Airborne Assault: the engine for the wargame of the future
Posted: Thu Jun 15, 2006 7:36 am
Having read several reviews and AAR on the Airborne Assault series, from Red Devils to HTTR to COTA, I developed the idea that wargames are definitely migrating from a traditional scheme made of "hex/turns" to the innovative concept "real terrain/real time". That is the case also of the Armored Task Force series from ProSIM and will be probably of the new Combat Mission #2 engine.
However, the last two engines focus on a tactical scale while the Airborne Assault is almost operational. "Almost" because a real operational is IMHO a game such as TOAW or titles from HPS Panzer Campaigns, which are unfortunately still conceived in the old philosophy "hex/turns".
The Airborne Assault engine is also limited to a WWII setting.
So, to cut a long story short, I'd like to know if the developers of Airborne Assault have ever thought to develop their engine in the future in order to let it be scalable in space (different scales of play, from real operational to almost tactical) and in time (to embrace a wider range of historical periods, say from WWI to modern).
A similar engine probably should provide the ultimate wargame experience.
Regards
However, the last two engines focus on a tactical scale while the Airborne Assault is almost operational. "Almost" because a real operational is IMHO a game such as TOAW or titles from HPS Panzer Campaigns, which are unfortunately still conceived in the old philosophy "hex/turns".
The Airborne Assault engine is also limited to a WWII setting.
So, to cut a long story short, I'd like to know if the developers of Airborne Assault have ever thought to develop their engine in the future in order to let it be scalable in space (different scales of play, from real operational to almost tactical) and in time (to embrace a wider range of historical periods, say from WWI to modern).
A similar engine probably should provide the ultimate wargame experience.
Regards