Kuokkanen
Posts: 3545
Joined: 4/2/2004 Status: offline
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quote:
ORIGINAL: Zorch quote:
ORIGINAL: WriterJWA Any speculation as to why this seems such an avoided subject for serious consideration? Asymmetrical warfare is hard to simulate. Winning battles is only part of the struggle. It is a part in Sid Meier's Civilization series. In Civilization IV is Spy unit. Those are visible only to the controlling player, other players don't see them. In addition of spying, Spy can do variety of sabotage, like poison city's water supply, destroy a building, destroy a tile improvement (like a farm or a mine or a railroad), incite revolt, and then some. There are ways to counter a Spy. One of the best is Spy of your own: having a Spy in your own city is effective way to catch enemy spies. Military units also can catch enemy Spies but are less effective. In addition game has a resource: Espionage Points. More you have it, more effective are your Spies, less effective are enemy Spies. In addition having a Spy several turns in enemy city will make it easier to do espionage and stuff for less Espionage Points. Could this general idea be adapted and tailored for the wargames? Like having variety of units that can move unseen by the enemy, do espionage and remain undetected ( = doesn't appear on the map), or appear (on the map) when they do something (like attack enemy unit). Opinions?
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You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it. MekWars
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