Missouri Rebel -> RE: VERY CURIOUS (3/29/2009 4:32:17 AM)
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I have often wondered that too. I guess since we are such a niche market it just wouldnt be feasible to set something like that up. What might be interesting would to play a a game that simulated a huge battle with say up to 16 or more people a side on an operational level scale, and maybe even larger, played out in classic wargame fashion. (Nato Chits on 2d map) Bear with me here(or is it bare?), I'm winging this. Picture a grand style COTA type real-time engine on a server that allowed multiple players the ability to take the role of commanders, each in control of certain units and sub-units. Those 'forces' could range from Companies to Divisions depending on the scale of the scenario. Each commander would be charged with an objective while participating with other forces on the same battlefield. Or maybe each commander only uses a map that shows his sector while Fog O War is used on all others with maybe limited intel on both friendly and unfriendly forces. A player, or possibly a number of players could take the role of overall commander and staff with varying duties. Those could include; For the Top Brass; Overall objectives and direction of the battle using an all-encompassing map. He might even command small partisan units that disrupt supply and sabotage. The orders given on his map would show up on the selected players map as objectives and/or order/requests for troop transfers, engineering missions (bridge blowing/building).....etc. He might even relegate that another player take over an additional force( a small parachute drop,or maybe the aforementioned partisan mission etc.) Staff; Supply Transportation and protecting these routes through AA and anti-partisan operations. (He actually dispatches a small force for a side engagement) His role might also include things from building supply depots to controlling the reinforcements distributed to the other commanders. Does the player risk running the Red-Eye Express at the expense of attrition? Are his depots too close to the frontline and possible breakthrough? Are the AA components effective? Ordinance and Air support; This player(or once again the overall commander) would handle all off-board artillery(regimental, divisional and naval) batteries and also the air aspect. The air duties might include ground support missions, bombing missions, supply drops, para drops, cap, etc. The other commanders might request support and it would be this players job to use his limited resources where he thinks best. His map might include a separate 'air' level to it that allows him to play out bombing missions with escorts and the dogfights that ensue. When a player has to drop-out of the game, his forces would be given to a chosen player. These battles could range from a few hours to a Barbarossa-type huge engagement. The scenarios would dictate the overall objectives with all limited objectives too. Of course battlefield conditions might alter such things as the ability to move effectively, fly sorties,keep up supply etc. Really the possibilities are endless. Sorry for the complete lack of structure to this post. I was simply writing as I thought it up. Ramblings of a madman or something that might interest others? mo reb
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