Prince of Eckmühl
Posts: 2448
Joined: 6/25/2006 From: Texas Status: offline
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quote:
ORIGINAL: Chief Rudiger I was thinking about creating a WWI scenario with bands of trench system terrain giving excellent concealment and cover from small arms fire, to stationary units, seperated by areas of poor cover where units would be easily pinned and routed unless supported. However, I didn't think the game engine would really model the problems of communication and interdiction of supply experienced by forward troops, accross these beaten zones. In particular, it would be too easy for the player to take direct control of unit in emergencies which in "RL" the commanders would either be unaware of or unable to do anything about, until to late. Also, it isn't in the AI's preset doctrine, and would be exhausting for the player, to orchestrate the elaborate artillery fire plans and trench hops that marked battles like the Somme. I'm sure the engine could model post-WWII symetrical conflicts such as parts of the Arab-Israeli Wars, parts of Korea, or the Falklands quite well. These conflicts are more along the lines of WWII battles were the commander had more direct control over the battle and close support was more available at the company and battalion level than in WWI. Have you taken a look at the estab editor and its ability to modify the different formations, like line and column? It may be that altering those values would serve to make the game more "WWI-ish," forcing tighter concentration of troops, for instance. I dunno, though. I'm just scratching the surface of the whole deal.
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Government is the opiate of the masses.
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