berto
Posts: 20708
Joined: 3/13/2002 From: metro Chicago, Illinois, USA Status: offline
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quote:
ORIGINAL: Gil R. quote:
ORIGINAL: berto Will the game also incorporate things like: - variable movement rates; occasional; reflecting not just c&c issues, but unexpected events (e.g., bad or non-existent maps, getting lost, mud and other unusually bad terrain, wagon breakdowns, traffic jams, stubborn mules blocking the roadway!, etc.)
Some of that, terrain in particular. We'll also have artillery having a chance of getting stuck in mud. Some of what you describe would count as "chrome," and we plan to add bits and pieces of that to BAB over time, putting new stuff in each release and then retrofitting it to the earlier releases via patch. So something like wagon breakdowns, for example, might not make it into the original release, but may well be added later. I mean (occasionally) randomly variable movement rates. Of course, units will move faster on roads, slower through woods, etc. I'd just like to see a dash of unpredictability in movement rates, beyond any c&c implementation. So, for example, on occasion, instead of a column predictably always moving (say) 12 hexes down a road, sometimes that is reduced to (say) 9 hexes--and not due to c&c issues but other issues as described. Or movement through woods sometimes taking longer than expected (randomly slower movement rates). You often read of commanders taking wrong turns, encountering unexpected thickets or gullies, getting lost, etc. quote:
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fire, especially long-range artillery fire, sometimes straying away from intended targets If you mean artillery hitting units in other hexes then no, we don't have that. If you mean artillery missing then that's abstractly in there as bad "dice rolls." I mean straying from the intended target hex and hitting units in other hexes, or straying to empty hexes and therefore having no practical effect. Some of this is "chrome" in the sense that it's infrequent to rare, chrome also in the sense that games traditionally don't represent this sort of unpredictability. (War games have unpredictable combat results, of course, and perhaps also routing, recovery, weather, sometimes c&c--but often that's about it.) But it's this sort of "chrome" that gives life to the game as a truly accurate historical simulation. And for me at least, adds to the fun factor, not to mention the replayability. Battle, like life, is full of surprises. The Army of the Cumberland spontaneously, without orders storming (and taking!) Missionary Ridge. Stuff like that was not all that atypical. Competitive gamers and PBEMers would loathe this randomness, so maybe you could make these optional rules. I won't fault you if you fail to model absolutely every aspect of historical reality down to the slightest and rarest of detail. Please just go more in that direction than your typical, traditional war game. The less predictable and deterministic like chess, the better.
< Message edited by berto -- 4/26/2010 10:06:54 AM >
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