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Old May 13th, 2017, 06:20 AM
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RightDeve RightDeve is offline
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Default Re: Anyone ever played Right-hand vs. Left-hand?

Brainstorm:

-There's a master plan (pre-game), and there are ad-hoc plans (mid-game). Ad-hoc plans can only be created if enemy dispositions are known, i.e own units get fired upon, enemy units spotted, smoke pops up, artillery fires, z fires, etc, in essence anything that is tangible, visible, and has already happened, NOT based on intuitions, whims, taking-sides, etc. Preferably plans are quite simple.

-Dice roll to define which plan gets taken for each formation. This will detach even more from the player's God-ability.

-Multiple battles (i.e multiple formations), with each battle's result defining the course of action for the other battles.

-Use scen/battle editor to simulate prolonged battles (fatigue, low ammo, low fuel, replacements, time of day, weather, etc). Units are still taken raw from the previous battle. If one side gets exterminated, create a fresh one for it so the battle may continue (new mission, new enemy).

-Etc.
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Old August 23rd, 2017, 07:27 PM
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RightDeve RightDeve is offline
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Default Re: Anyone ever played Right-hand vs. Left-hand?

Brainstorm:

-Assign formations to computer (waypoints) until contact is made. Possibly do a dice roll every turn, which formations are automated. Once contact is made, manual control.

-Each side has some locations (e.g hex coordinates) that define supply routes. Preferably at rear and/or rear-flanks. If those locations are taken by opposing side, and the battle continues for the next round (prolonged, e.g night battle), units get lower morale, lower ammo, and less movement for vehicles to simulate failure to resupply.
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