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Few more questions.

Posted: Wed Mar 19, 2003 9:31 pm
by kipanderson
Hi,

The screenshots in the AAR look very good. Interesting game.

May I just ask a few basic questions. Apologies for asking what I am sure others have asked before me.

What is the turn sequence? For example, is there simultaneous WEGO resolution?

What is the time scale? How long is each turn in game time?

Will there be an editor so we can build our own scenarios?

Thanks fro your time,
All the best,
Kip.

Posted: Thu Mar 20, 2003 2:17 am
by IronManBeta
WEGO, map uses squares (not hexes) that are 500m across, units are line companies and specialist platoons, turns are 30 minutes long but are resolved in increments as small as 10 seconds. There is a simple scenario editor.

This is an orders phase followed by a joint turn resolution. This is a 'command oriented' game so orders are not implemented instantly or always followed slavishly.

Initial forces are drawn from Soviet, American, British and West German units. More to follow later!

Browse around the threads and you will find all kinds of interesting info here and there!

Cheers, Rob.

Posted: Thu Mar 20, 2003 2:53 am
by kipanderson
Rob, hi,

Sounds very good. The WEGO bit is important, I was hoping for that. You guys at Matrix have two great operational games, this and Battlefields. Both are WEGO. Could not be better.

I look forward to both.:)

All the best,
Kip
PS. I know it is really "operational" more like the old SPI platoon games. But they were fun too.

Another question

Posted: Thu Mar 20, 2003 12:12 pm
by Dagfinn
Could you please elaborate abit why you have squares and not hexes?

Re: Another question

Posted: Thu Mar 20, 2003 7:09 pm
by IronManBeta
Originally posted by Dagfinn
Could you please elaborate abit why you have squares and not hexes?


The original concept for the game was to take the Simulations Canada 'Main Battle Tank' series of games and bring them up to date. The Central Front and Northern Front games formed the core of the Flashpoint game specification. The idea was to put a graphical front end on them but otherwise change as little as possible...

Well, feature creep ensued with a vengeance and a whole lot more has been added since that plan was made, but the original idea remains and the square location scheme traces back to that. The military has always used a grid system on their maps and since MBT was written for them it did too. Flashpoint inherited that and there we are!

A lot of the original game is still there if you know where to look but for the overwhelming number of people this will be an all new game. Just trying to keep both camps happy!

Cheers, Rob.

Posted: Thu Mar 20, 2003 7:27 pm
by Dagfinn
How will this affect movement? As you know a diagonal move will be "longer" than an sidway move.

Posted: Thu Mar 20, 2003 8:49 pm
by IronManBeta
Originally posted by Dagfinn
How will this affect movement? As you know a diagonal move will be "longer" than an sidway move.


Yes, when you get right down to it I work everything out in meters anyway and you pay the cost accordingly. Diagonal moves do indeed take 40% longer, all things being equal.

There is some deliberate ambiguity in timings and rates though because not every commander is going to know where every vehicle is right down to the meter. And then, of course, there is the well known 'friction of war'. As supreme honcho you are concerned with the big picture and give orders accordingly. Your staff and the commanders on the spot worry about exact movement rates and routes. The idea is for you _not_ to micromanage every little thing! This can cause problems and surprises - but hey, that is what the game is about.

Cheers, Rob.