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Re: Scenario designs (was InterFET)

From: Steven M Goode <gromit+@C...>
Date: Wed, 13 Oct 1999 12:05:34 -0400 (EDT)
Subject: Re: Scenario designs (was InterFET)

Excerpts from mail: 13-Oct-99 Scenario designs (was Inter.. by Brian
Burger@victoria.tc 
> > Good idea!	You could do a number of "deniable" missions in the same
> > vein.  Capturing one of the "freedom fighters" would be a major goal
for
> > the "oppressive government"'s troops, because it might allow them to
> > expose the charade.  Of course, that could spark a war, so maybe
some of
> > the government troops might not *want* to make such a
> > capture....different parts of the government force might thus have
> > different objectives. 
>  
> This would be very cool. You could have, on the 'same side', the local
> militia/constabulary, who aren't enthused about noticing border
incursions
> for a variety of reasons; and a central govt. patrol, lead by a
gung-ho
> officer who want to seal the border entirely...
>  
> Or do an urban setting, with police who don't want to find themselves
in
> the middle of a full-blown firefight, and SpecOps types who have an
> entirely seperate mission... Different commands with different
objectives
> on the 'same side' is an idea that can be used in loads of scenarios.

The question is, how would you do this sort of thing if each player is
controlling multiple groups with conflicting goals?  It's easy enough to
do if you have one set of objectives per player.  If you have more than
one, you'd have to restrict/sway what each unit will do based on their
objectives.  Probably not impossible, but definitely tricky.  Any ideas? 

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