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Re: [FT] Operational game

From: Edward Lipsett <translation@i...>
Date: Thu, 30 Jan 2003 09:57:26 +0900
Subject: Re: [FT] Operational game

You know, I _really_ like refugees and convoys and such in games.

It forces the player to try to play a realistic game, rather than a
face-to-face fight.

Having to fight a rearguard action against a superior force, buying time
for
unarmed ships to escape to safety, or for people to board ships and
flee,
either brings out some excellent tactical skills or ends quickly. For
the
defending player, it isn't a question of winning, but rather how well
you
can lose. 

Refugee ships, buying time to board ships and flee, possibly a
requirement
that transport be provided for bases in the system to be used IF the
system
has to be abandoned, various other permutations. Suppose the base in the
system is an R&D base vital to the war effort. If lost, weapons
development
will be retarded. If personnel can be saved, they can continue work. If
personnel is captured by the enemy they get your research. And if you
let
personnel be killed or captured you're transferred to a guard post in
Lower
Slobbovia. 

This is all on the tactical level, of course, but extending the thought
into
an example where one side has a massive advantage and the other has
better
legs to run with, for example, could be interesting. The goal is not to
stop
the invading enemy, but to see how much you can make them pay for every
inch
gained (hopefully while the boffins back home are coming up with a
better
idea...).

-- 
I grew up kissing books and bread.
- Salman Rushdie, "Imaginary Homelands"
-- 
Edward Lipsett
Intercom, Ltd.
Fukuoka, Japan
Tel: 092-712-9120
Fax: 092-712-9220
translation@intercomltd.com
http://www.intercomltd.com

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