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"Victory Conditions (Devaluing Death)" Topic


4 Posts

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626 hits since 26 Aug 2023
©1994-2024 Bill Armintrout
Comments or corrections?

Tango01 Supporting Member of TMP26 Aug 2023 5:23 p.m. PST

" I've decided to do some game design posts with a series of shorter sections with different topics, labelled "Discussions", rather than one big, in-depth article. This is because sometimes I change my ideas or adjust slightly over time, and it isn't worth a major update or post in itself. Or, it's just a simple concept that isn't worth the effort of a major post.


The following is a bunch of concepts that have been prompted by playing Mechwarrior:Online. A PC game, sure, but the concepts definitely apply to tabletop wargames…"

Main page


link

Armand

UshCha27 Aug 2023 1:33 a.m. PST

This one left me a bit supprised. In most of our games the fight, like the real thing is round a choke point, a river bridge, high point on a hill, road or Roads(s) through dence trrain or is the board is big enough open and close terrain giving the defender a more complex dilema. The objective is to as a minimum control the choke point/route, eliminating the eneny is desired but if he has any sence he will leave before anailation.

The other scenario is recconisance, you have several routes that could be used to cross the area. The ultimate objective is to control one of the routes.

Why you need a fantasy computor gane to tell you how the real world works supprises me? Personally the "kill'em All" games rapidly pall and can just result in a die throwing excercise, as boring as hell.

Wolfhag31 Aug 2023 6:14 a.m. PST

From my experience most players like to roll the dice to blow up, kill things, and fight to the last man.

Wolfhag

UshCha31 Aug 2023 10:15 a.m. PST

Wolfhag Not my experience. My lot want an interesting tactical challenge, not Snakes and Ladders.

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