Been Working on This During Boring Lectures!

General questions and discussions on water warfare regarding tactics and strategies.
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DX
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Been Working on This During Boring Lectures!

Post by DX » Thu Apr 17, 2008 1:41 pm

Rough Outline -

The Art of Water Warfare: The Tactical Theory v2.0

The following is a great undertaking that has involved years of thinking and observation. In fact, the Tactical Theory may end up being the most complete study of water warfare ever attempted. The theory examines the causal factors of victory and defeat in the hope of explaining why one finds success or failure on the field of battle in a water fight.

Independent and Condition Variables -

iV1 = Firepower
Ref = Weapons Database
cVs = Resources, Competition, Preferences, Practicality

iV2 = Manpower
cVs = Raw Skills, Refined Skills, Age, Maturity, Personality, Personal Progression Levels

iV3 = Team Power
Ref = Global Teams Database
cVs = Organization, Coordination, Logistics, Scale, Leadership, Team Progression Levels

iV4 = Tactical Power
Ref = Tactics Database
cVs = Knowledge, Combat Progression Levels

iV5 = Natural Power
cVs = Limits, Mechanics, Energy, Luck, Flow

Intervening Variables -

nV1 = Tech Power [Technical Theory]

iV1 = Tech Creation
Ref = Tech Database
cVs = Goals, Resources

iV2 = Tech Implementation
cVs = Effects upon: Firepower, Manpower, Team Power, Tactical Power, Natural Power, Creative Power

iV3 = Tech Limits
cVs = Effects from: Manpower, Tactical Power, Natural Power, Creative Power

nV2 = Creative Power [Innovation Theory]

iV1 = Incentive to Experiment
cVs = Competition, Progression, Preferences, Fun

iV2 = Experimental Process
Ref = Problem Solving Models for Water Warfare
cVs = Effects upon: Firepower, Manpower, Team Power, Tactical Power, Natural Power, Tech power

iV3 = Limits of Innovation
Ref = Successes/Failures Database
cVs = Adaptation, Practicality, Risk, Effects from: Firepower, Manpower, Team Power, Tactical Power, Natural Power, Tech power

Dependent Variables -

dV1 = Full Victory [Most Desirable Outcome, Rare]

dV2 = Partial Victory

dV3 = Split Victory/Defeat ["Draw", Complicated]

dV4 = Partial Defeat

dV5 = Full Defeat [Least Desirable Outcome, Rare]
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers

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isoaker
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Re: Been Working on This During Boring Lectures!

Post by isoaker » Thu Apr 17, 2008 1:47 pm

It's a good thing you have these lectures, otherwise you might not find the time to work on Tactical Theory articles! :goofy:

Joking aside, some interesting thoughts above. I just hope you don't end up using the variable names alone in the future, hoping for us to remember what variable corresponds to which meaning. Can't comment much else yet since this seems to be just the beginning of the idea. Looking forward to reading more of your thoughts!

:cool:
:: Leave NO one dry! :: iSoaker.com .:

DX
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Re: Been Working on This During Boring Lectures!

Post by DX » Thu Apr 17, 2008 1:55 pm

Funny thing is that it looks like I'm taking notes....so no one really notices...

Obviously some of my classes have had an impact on the way I organize this thing. Problems in the past included personal bias and lack of clear organization. There were many ideas and sections, but few actually connected to each other in any logical sequence. Once i have a solid foundation, then the building can rise. Var numbers will be kept to a minimum; they are mostly for organizational purposes [keeping ideas in certain levels apart].
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers

HBWW
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Re: Been Working on This During Boring Lectures!

Post by HBWW » Mon Apr 21, 2008 1:17 pm

Heh, so much for the random drawings, homemade designs, war/event schedules, etc. in my assignment log that I try to work on during class.
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