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Re: [GZG] Multi-level rules sought.

From: Phillip Atcliffe <atcliffe@n...>
Date: Thu, 01 May 2008 00:07:12 +0100
Subject: Re: [GZG] Multi-level rules sought.

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ert Mayberry wrote:
> Either way, we use success in whatever game is played as a microcosm
for the battle as a whole. Either it's a critical turning point, or it's
simply considered typical of the success of the entire mission.
Sounds very like the way SPI integrated /StarSoldier/ and /StarForce/ 
(ground and space combat games respectively). An attack on an enemy 
system began with combat in space that either neutralised the local 
StarGate or didn't; if the latter, the grunts were never dropped. Once 
the Gate was neutralised, the focus shifted to a series of /StarSoldier/

games (3 from memory -- different scenarios) which were considered to be

representative of however many were taking place all over the planet. If

the attackers won all 3, the system was conquered; if they didn't, 
resistance on the ground continued into the next /StarForce/ game-turn, 
potentially tying up ships and men while the attackers tried to mop up 
the remaining defenders -- or, alternatively, had their backsides kicked

off the planet.

It seemed to be a reasonable way to meld the two games, though an 
integrated game must have taken /ages/ to play out.

Phil, who knows he's dating himself terribly by mentioning those games 
-- but they were fun! :-P


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