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Re: Basic strategies for winning almost every map
On Sun, 27 Mar 2005, Jens Granseuer wrote:
Introducing resource-dependency or ammonition shortage might help.
Nah, let's try to keep the rules simple.
Keeping the rules simple is good, but I've always thought way too many 
games simply don't deal with logistics in any sense at all.  I think the 
only game I played recently that had any concept of logistics was Earth 
2150, and all that had was ammunition.  I would like to play a game that 
made me deal with ammunition, fuel, repair/medical, terrain, weather, all 
that stuff.  Crimson Fields will never be that game, and that's okay, but 
sometimes my inner geek yearns.
Anyway, back to CF.
This talk of ammunition and resource dependencies got me thinking. 
Perhaps having the airplanes and helicopters forced to return to a base 
after a while (say every other turn) would be good idea.  It seems that 
air power is bit too powerful, especially late in the game.  You can have
bombers crossing half the map in a turn and destroying entire divisions 
with little danger to itself.  Also, this would make aircraft carriers 
actually useful.
Speaking of naval forces I have one proposal, and one question.  First, I 
think the addition of a battleship should be considered.  It would 
basically fill the role of a sea based artillery piece, but some close in 
(1 hex range) weapons unlike artillery.  Think of a cross between a heavy 
tank and an artillery piece.
Second, what's the point of submarines?  They're basically patrol boats 
but without antiaircraft weapons, and the last time I checked, no stealth 
capabilities.  Perhaps if they remained hidden until they attacked, or an 
attempt was made to move into the hex they occupied, that would be 
something, but right now I can't figure out why you'd want to use them.
--
Jonathan Koren			World domination?  I'll leave that to the 
jkoren@xxxxxxxxxx		religious nuts and Republicans, thank you.
http://www.cs.siu.edu/~jkoren/		-- The Monarch, "Venture Brothers"