom Gall on January 13, 2009 at 8:03pm
I'd happily volunteer as well :-)
David Allen Comment by David Allen on January 13, 2009 at 6:28pm
I'll volunteer! I've got a game group meeting 3PM to 7PM on Saturday, and I'm busy most work days but free in the evenings (I could probably squeeze in an hour or so on the odd workday if given advance notice). All times US Central.
Mike Comment by Mike on January 13, 2009 at 5:51pm
Getting closer to setting up a game. I'm hoping to paly with the cameras this week.

I have the scenario, forces and rules in mind (1809 Danube Campaign, French vs Austira using Age of Eagles)

Looking of Volunteers (players)
Mike Comment by Mike on January 2, 2009 at 8:44am
The game I ran was an SF Armor battle (Dirtside II) using MechWarrior figures. Due to the depth of field and the terrain (lots of Woodland Scenic trees) and the limits of the webcam, visibility was @ 10-12 inches.

I'm hoping to get my Axis cameras set up and configured as they publish to a webpage (I need to open that to the world as well)
David Allen Comment by David Allen on January 2, 2009 at 4:52am
I tried using a "periscope" but all that managed to do was increase the apparent distance (my webcam doesn't have a zoom). Instead, I put the camera directly on the table, usually a bit in front of the commander figure. For this to work, you need a small camera and a fairly open terrain table. Too many trees, hills, fences, etc. are going to make it hard to get the camera down to the commander's level without damaging some delicate terrain.
Mike Comment by Mike on January 1, 2009 at 9:42pm
There was a Couier article years ago about a "periscope" game of Napoleonics, players gave order based on what they could see from their command stand. Using WebCams I have tired a couple games, but it was very rough. As one player called it "sub hunt". I'm willing to run another game, I even have 2 IP cameras that I need to set up (one camera for each side).
David Allen Comment by David Allen on January 1, 2009 at 2:55pm
I checked out the webcamwargaming Yahoo! group and, while they use a webcamera. they aren't specifically attempting to provide a commander's viewpoint to the respective remote players.
 

Members (12)

David Allen Tom Gall John Bobek Byron Collins esaterdalen Jon Compton Smitty Mark H. Walker Mike Tom Meier Greg K Moore Bob Gallavan
 
 

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Agreed. -Mark
7 hours ago
Re: Troop Quality - I've reversed my position on the issue of whether or not support units affect "troop quality". We are now also playing that any unit with a parenthesized defense strength does NOT factor in to the troop quality calculation. As ...
7 hours ago
As has been case for most of the 35 yrs since 14 - almost nothing. Have run hundreds of Diplomacy games ftf & online as can always get players. Have run acquire & executive decision as well online. Adapted Fighting Sail & Flying Circus for non-war...
9 hours ago
same story though have re-acquired games as hope springs eternal. Someone may want to play 1 of the old SSis they can get for free someday...
9 hours ago
Just mainly old Spis & Wargamer(3w)s I had before I moved to Vegas 4.5 yrs ago. Most I never got to play back in Mass & likely will not here either. Did get the SSI Gettysburg so can play solitaire along with Battles of Nap. 13 The Colonies Revolt...
9 hours ago
Ha. My mother-in-law calls them "pile games..."
10 hours ago
Chip Coffey updated their profile
13 hours ago
Chip Coffey updated their profile photo
13 hours ago
14 hours ago
This is a cdg based on the game Twilight Struggle. It also has a battlecard system similar to We the People. It's a free game that you can download here: http://social.consimworld.com/profiles/blogs/final-1989-rules-cards-and-map
15 hours ago
Please share more about your game design, description, etc. -- nice job on the cover.
16 hours ago
Roger Morley added 2 blog posts
17 hours ago
Ooooooooooooooooooo.... Looks good!
18 hours ago
Ted Torgerson added a blog post
19 hours ago
I also say Armistice Day. It's a day of peace. God bless all our veterans. Thanks for your service!
19 hours ago
My guess is that 34R1 overrides the parent section 33L4. 34R1 states "A friendly naval unit may attempt to detect any enemy naval unit that is within its Surface (or Sub-Surface, for submarines) Detection Range. The player announces the detection ...
20 hours ago

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