Pants
Posts: 14
Joined: 4/14/2006 From: Austin, TX Status: offline
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Just a few suggestions, with examples based on a hypothetical, option-filled, large-scale scenario of the 1991 Kuwait war: 1) Map: Allow more than two (exclusion) zones, with their status (see below) set in the event engine; allow zones to be named, rather than numbered; 2) Event Engine: Allow several levels of "zone": a) Geographic: no effect on game play (to issue threats when, say, forces are approaching the Iranian border); b) Restricted Zone: units can move and be issued orders, and can attack outside zone, but cannot leave zone, other force can enter or attack (prevents Kurdish insurgents from being transplanted to Kuwait to fight there); c) Partial Exclusion Zone: as previous, but force outside zone cannot enter; d) Exclusion Zone: as above, but units in zone cannot move e) Total Exclusion: Units in zone cannot attack, bombard, or launch airstrikes (Israel: won't attack, but can be attacked by Scuds); f) Non-Playable: as above, but units in zone cannot be issued any orders, and nothing in the zone can be attacked (The parts of the then-CIS that are on the map... should Saddam use nukes, allows the CIS to enter the game, but prevents Iraq from preemptively attacking their forces... assuming the Coalition player is an idiot); 3) Event Engine: new effect: "set zone level," allowing a zone to be toggled 4) Event Engine: Multiple geographic trigger options: When a particular hex is used as a trigger ("within 5 hexes of x,y," "force occupies x,y"), include the option to specify a zone, rather than a hex; 5) Event Engine: Multiple geographic scales for event effects: allow events that affect hexes to optionally effect zones (or a "radius" around zones); 6) Event Engine: Multiple heirarchichal scales for event effects: allow anything that can affect a unit to affect a formation, army (same color scheme), army group (same background color), or force (allows youto withdraw Egypt if Israel attacks, or pull the UK out if there is a change in government); 7) Event Engine: Nuclear Strike effect - have a strike of a particular magnitude target a particular hex or unit, perhaps with a secondary target should the first not be present (Israel responds to gas with a nuke... you can't stop them); 8) Event Engine: Multiple event engine variables, named instead of numbered, to allow you to keep track of multiple things (Israeli anger at Scud attacks, Iran's interest in joining the war); 9) Event Engine: Allow chance of occurrence to be adjusted based on Event Engine Variable value (each time Israel is attacked, the chance of them responding with force increases); 10) Formation orders: have a proper "Full Reserve" level for units where they are unable to move, attack, or issue orders, only defend themselves, until released (UN peacekeepers, for example). Just a few friendly suggestions... Jon
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