Neilster
Posts: 2890
Joined: 10/27/2003 From: Hobart, Tasmania, Australia Status: offline
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I know I'll probably cop heaps of flak for this suggestion but I'm putting it out there in case others think it has some merit. I'd like MWiF to have a spherical global-map. I'm not in favour of changing the game mechanics (unless it is vital or radically improves gameplay) but I think one of the real benefits of a computer implementation is this kind of "impossible to do on paper" stuff. I also don't think it's terribly difficult to do compared to things like PBEM and an AI, that Matrix has already committed to, and it may have all sorts of subtle benefits. It appears they'll have plenty of time to work this idea out while they wrestle with the other stuff. I made a post along these lines ages ago but it seems to have disappeared into the ether during the hacking. I'm thinking of a spinable (East-West and North-South) globe in a small window that works just like the standard global-map. Click somewhere on it and the main game-map centres on that point. Displaying a curved surface on a flat screen will mean the hexes will be distorted in some way but I think not radically. The global map is so big that any screen sized portion will be fairly flat. The same counters could be used. 1. A spherical globe would end the distortion of the map at higher/lower latitudes. When one considers the number of operations that occurred in the far North especially, (Winter War, Norway, Northern Russia, Arctic convoys, Aleutians, Iceland, Naval stuff in far North Atlantic etc) this has to help realism. One hex would mean one hex, just like in smaller scale games. 2. The little globe could be spun quicker or slower by some arrangement of arrow keys or grabbing it with the mouse and moving the mouse at various speeds. This should make it much quicker to leap around the globe, checking stuff and making plans. 3. It should require fewer hexes to model the Earth. A map that more accurately portrays the planet should also make global-scale stuff like convoys, naval operations and strategic movement more realistic. 4. I bet there are unforseen advantages to a model that better reflects the real world. Look at Object Oriented programming for example. It's seems more difficult at first but the more realistic model makes things much easier later on. 5. There may be more far-reaching implications. Suggestions whispered by only the bravest of souls. If one hex once again represents one hex worth of real-estate, Sea Areas could perhaps be done away with. This may help solve problems such as the interactions of Land Based Air with Sea Areas. With Sea Areas gone, LBA is either in range or it isn't. Having said that, I know there are some nice abstractions with Sea Areas and as I said, I think the game mechanics should be meddled with as little as possible. I'm interested in everyone's feedback, especially from Robert or someone else from Matrix. If it makes the game better then it's not electrons wasted. Cheers Neilster.
< Message edited by Neilster -- 8/3/2004 2:32:30 AM >
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