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Old October 28th, 2008, 01:44 PM
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Default PBEM Campaign thoughts / wish list

A few ideas probable dreams based entirley on my observations of play & game mechanics. If you have any post here to see if takes the teams intrest.

REPAIR & REFIT POINTS
Should either be allocoted equally to both sides or loser should get more to preserve balance. Can justify as loser is closer to supply point as falling back, see next point

BATTLE TYPE BASED ON OUTCOME OF PREVIOUS
The next battle should be based on the outcome of the last as follows
Draw > Same battle type
Lose > Loser shifts 1 battle type to defence
2 if a massacre

Examples
Meeting > Draw > next meeting
Meeting Side A wins > Side A attacks
If Side A now wins > Side A assualts
If Draw > Side A attacks again (same battle type)
If side A loses > Back to meeting ( shifts 1 defence in losers favour)

river crossing probably treat as assualt.

Points > realise this is probably a wish but you can do manually as security is only basic. At start of a new battle reload till get desired outcome.
Effect > once past first 3 battles (meetings where you need a gentlemans agreement so make first only meeting please) prolongs campaign as loser is at an advantage. also represents to some extent ebb & flow of war.
Like all things this is open to cheating purposely losing just, simple don't play em again.

RELAXED VICTORY CONDITION KEY
Possibly needing both players to activate or automatically activated once a player has withdrawn 3 units. Its use is to speed up end of battles once 1 sides position is hopeless & they are withdrawing.

Vic Hexes > relax total controled to about 70-80%
Reason game seems to need all & especially with shotgun can end up waiting for player just to get 1 or 2 he ignored.
Vic hex control contested > switch off
Reason game can drag on even with 90% of force off map if a crew is stuck near an victory hex. At present have to tell other player where they are to kill.
Units destroyed end game calculation > Assume game takes % diffrence of loses or some such into account for end of battle calculation.
Suggesst withdrawn units count 1.5 or 2x for this calculation to speed up ending game.
Reason the onus is still on the player to withdraw & save force but battle will end quicker so does not have to do to the man. I have seen calls for a surrender button, no put a diffrent hat on survival of your forces is upto you if it all goes belly up. Pursuit of is dangerous & can get you back in the battle so often becomes cautious snipping of what can as its easy to lose more than you pick off.

Hope this made sense & I am aware could have totaly misread how game mechanics work, just trying to improve end of battle a bit as can sometimes drag on though sometimes seems to work logically.
Hmm suddenly thought I could post a Poll on this to get peoples views but can't find button

Last edited by Imp; October 28th, 2008 at 02:06 PM..
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