Skip Talbot
EF5
Thought this needed it's own thread from the future of ST one. We used to have chase targeting game on here, and for years, there was talk of bringing it back. Basically, you're presented with a setup, pick on a map where you'd chase, and then scored on how close you got to the event.
I'm able and willing to bring the game back. I think it'd be fun and a way to promote interest in Stormtrack, forecast discussion, and community. I've got several other projects I have to attend to first before I can consider writing any code for the game, but I thought it'd be a good idea to open up discussion on how it might work. What are your thoughts and suggestions? Is it even a good idea? Some questions:
Real time events or historical?
Competitive scoring or just for fun?
Open to public or closed group?
Moves during game play viewable to public, players only, or nobody (no cheating! or public leaching!)?
Moves after game is over viewable to public or players only?
How many moves?
Scoring based on any LSRs, tornadoes only, surveyed tracks?
Here are my thoughts:
Facebook login, because it sounds like an easy way to handle login and user accounts. I don't have access to Stormtrack forum logins, and interfacing with vBulletin might be a piece of work.
Real time play, the game runs daily and is scored based off what happened that day. Historical events would require a lot more maintenance and admin work as the data has to be fed to the players and each day setup.
Map only. You plot and see moves on a Google Map. All additional data is left to the player to go find. Use your own model sites and observations. Just like real life.
First move is due by 0z the night before the event and your move can be anywhere. Just like in real life, if you're chasing from a distance, you'll have to decide to be there in advance. This should hopefully keep players spread out and nudge people away from playing the day 1 tornado probs or the HRRR plots.
Additional moves due before 12z, 18z, and 21z. These moves have a maximum allowable distance. For example, you're 21z move may be up to 100 miles away from your 18z move. Google Maps will route between your moves to determine the mileage and the game will use this route to determine if the move is acceptable. This will keep players from unrealistically jumping all over the map. Once you commit to that Caprock play, there's no racing up to Grand Island when the warm front starts looking good.
Scoring is based off proximity to LSRs, type of LSR, and number of moves made. Tornadoes are worth the most points. Nail your target with your 0z move? Stay put then, and get a better score, not unlike golf. Hopefully there's some admin tuning of the LSRs as the prelim LSRs may not be very reliable.
Players use play money, or tokens. Every player starts out with a fixed amount of tokens to use for their season. Playing a day uses their tokens. Making moves uses their tokens. This will force players to budget their chasing, just like in real life. If you chase every day in March and April, you may be out of tokens before the end of May. I'm not sure if players should be allowed to earn tokens through targeting successes. Chasing is a hobby or vacation for most of us, not a competitive job, and maybe this game shouldn't promote that kind of ideology.
Daily and seasonal winners on a board.
Ideas? Thoughts?
I'm able and willing to bring the game back. I think it'd be fun and a way to promote interest in Stormtrack, forecast discussion, and community. I've got several other projects I have to attend to first before I can consider writing any code for the game, but I thought it'd be a good idea to open up discussion on how it might work. What are your thoughts and suggestions? Is it even a good idea? Some questions:
Real time events or historical?
Competitive scoring or just for fun?
Open to public or closed group?
Moves during game play viewable to public, players only, or nobody (no cheating! or public leaching!)?
Moves after game is over viewable to public or players only?
How many moves?
Scoring based on any LSRs, tornadoes only, surveyed tracks?
Here are my thoughts:
Facebook login, because it sounds like an easy way to handle login and user accounts. I don't have access to Stormtrack forum logins, and interfacing with vBulletin might be a piece of work.
Real time play, the game runs daily and is scored based off what happened that day. Historical events would require a lot more maintenance and admin work as the data has to be fed to the players and each day setup.
Map only. You plot and see moves on a Google Map. All additional data is left to the player to go find. Use your own model sites and observations. Just like real life.
First move is due by 0z the night before the event and your move can be anywhere. Just like in real life, if you're chasing from a distance, you'll have to decide to be there in advance. This should hopefully keep players spread out and nudge people away from playing the day 1 tornado probs or the HRRR plots.
Additional moves due before 12z, 18z, and 21z. These moves have a maximum allowable distance. For example, you're 21z move may be up to 100 miles away from your 18z move. Google Maps will route between your moves to determine the mileage and the game will use this route to determine if the move is acceptable. This will keep players from unrealistically jumping all over the map. Once you commit to that Caprock play, there's no racing up to Grand Island when the warm front starts looking good.
Scoring is based off proximity to LSRs, type of LSR, and number of moves made. Tornadoes are worth the most points. Nail your target with your 0z move? Stay put then, and get a better score, not unlike golf. Hopefully there's some admin tuning of the LSRs as the prelim LSRs may not be very reliable.
Players use play money, or tokens. Every player starts out with a fixed amount of tokens to use for their season. Playing a day uses their tokens. Making moves uses their tokens. This will force players to budget their chasing, just like in real life. If you chase every day in March and April, you may be out of tokens before the end of May. I'm not sure if players should be allowed to earn tokens through targeting successes. Chasing is a hobby or vacation for most of us, not a competitive job, and maybe this game shouldn't promote that kind of ideology.
Daily and seasonal winners on a board.
Ideas? Thoughts?
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