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PCO Operational Game Help Required

 
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PCO Operational Game Help Required - 11/22/2014 12:53:45 PM   
zeduncan

 

Posts: 59
Joined: 9/3/2010
Status: offline
Hi all,

i have built and operational game to connect to different tactical games.
It works with CMx1 with a link between the 2 games based upon an UI program which creates
a Quick battle.
You can find it here. http://www.arpastrategy.com

I have already worked for PCO last year and i can build more interesting mechanics since i can dynamically build scenarios.

The project for PCO would be to use existing PCO maps bound to areas of the operational game.

So i need someone to make a pretty map of a theater of operations on East Front.
My operational game uses a scenario editor which can import a bitmap map, so i only need an operational map not greater than 4000px x 4000px with boundaries for each area.
Once created each area will be bound (in my game) to an existing PCO map, but if you feel inspired to create some, you're welcome.

Try to find a theater of operations where we can easily find OOB.

Currently i am working on my own tactical game, but i will stop to implement the PCO system if i have an operational map.

Also I am looking for a graphic designer for a ton of stuff to do
Post #: 1
RE: PCO Operational Game Help Required - 11/23/2014 6:05:57 PM   
Rick

 

Posts: 12496
Joined: 4/20/2000
Status: offline

quote:

ORIGINAL: zeduncan

Hi all,

i have built and operational game to connect to different tactical games.
It works with CMx1 with a link between the 2 games based upon an UI program which creates
a Quick battle.
You can find it here. http://www.arpastrategy.com

I have already worked for PCO last year and i can build more interesting mechanics since i can dynamically build scenarios.

The project for PCO would be to use existing PCO maps bound to areas of the operational game.

So i need someone to make a pretty map of a theater of operations on East Front.
My operational game uses a scenario editor which can import a bitmap map, so i only need an operational map not greater than 4000px x 4000px with boundaries for each area.
Once created each area will be bound (in my game) to an existing PCO map, but if you feel inspired to create some, you're welcome.

Try to find a theater of operations where we can easily find OOB.

Currently i am working on my own tactical game, but i will stop to implement the PCO system if i have an operational map.

Also I am looking for a graphic designer for a ton of stuff to do


This sounds interesting. I'd take a stab at it, but my hands are full right now.

I hope someone else takes you up on this.

Thanks
Rick

(in reply to zeduncan)
Post #: 2
RE: PCO Operational Game Help Required - 11/24/2014 6:54:24 PM   
zeduncan

 

Posts: 59
Joined: 9/3/2010
Status: offline
Thank you Rick for your support.

I won't give up even with no help !!

But help would be wery welcome.

(in reply to Rick)
Post #: 3
RE: PCO Operational Game Help Required - 11/24/2014 10:16:30 PM   
Mobius


Posts: 9276
Joined: 6/30/2006
From: California
Status: offline
How much area is the bit map suppose to cover? 4 km x 4 km or larger?

(in reply to zeduncan)
Post #: 4
RE: PCO Operational Game Help Required - 11/25/2014 8:37:42 AM   
zeduncan

 

Posts: 59
Joined: 9/3/2010
Status: offline
Hi Mobius,

It's like you want.
The battle is fought with an abtsraction layer which creates a battle from an operational situation and extraploates the result to the whole units involved in the battle (Close Combat system).
The greater the scale the less abstraction is required.
The only problem with small maps is to find historical infos to build oobs and also the immersion the player wants.

For example if you take Market Garden Operation and you want a scale near 1:1, you can fight only in Arnhem and the rest of the operation is not played. It can be frustrating.
If you play the whole op, the map scale will be small and the abstraction layer much greater than 1:1, but it's more appealing.

I think for the first maps the right scale is the one where you find an oob with all the initial positions and some ideas about the reinforcements flow.











< Message edited by zeduncan -- 11/25/2014 9:38:43 AM >

(in reply to Mobius)
Post #: 5
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