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MY SC3 idea


Guest anjesynima@hotmail.com

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Guest anjesynima@hotmail.com

Engine: A NEW "WEGO" engine with good graphics. As example, Stalingrad, a 1994 DOS game from Atomic Games/Avalon Hill, has a nice engine for 1994 but with crappy graphics and, left to desire, air and naval forces.

Synopsis: Strategic/operational wargame with realistic maneuver warfare effects (surrender, line of supply, interdiction, etc)

Design Summary: Giving the player a strategic command as high as possible(Ex. Army group) and including operational details (smaller units; battalions and regiments as well as terrain and weather effects) without having to micro-manage everything. This would represent staff work freeing the commander-in-chief although he is still free to review the work done by his staff.

With an actual system of orders or missions going down the chain of command, no more click and instant resolve or the need for the selection of specific tasks for the specific units as the AI does the work of several staffs. But then the best plans WILL sometimes go wrong as Clausewitz said: everything in war is easy but the easiest of things is difficult.

The in-game decisions would be based on reports that you received from your various staffs(combat, intelligence, logistics) but also from different "commands" and fronts ex. from adjacent allied commanders forcing you to think about your flanks or even direct orders from superior HQ which would force you to take difficult decisions or suffer the consequences!

Problem 1: Would render some naval units rather irrelevant except for scenarios based on sea fighting otherwise naval units would end up as fire support units, landing units and interdiction of supply lines units.

Problem 2: Grand Scenario, those permitting research and construction might become impossible to deal with for the AI if too many sub units exist if we are to maintain an operational level of war.

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