WhoCares -> WitP II Game Mechanics Discussion (3/20/2006 4:19:51 PM)
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This thread is to discuss some general game mechanics that might improve in a future game. And while it might be in the nature of 'general' suggestions to interfere with some more specific topics it would be good to keep the latter as much as possible in their dedicated discussions (e.g. about Air2Air combat). I'll start with two examples: 1. Commander Transfers Intention: No more beaming of commanders across the map in one day, but more realistic transfers. Potential Implementation: a) All commanders that have never had a command are drawn from a nearby HQ of the respective branch. Lower ranking officers can be drawn from any HQ, higher ranks from the Command HQ of the respective theater/branch. b) Commanders that are released from a command return to a HQ, where exactly depends again on branch and rank. c) Transfers could be done by 'generic' transport planes which otherwise are not part of the game (=not managed by the player). However, those planes could be intercepted (=Yamamoto). Range of the plane could be dependent on starting base size, assuming that big bases always have a spare plane which would make a one way trip, while at small bases the plane would first come from a bigger base or the base of the destination HQ. d) For trips that can't be done in one turn the player can set at least the first waypoint of the transfer. 2. Turn Resolution (this one probably goes too deep and becomes to complex and demanding in implementation and performance requirements, but anyhow...) Intention: Create a more realistic turn resolution. No more separated phases (air, sea) but time and hex based resolution. Potential Solution: a) No more executions in the input phase, e.g. for air group or commander transfers. b) In a first round every moving unit would leave a footprint with unit number and timestamp in a passed hex. The granularity of the timestamp might be a matter of discussion/configuration as a trade-off against performance. E.g. with the current hex size of 60 miles an airgroup with travelling speed of 180mph could leave three different timestams with 20mins granularity or a single one for 1h. c) If opposing units are in the same hex at the same time, the respective hex is added to a resolution list. d) Depending on the outcome of the resolution phase, involved as well as surrounding units can change orders or react, e.g. generating and re-routing of airstrikes, rerouting of TFs, scouts stick with an enemy TF, scrambling of fighters, ...... The timestamps might also help to decide whether first a surface action is fought and an airstrike arrives later (as opposed to today). All this could also affect the resolution of later phases, e.g. a TF with damaged ships would be slowed down immediatly.
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