Objectives
Posted: Sat Mar 19, 2011 1:50 am
With the stuff I learned in our chat last night, I've figured out a new objectives system to try.
Instead of winning by holding more at the end of the game, we can use the in-game points. You'll hold objectives for certain intervals, say 5 minutes, and at the end of each interval your side will get 1000 points, and one round of artillery ammunition for each of your guns. (This from each objective.) Maybe if we decide that the in-game points are already useful and that casualties and killing guns should be worth victory points, we can lower the points from objectives so that these actually have some effect on the total.
I'll have to add some extra staff officers for each side to hold objectives since you won't only be doing it at the end of the game. I think having a regiment (or 7 guns) near the objective will have to remain necessary unless we think of something else, but with a large radius it won't be as annoying.
This will obviously make the last minute charge obsolete, probably making games more involved early on.
Objectives can then have a large radius so you really have to clear the enemy away from it to hold it, making fighting more worthwhile.
Holding or contesting an objective for some time even if you'll lose it later will be worthwhile.
Objectives appearing later in the game will not just add uncertainty, but also make starting positions less of a deciding factor. However, they also won't mean that you automatically win if you get lucky and have an extra objective in the rear.
The artillery ammunition thing will I assume raise some opposition, but I think it's a good idea. It gives a tangible in-game benefit to holding objectives. I'll never claim that it's realistic. If you wish though, it could vaguely represent that holding more ground makes it easier for your supplies to move around. Of course if we try it and most people don't like it, we'll drop it.
Thoughts, ideas, anger?
Instead of winning by holding more at the end of the game, we can use the in-game points. You'll hold objectives for certain intervals, say 5 minutes, and at the end of each interval your side will get 1000 points, and one round of artillery ammunition for each of your guns. (This from each objective.) Maybe if we decide that the in-game points are already useful and that casualties and killing guns should be worth victory points, we can lower the points from objectives so that these actually have some effect on the total.
I'll have to add some extra staff officers for each side to hold objectives since you won't only be doing it at the end of the game. I think having a regiment (or 7 guns) near the objective will have to remain necessary unless we think of something else, but with a large radius it won't be as annoying.
This will obviously make the last minute charge obsolete, probably making games more involved early on.
Objectives can then have a large radius so you really have to clear the enemy away from it to hold it, making fighting more worthwhile.
Holding or contesting an objective for some time even if you'll lose it later will be worthwhile.
Objectives appearing later in the game will not just add uncertainty, but also make starting positions less of a deciding factor. However, they also won't mean that you automatically win if you get lucky and have an extra objective in the rear.
The artillery ammunition thing will I assume raise some opposition, but I think it's a good idea. It gives a tangible in-game benefit to holding objectives. I'll never claim that it's realistic. If you wish though, it could vaguely represent that holding more ground makes it easier for your supplies to move around. Of course if we try it and most people don't like it, we'll drop it.
Thoughts, ideas, anger?