Robert24 -> RE: Hexes in SC3 (8/2/2013 3:21:28 PM)
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ORIGINAL: StratComAl quote:
ORIGINAL: SeaMonkey Alright, Big Al has checked in. I'm wondering Al, how receptive is Hubert and Bill going to be to build a truly innovative strategic wargame? And what is this Slitherine/Matrix support team really willing to commit to? Are we going traditional, or are we going to work this SC3 edition into something new? We all know the weak mechanics of the naval SC have left us lacking and I'm sure everyone recognizes that SC3 will profit most from emphasis in this arena. Is there any current wargame models that lend thoughts of how the naval SC3 will evolve and do you have any idea of what the foundation for naval movement will be? An accurate WW2 naval model is very hard to replicate. There was so much luck, tactics, and information gathering in WW2 naval battles that its very hard to accurately replicate. I gave my input to Hubert from my decades of experience. But one step at a time. I am not sure what he is including in SC3. I think fleets should be in with abstract modeling of naval combat including target selection and naval airpower. Fleet orders could be intercept, evade, escort, patrol. Personally I liked how some board wargames handled naval battles with taskforces and missions. Die rolls determine what finds what and how the combat comes out. One of the largest problems is scale. Land based airpower has far more planes than a group of CVs. But CVs can fly more missions. Just like a Stuka could fly many missions in a day or week while a long range strategic bomber mission not so many. Its hard to balance. StratComAI, Cool, I do like your ideas. To balance - that may be the key. Can you categorize your ideas; don't list details; just the top line issues that need to be addressed? -Robert
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