PBEM
Posted: Tue Apr 27, 2010 9:50 pm
I'll place here the question I've placed in COTA forum, since I noticed that this forum seems to be more active now.
For some players, playing a wargame is a lot of fun even when no challenge is present. I mean, some will feel good just by reproducing a conflict studied by him previously. Some will just want to watch a 'simulation' of the conflict and some will feel happy playing hotseat and dealing with a loved subject.
For me, a game is a game, and I need the intelectual challenge. I need this feel of loosing a scenario and having to think deeply about what I have to do to win, to deal with the battles I wasn't able to deal with when first playing the scenario.
The problem is that I don't know any AI able of producing such a challenge and I've read plenty o reviews that, even if praising COTA AI, when compared to others, assert that the strategic AI is easy to beat. Well, it wouldn't be a flaw, since I don't know of any game with good strategic AI.
Here I come to the point. I don't have the time to play for hours ininterruptly, so that PBEM was always the way to go (playing a human was always the only way to be challenged in a wargame). A real time game doesn't allow for PBEM, but if we consider that games like Combat mission can be, more or less, real time game with specific phases (one can't assign orders in real time, but the engine implements the orders when running in real time). Please, don't take the term 'real time' litterally here. Wouldn't it be feasible to run a game like COTA using in two modes: real time and wego? The implementation of a resolution phase based on a agreed time lapse by the players would be enough. The game would run for, let's say, 20 simulated minutes (this would depend on players agreement based on scenario length and complexity), and then players should adjust orders. PBEM would be possible then and the only change in the game mechanics would be the impossibility of players to change orders during the established time lapse.
For some players, playing a wargame is a lot of fun even when no challenge is present. I mean, some will feel good just by reproducing a conflict studied by him previously. Some will just want to watch a 'simulation' of the conflict and some will feel happy playing hotseat and dealing with a loved subject.
For me, a game is a game, and I need the intelectual challenge. I need this feel of loosing a scenario and having to think deeply about what I have to do to win, to deal with the battles I wasn't able to deal with when first playing the scenario.
The problem is that I don't know any AI able of producing such a challenge and I've read plenty o reviews that, even if praising COTA AI, when compared to others, assert that the strategic AI is easy to beat. Well, it wouldn't be a flaw, since I don't know of any game with good strategic AI.
Here I come to the point. I don't have the time to play for hours ininterruptly, so that PBEM was always the way to go (playing a human was always the only way to be challenged in a wargame). A real time game doesn't allow for PBEM, but if we consider that games like Combat mission can be, more or less, real time game with specific phases (one can't assign orders in real time, but the engine implements the orders when running in real time). Please, don't take the term 'real time' litterally here. Wouldn't it be feasible to run a game like COTA using in two modes: real time and wego? The implementation of a resolution phase based on a agreed time lapse by the players would be enough. The game would run for, let's say, 20 simulated minutes (this would depend on players agreement based on scenario length and complexity), and then players should adjust orders. PBEM would be possible then and the only change in the game mechanics would be the impossibility of players to change orders during the established time lapse.