Aren't scenarios kind of gamey - last turn?

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MarkShot
Posts: 7552
Joined: Sat Mar 29, 2003 6:04 am

Aren't scenarios kind of gamey - last turn?

Post by MarkShot »

If you go last on the last turn, you can afford to strip the line or other objectives bare to blow you way through to an objective which turns the tide.

This was why CMx2 added a variable end option which is now the default. For those, who don't know CMx1 used to fixed WEGO turns. CMx2 added a variable end 0-10 additional turns (random). You know the minimum turns of play, but you don't know if it is going to over time until it does. Thus, rushing an objective on the last turn; perhaps isn't the last.

Personally, one of the best implementations I saw to prevent final rushes with gamey clock play was SMG (Sid Meiers Gettysburg). It was RTS with timed battles, but the game would not end if the an objective changed control within the last 10 minutes. Thus, each late battle flip added another 10 minutes to the clock, and since the game encouraged charges at close range (this was the ACW, after all), you could get some pretty desperate circumstance at game end.

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