kohlenklau Posted February 23, 2013 Share Posted February 23, 2013 I am writing a campaign and just want to see if there are any better ways to set this up for the decision battle? Players units only on the small battlefield. 10 minutes minimum battle length. designated as a single exiting units U1, some large point value, 1000. Exit zone set up on far side. Briefing tells details for choosing either A, proceed to exit, or B, stay in place. Players chooses then has to hit red button. Hits it each time to process the turn then again to advance the turn, so 20 times. Then battle ends and campaign proceeds per script file. I played it successfully but was annoyed with the 20 hits on the red button, I tried a ceasefire but got a draw and didn't get the option I wanted. Any other ways to improve this such as eliminating the button pushing? Thanks. 0 Quote Link to comment Share on other sites More sharing options...
Field Marshal Blücher Posted February 24, 2013 Share Posted February 24, 2013 Some modifications that will help: Use non-core units that look like core units. This way, if the core units get destroyed, it doesn't mess up the decision battle. Don't use large point values. You just want enough to have one way be a defeat or a draw, and the other way a victory. If you use too large a point value, it could mess up the scoring at the end of the campaign. The way I usually set it up is 100 points for one objective zone and 10 enemy "bonus" points. Don't use Exit objectives. Use Occupy objectives. This will fix the Cease-Fire problem, I think. (At least, I've never had any problems with this method.) 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted February 24, 2013 Author Share Posted February 24, 2013 Thanks for the tips! 0 Quote Link to comment Share on other sites More sharing options...
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