First Scenario Design - Any Tips ?
Posted: Fri Aug 28, 2015 9:27 am
Hi,
I've only had Command for a short while but managed to spend a good amount of time running through a number of scenarios.
I've now started looking at the Editor with thoughts of making my first scenario.
I have an idea in mind (based on a real world engagement with some modifications to add balance) that is small enough get me started without being too ambitious. It is likely to be a small scale surface action with limited air involvement (as was the case in the real world engagement). I'm intending that the scenario is playable from one side only and I want to try using a custom overlay (to show a port area).
I've read through a number of Colier12's articles and also comsubpac's guide to using overlays on Baloogan's site all of which make for interesting reading which I'll try to put to good use.
I've not actually started putting units on the map yet but have made notes on scenario overview, win conditions, Orbats etc .... I've even read the manual (very unusual for me!) and was wondering if any of the scenario designers out there follow a particular 'workflow' when actually putting their scenarios together and if there are any tips on initial play testing to iron out any major flaws.
I have considered getting the AI sorted out first by getting the bad guys on the map and plot out various RP's and zones and even letting the AI run through unopposed just to ensure they will go where needed. Then adding in the player units and tweaking things as I go from there. Or I could just throw everything on the map and see how it all pans out !
When playing through is there anything in the logs I should be looking for that could indicate problems, especially with the AI's missions.
Thanks