rhinobones
Posts: 1540
Joined: 2/17/2002 Status: offline
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quote:
ORIGINAL: Saint Ruth As for "functionality for introducing variability in troop and objective deployment", do you mean scenarios randomly setting objectives on the map? And increasing / decreasing unit values at scenario start? Like your road map, you've obviously planned for a long campaign. I don't recall seeing rivers in the terrain folder, but since you already have them, that's another step taken. My concept of variability has to do with enhancing game play by building scenarios where forces and objectives have sufficient built -in options that the possibility of playing the same game twice is virtually eliminated. Each side might be programmed with 30 divisions and 20 objectives but in any one game only six divisions and three objectives might appear. Objectives would not be point based but instead would impact reinforcements, supply, manufacturing or logistics depending on their retention, capture or destruction. Hadn't thought of increasing/decreasing unit values or capabilities as you mentioned, but I like it. The point here is to build scenarios which present the players with military problems which have never before been encountered, the solution of which decides the victor. I can imagine a lot of games ending in a mutually agreed upon cease fire. I love historical scenarios and admire the people who invest so much time and effort into building them, but even with the best historical scenarios one gets tired of the same forces, starting in the same places, going after the same old objectives, awarded points and doing this all in the same number of turns. Advanced Tactics has a feature for creating random scenarios which might provide ideas for future consideration. Regards, RhinoBones
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