Colonial Campaigns Club (CCC) https://wargame.ch/board/cc/ |
|
More Game Mechanics involving Officers? https://wargame.ch/board/cc/viewtopic.php?f=6&t=5064 |
Page 1 of 1 |
Author: | 927 [ Fri Dec 24, 2004 8:56 am ] |
Post subject: | More Game Mechanics involving Officers? |
Bill Peters, Thank you for your own version of a "Wish List" for future enhancements. You didn't comment on the "Density View", but I will assume that you would want these other enhancements first. I thought I would create a separate thread for general discussion about your enhancement of officer game mechanics. First, I would like to point out that if so much is going to depend on the officers, then I would like to see MORE officers! I am attempting to repair the disorder of my units on the front line **AND** un-do the rout status of units in the rear ... all with the same officer. In REALITY, there were lots of officers to do all these things. So, to increase the game's reliance on officers may be a nice touch.... but only if it comes with OOB modifications giving us more officers too: line keepers, sergeants, captains. Secondly, I would like to comment in general about the difference between "playability" and "historicality". While the suggestions you make are ABSOLUTELY consistent with increasing the "historical" and "realistic" nature of the game, there is the issue of "game play" that needs to be addressed. I am currently in the midst of the Battle of Bunker Hill. A very interesting game.... but the amount of time I spend drilling down into hexes.... trying to figure out which unit belongs to which officer..... while at the same time trying to read the fine print to distinguish between the "18th" and the "16th"... and so on. Well, frankly, its agonizing. I am spending WAY MORE TIME on managing the invisible details of a hex than I am FIGHTING. And while I am a firm believer that LOGISTICS is king.... there really ought to be a better way of reducing the amount of time FIDDLING within individual hexes. This is one of the reasons why I am designing a few variant games that either DRAMATICALLY increases soldier counts in "counters" (to reduce the focus on stacking).... or to simply reduce the amount of stacking allowed. As I have written in prior posts, the fact that we stack at all is purely a game mechanic "hang over" from the board versions of strategy games..... where stacking is necessary in order to have any hope of getting the spatial size of a hex in-line with the number of troops a hex could support. I believe one of the reasons CCC games tend to be bloodier than historical scenarios is because of stacking rules. If we could increase the average numbers in a counter, or reduce stacking (or both), there would be more game play, and less hex management... and maybe battles that were less bloody than we typically have. But I digress. Generally speaking, I very much like your "officer" enhancements. They seem to be very consistent with my approach to a game variant where I plan a much higher ratio of "officers counters to unit counters"! Regards, George Brooks Tampa, FL |
Page 1 of 1 | All times are UTC - 5 hours [ DST ] |
Powered by phpBB® Forum Software © phpBB Group https://www.phpbb.com/ |