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> On 1/12/06,
John Tailby <john_tailby@xxxxxxxxxx> wrote: >> Are
people really going to want to play games where they are >>
outpointed 5:1? > > It's called
"economy of force". > > Your mission
suddenly becomes "positively ID enough enemy ships to > convince
your fleet headquarters you havn't come down with galloping > cowardice,
then withdraw your force. If you're feeling froggy, or > your enemy
has deployed badly, go ahead and shoot up a couple of his > smaller
ships before you go." >I actually
like games like this where the goal isn't always just blow everything up. It
makes you think more. >Jaime There is a point where you
have a glimmer of hope and no chance at all. What do you need to get someone to
play a 5:1 suicide mission? - an ulterior motive. I have seen the same problem
with WWII rules, people get bored with encounter battles and just blowing
everything up. The rule sets provide the game mechanism for combat and a
point system for making it fair, but gamers want more after a while. What you need is a higher
level of the game to provide the strategy that is not as complex as a full
blown campaign. For example, you make the decision to send a fleet of cargo
ships on a mission without escorts because it is critical to your long term
strategy. The cargo fleet gets intercepted and is wiped out, an unfair
battle that you wouldn’t want to play out but it could have paid off. Had
you added some escorts it may have been worth playing out to add damage to the enemy
fleet for a long term effect. You need another combat mechanism to “auto
resolve” battles when the winning odds are too low or perhaps for absenteeism
in multiplayer games. I have been working on a
simple “overgame” which is essentially a board game that creates scenarios
from your own fleet manoeuvres, but has multiple winning conditions. Has
anyone done anything similar? Terry |
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