Re: Scenario designs (was InterFET)
From: Brian Burger <yh728@v...>
Date: Wed, 13 Oct 1999 22:33:39 -0700 (PDT)
Subject: Re: Scenario designs (was InterFET)
On Wed, 13 Oct 1999, Steven M Goode wrote:
> 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?
This type of scenario would have to be bigger than two people, and
should
probably have a referee just to be fair.
If you've only got two people - I think you're out of luck. Develop
multiple personalities?
Brian (yh728@victoria.tc.ca)
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