Variable Time Scale?

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Widell
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Variable Time Scale?

Post by Widell »

Thinking out loud, would it be possible to implement a variable time scale kind of thing? What the h*ll is that, you may ask, so here's the taught that crossed my mind:

Let's imagine a scenario that starts in the early 1920's, or immediately after the end of WWI. Basic WWI stuff available to produce, and an extensive tech tree to go with it. Now, let's imaging a semi historical Europe, North Africa scenario, where research and diplomacy plays the major role up to maybe 1936 when players can declare war on each other. You don't want to play that scenario using one week turns! So, my idea was to run one year turns between 1919 and 1936 giving the players 17 turns to research and produce what they need for the next phase. This is where the time scale needs to go to 1 week, or whatever make sense, turns for the reminder of the scenario.

Of course the pre-WWII choices could pretty much be made up of Cards, Events and a stockpile of PP's in the first one or two turns which would sort of replace the 10 to 20 accelerated turns. It's just that I get a feeling it would be a nice build up to the inevitable war seeing the players trying to figure out the strategic choices of the opponent.

Comments? Crazy ideas or potential to be introduced in scenarios?
rickier65
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Joined: Thu Apr 20, 2000 8:00 am

RE: Variable Time Scale?

Post by rickier65 »

ORIGINAL: Widell

Thinking out loud, would it be possible to implement a variable time scale kind of thing? What the h*ll is that, you may ask, so here's the taught that crossed my mind:

Let's imagine a scenario that starts in the early 1920's, or immediately after the end of WWI. Basic WWI stuff available to produce, and an extensive tech tree to go with it. Now, let's imaging a semi historical Europe, North Africa scenario, where research and diplomacy plays the major role up to maybe 1936 when players can declare war on each other. You don't want to play that scenario using one week turns! So, my idea was to run one year turns between 1919 and 1936 giving the players 17 turns to research and produce what they need for the next phase. This is where the time scale needs to go to 1 week, or whatever make sense, turns for the reminder of the scenario.

Of course the pre-WWII choices could pretty much be made up of Cards, Events and a stockpile of PP's in the first one or two turns which would sort of replace the 10 to 20 accelerated turns. It's just that I get a feeling it would be a nice build up to the inevitable war seeing the players trying to figure out the strategic choices of the opponent.

Comments? Crazy ideas or potential to be introduced in scenarios?

Perhaps this could be implemented using the "campaign" system, but not sure.

Rick
tweber
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Joined: Wed Jun 27, 2007 1:32 pm

RE: Variable Time Scale?

Post by tweber »

Making different scenarios and linking them is one approach.  The challenge is the R&D does not carry across scenarios (at least not yet).  You might set it up so regimes compete for prizes like pp grants, move and combat bonuses, and extra units.
 
Another approach it to drop the alternate time system and put in your own system.  So the rounds would be numbered (1,2,3 etc...).  At the start of the round, you inform the players with a message how much time has elapsed since the last round.  With events, you could make production variable if you wanted to similate annual or monthly production differently.
seille
Posts: 2048
Joined: Tue Jun 19, 2007 8:25 am
Location: Germany

RE: Variable Time Scale?

Post by seille »

Would be great if Vic could spend some time on the campaign feature, so it would allow to carry techlevel and
units. That would be great and a lot of fun for singleplayer.
I can remember too good when i played "Great Campaign" of Peoples Tactics.
With transferred units, techlevel and so on it would be awesome. Hopefully a future patch will bring
some improvements here.
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Widell
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RE: Variable Time Scale?

Post by Widell »

ORIGINAL: tweber
Another approach it to drop the alternate time system and put in your own system. So the rounds would be numbered (1,2,3 etc...). At the start of the round, you inform the players with a message how much time has elapsed since the last round. With events, you could make production variable if you wanted to similate annual or monthly production differently.

Would it be possible to advance the date by events? That way, the first turns would be just like any turn but the date and production would be manipulated by events to accelerate the pace of the game until "the right time".
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