golden delicious
Posts: 5575
Joined: 9/5/2000 From: London, Surrey, United Kingdom Status: offline
|
quote:
ORIGINAL: JJMcBlaze If I understand correctly, divide players into a planning, and an executing branch? We (some old Close Combat clan) were playing around with this idea, but never found a way to make it work. Our idea for this game was to have Grand Strategists have their game on the strategic map. They would plan their offensives, move their troops, and this process would grow smaller in scope, right down to Arma FPS levels. So the 'highest staff' would be playing ToaW, the second level would be playing something like Close Combat, and the last level would be playing an FPS. We thought that incorporating the human element would give every level purpose, and make outcomes much more interesting since they are no longer solely based on a dice roll. I guess that by now, the obvious problems are quite apparent... There was a guy (76mm I think?) who was doing something like this (albeit only with two levels, TOAW and some tactical engine), by exporting the contents of TOAW to the tactical game for selected key battles, then going back into the editor to adjust TOAW based on the results. Obviously this only works for quite small scenarios. I used to run a game myself based on the other end of the scale; I built a set of grand strategic rules for production and forming units and so on which would then input into a new TOAW scenario each month or quarter. This was a way to put more than two players into TOAW with potentially clashing political interests amongst nominally allied powers, and neutrals who could be courted by multiple parties to jump one way or another. But actually what I had in mind here was to run a game purely in a single TOAW scenario, whereby a group of players on one or both sides wouldn't have direct access to the scenario, but would rather receive reports from a sort of scenario admin, and then input instructions back in the form of PO objectives. Actually moving and attacking by units would then be executed by the PO. This would give a sort of heavy fog of war and also subordinates who don't do what they're supposed to do. To keep the thing moving, one could set a time each week when the turn will be executed. If any participant hasn't updated their orders by that time then it's too bad: their units will just carry on based on their old orders.
< Message edited by golden delicious -- 2/2/2022 2:41:23 PM >
_____________________________
"What did you read at university?" "War Studies" "War? Huh. What is it good for?" "Absolutely nothing."
|