Variable Time Scale?
Posted: Mon Jun 02, 2008 10:29 pm
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?
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?