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"Game design posts on my blog" Topic


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997 hits since 13 Nov 2018
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Elenderil13 Nov 2018 6:56 a.m. PST

I recently resurrected my blog and I have added a couple of posts on game design concepts. One on how to bring a game to a realistic conclusion and a second on friction in game rules. Feel free to go take a look at elenderilsblog.blogspot.com

Elenderil13 Nov 2018 6:59 a.m. PST

Deleted as it repeated the first post! Can the editors please delete the duplicate post as well.

martin goddard Sponsoring Member of TMP13 Nov 2018 7:18 a.m. PST

In my opinion (not worth much but still worthy) you have really defined well what the problems of battle command are. This bodes well for your future work. Thanks for putting pen to paper, so to speak.Looking forward to the next!

Personal logo McLaddie Supporting Member of TMP13 Nov 2018 9:14 a.m. PST

*Create unexpected variations in troop movement that are replicated for all units at the location

*Create delays in executing new orders linked to that units chain of command

*Create occasional refusals to follow orders based on the local commander's attitude to risk and reward and the situation in front of him.

I recall an interesting article on variable terrain effects from one of the wargaming magazines from years back that might fit the bill for the first concept.

Elenderil:
I think a basic question is 'how often' those variations and delays happen in the real world to establish what 'occasional' means realistically. Why they happen is another important question about the circumstances that lead to the variations and delays.

"Unknown" effects of terrain is a common theme in battle reports etc., particularly if you don't know the terrain. How long will it take you to get through that wood or cross that stream?

Elenderil13 Nov 2018 4:01 p.m. PST

Occasional for me means that most of the time the flat green field is just a flat green field, say about 60% – 70% of the time. I'd use a bell curve distribution with lower % chances of the terrain effecting formed close order foot, then all foot probably slowing then slowing and disorganising. At the other end of the curve the ground may be firmer than expected meaning horse drawn artillery can move more easily. I would want different probability tables for different base line terrain features.

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