spellir74 -> RE: Linked games (8/28/2009 2:12:37 AM)
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ORIGINAL: Hertston quote:
ORIGINAL: spellir74 I'm surprised this hasn't been attempted already; Surprised there aren't both real time versions and turn based types already. [EG CotA down to ClsComb; and 'Kharkov' down to PzC:Kharkov. I've got a couple of worries with this. Firstly, I just don't think a decent game needs it; CotA certainly doesn't. It would just interrupt the flow of the game at best and at worst (the 'ClsComb' element was not at least as good as CC) it would be a major annoyance. The same criticisms would apply to Decisive Battles. Of course it might be optional, but if nobody is using it why bother? Secondly, I don't have much faith in the play value of an endless stream of what must be randomly generated scenarios, albeit with certain parameters regarding terrain and force composition dictated by the operational situation. In my experience, while several tactical games have random generators the best fun is always to be had with designed scenarios, and a well designed scenario is a true joy. Personally I rather just spend the time playing those in Squad Battles or CMSF, or playing purely '1-tier' operational games clipping along without the interruptions. I'm not crazy about ClCt either. SqLdr is probably better. As far as ruing the game flow of games one is used to now. Yes. But 1) zooming down to tactical would only happen if one chose (and people would choose to 'go up to the front' occasionally). If tactical playthrough is not choosing in a situation, the game engine would tabulate and resolve as it does now in an operational game. And number 2) Leagues could use the game system maybe. But true, like some one said above (and I agreed saying "it must be hard"), this seems good on the drawing board but might be no good in practice.
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