Banjo -> (7/6/2001 1:00:00 AM)
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I can't say it enough, but thank you all again. The game keeps getting better all of the time. One thing that I havn't seen a whole lot of discussion on though is the max length of scenarios. I know this is 60 turns presently. At one minute per turn, correct me if I am wrong please, gives us an hour long scenario.
Since I think you are looking for Ideas for CL, I think the max game length should be possibly days instead of an hour or three in CL. If you are still planning on using an 800*800 hex mapboard, this works out to a 11.36 square mile map. A lot of action can take place in that amount of area. Some actions lasted weeks in areas that size.
A single scenario of 100+ turns could become quite tedious, and dull. Especially when it comes to moving units and formations into position that might not engage for hours. How to simulate that?
A possible solution could be to have the scenario length be playable in 20, 30 or 60 one minute length turns. Since it could be possible to manuever an almost division size force in that space, things could get boring. Since you may only have several companies in action at any given moment the rest of your force could be handled by the computer. How to do it? Here are a few thoughts.
Have the battle to be fought broken up into 20 to 30 turn phases. At the begining of the battle, give each side X number of activation points. For each formation to advance or attack, they expend X number of points. Since it takes more fuel, ammo... supplies if you will to run an armored company as to an infatry company, the armor company needs to expend more points. This handles your supply and logistical problems. Units and formations behind the lines are out of supply, unless accompanied by supply vehicles. This could lead to ammo and fuel shortages.
I will use the term formation to represent a company, although this could be a section platoon.
A formation that is scheduled to advance, sets it's objective at the begining of the phase. When the objective is met, it reverts to a defensive posture and the formation is given a movemnt range of X number of hexes surrounding the objective in order to regroup, mop up, and set up a defensive perimeter or deploy for the next phases activities.
A formation that is not activated, would automatically have it's posture set as defensive, and could move within X number of hexex from it's leaders location. C.P. if you will. Defensive fire could be handled by op human op fire or set to computer op fire at the players option. A formations could have a retreat hex to serve as a rallying point on the map if it needs to fall back due to casualties or to preserve it's integrity. This would be the units starting point if set to advance.
A unit in advance mode might wind up in a meeting engagement or an assault or just an advance. One might not know. This gives the 20 to 30 turn phases their flavor. One phase leads to another depending on the outcome of the previous phase.
The map would need to remain the same at the begining of the phase as it was at the end of the previous one. Burning terrain continues to burn, rubble and shell holes remain. Burning building terrain and wrecks have a limited length of time in which they can burn, creating a new class of terrain. Burned out. Burning terrain could burn into the night creating illuminated hexes, for those who have mentioned the need for illumination at night. Troops and engineers could dig entrenchments, lay or remove wire and minefields... in the phases, giving more depth to the game.
Formations that need to move behind the lines, could be handled by the computer to cut down on the amount of time spent moving units by the player during play. This cuts down on pre-game deployments. I think you get the drift.
So a battle becomes a series of phases which can be played in a relatively short time, and give the greatest depth to Tactical thinking yet. A campaighn, could be a series of battles. The designers would be in for a tremendous challenge. PBEM may be the best way to play this way.
These are just a few ideas that have been at the back of my mind for quite a while going back to my ASL days. I was just curious to see what everyones opinion is, and if this could be feasable for CL, or another game in the future.
I'm ready to pre order CL even now if possible regardless of how it comes out. Thanks again, for a great game. And thanks to all of the folks whose input in this forum who have helped me out here, directly or indirectly.
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