Gregor_SSG -> RE: 1 KM Hex is Out of Whack With 12 Hr Turns (7/12/2006 4:38:24 AM)
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ORIGINAL: Owen I don't post here very often but this is a pet peeve of mine. In turn based games time and distance really need to fit together logically. 2 turns a day on a 1 km hex simply does not make sense. It's too coarse. It allows units far too much freedom of movement within a turn. How far can a truck travel on a road in 12 hrs? 300 hexes or so. How far can an infantryman walk on foot? 10 to 20 hexes or more. To my mind this much freedom of movement makes a system too "gamey". I imagine that the decision to go with this type of time and scale ratio was made for marketing reasons. They decided they wanted a battalion level game. So that was set. They want to feature famous battles but they don't want the scenarios to last for hundreds of turns. I think the old V for Victory and World at War systems used a 1 km hex with a 4 hr turn during daylight and 6 hr at night. This seems much more sensible to me. I think we have this covered very well, but before addressing the question can I just say that we never base design decisions on marketing reasons. If we wanted to make money, we wouldn't be in this market at all, we do it because we want to, and we design the games, first and foremost, that we want to play. So to the real issue. We have always had a penalty for moving in an enemy controlled hex. Not occupied, or in a ZOC, but just enemy controlled. In Battlefront, the maximum possible penalty has been almost doubled. So the scenario designer, should they wish, can slow your advance to Battle of the Somme rates, or allow more freedom of movement, at their discretion. This approach also allows you to move longer distances behind your own lines in territory that you control. The design of the HQ units in Battlefront will also more or less remove any incentive to uproot units and deploy them extravagantly around the map. The next article on the SSG website will give an overview on the HQ units will work. Gregor
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