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Battlefront Designer Notes Part 2

Posted: Fri Jul 07, 2006 5:59 am
by Gregor_SSG
Now up on the SSG website. A quick overview of Day One in the Market Garden scenario from the Allied perspective.

Gregor

RE: Battlefront Designer Notes Part 2

Posted: Fri Jul 07, 2006 12:51 pm
by dobeln
Looks interesting! :) 

RE: Battlefront Designer Notes Part 2

Posted: Fri Jul 07, 2006 5:48 pm
by Grotius
Nice screenshots. They certainly bring to mine the "Decisive Battles" series. Can anyone summarize the differences between this new game system and the "Decisive Battles" system?

RE: Battlefront Designer Notes Part 2

Posted: Fri Jul 07, 2006 6:09 pm
by wodin
ORIGINAL: Grotius

Nice screenshots. They certainly bring to mine the "Decisive Battles" series. Can anyone summarize the differences between this new game system and the "Decisive Battles" system?

Check the info on the MAtrix website.

It is a new engine and only looks similar as its the same design team and artist.

Im also eager for more news on how the game plays. Hopefully future designer notes go into more detail as I cant wait to see how combat plays out.

The quote below sounds promising. Some wargames I feel dont offer enough options during a turn ( I found the BAttles in.......series one of these). Cant wait.

"We’ve also introduced structures to increase the decision making options available to players and decrease the certainty with which you can contemplate your opponent’s options. This, coupled with a significantly improved AI system will guarantee a great game no matter who you play."

RE: Battlefront Designer Notes Part 2

Posted: Fri Jul 07, 2006 8:17 pm
by raydude
My memory isn't what it used to be. I only am now starting to remember the old Battlefront engine from the 1980's. I played one - Halls of Montezuma. It was great in that the concept was so different from the usual wargame 'move counter 1...move counter 2...move counter 3...' process. In that one I gave orders to HQ's to "probe" or "attack" or "defend" and they moved the units for me. Truly revolutionary to my teenage mind.

Is this battlefront going to be like that? Or will it be one where I have to move all the counters by myself?


RE: Battlefront Designer Notes Part 2

Posted: Fri Jul 07, 2006 8:36 pm
by JeF
I second raydude.

Unfortunately, I never played the old Battlefront.
Are we going to see a command structure in the new Battlefront ?
Or will we have to move every unit one by one ?
Can anyone detail what "Command and control system that rewards correct employment of military assets" is all about ?

Thanks,

JeF.

RE: Battlefront Designer Notes Part 2

Posted: Fri Jul 07, 2006 8:38 pm
by JeF
I forgot to add that these "Designer notes" are very entertaining. Keep them coming !

JeF.

RE: Battlefront Designer Notes Part 2

Posted: Sat Jul 08, 2006 2:23 am
by sol_invictus
I am almost certain that you will still need to move every individual counter. The part about Command just means that there will be HQs that you need to keep in range of their attached units in order to grant them attack supply. I always felt uneasy that there were no HQs in the earlier games.

RE: Battlefront Designer Notes Part 2

Posted: Sat Jul 08, 2006 2:32 am
by Rob Gjessing
Arinvald is correct.

RE: Battlefront Designer Notes Part 2

Posted: Sat Jul 08, 2006 11:54 am
by wodin
I liked the idea of HQ's moving the units. Though I imagine on the smaller scenarios there wouldn't be to much todo.

RE: Battlefront Designer Notes Part 2

Posted: Sun Jul 09, 2006 12:22 pm
by Fred98
Considering the nature of the game, moving everey unit is just fine.
 
COTA is an excllent game but very different.  Move the HQs and the other troops move themselves.
 
 

RE: Battlefront Designer Notes Part 2

Posted: Sun Jul 09, 2006 6:27 pm
by pvthudson01
I still like moving each counter, but then again I am weird

RE: Battlefront Designer Notes Part 2

Posted: Mon Jul 10, 2006 12:53 am
by Gregor_SSG
ORIGINAL: raydude

My memory isn't what it used to be. I only am now starting to remember the old Battlefront engine from the 1980's. I played one - Halls of Montezuma. It was great in that the concept was so different from the usual wargame 'move counter 1...move counter 2...move counter 3...' process. In that one I gave orders to HQ's to "probe" or "attack" or "defend" and they moved the units for me. Truly revolutionary to my teenage mind.

Is this battlefront going to be like that? Or will it be one where I have to move all the counters by myself?


Ray,

You are right about the original Battlefront. It did use a very diferent approach but our experience was that a lot of guys just didn't want to play that way. I can still rememeber getting marked down in reviews for our approach.

So the new Battlefront has the traditional control everything approach that Decisive Battles had. However, the new command and supply rules mean that it's much harder to exploit your powers in unmilitary ways.

Gregor

RE: Battlefront Designer Notes Part 2

Posted: Mon Jul 10, 2006 1:23 pm
by raydude
ORIGINAL: Gregor_SSG
Ray,

You are right about the original Battlefront. It did use a very diferent approach but our experience was that a lot of guys just didn't want to play that way. I can still rememeber getting marked down in reviews for our approach.

So the new Battlefront has the traditional control everything approach that Decisive Battles had. However, the new command and supply rules mean that it's much harder to exploit your powers in unmilitary ways.

Gregor

Gregor,

Thanks for the reply. I'm sorry to hear that the original Battlefront wasn't well received. It was definitely different - which automatically sets you apart from all the 100+ wargames that have been released to date. I'll wait for further designer's notes and first impressions to see how your command and supply rules affect the game. Wish you all the best!

Ray



RE: Battlefront Designer Notes Part 2

Posted: Mon Jul 10, 2006 10:21 pm
by Fred98
Raydude.
 
Have you played HTTR or COTA?

 

RE: Battlefront Designer Notes Part 2

Posted: Tue Jul 11, 2006 1:50 am
by raydude
ORIGINAL: Joe 98

Raydude.

Have you played HTTR or COTA?


Yes, and I have both and I love them. The point of an updated battlefront using the old battlefront system would be to allow a PBEM game that also emphasizes you as the commander in a modeled chain of command. That, and a nostalgic return to fond memories of my youth. Its okay, I'll judge the new Battlefront on its own merits.

Maybe the new Battlefront's model of command, control, and logistics will end up feeling "just right", like the feeling I got from playing HTTR or COTA.

RE: Battlefront Designer Notes Part 2

Posted: Tue Jul 11, 2006 8:53 am
by wodin
It will take alot to beat the Panther Games engine.

However Im all for new wargames.

RE: Battlefront Designer Notes Part 2

Posted: Tue Jul 11, 2006 12:18 pm
by Capitaine
ORIGINAL: wodin

It will take alot to beat the Panther Games engine.
Some of us may feel that the Panther Games engine is not the competition for Battlefront's engine.

RE: Battlefront Designer Notes Part 2

Posted: Tue Jul 11, 2006 3:53 pm
by wodin
I do too. However for shear enjoyment and gameplay the Panther engine will take some beating.

Still I hope this game is one of the top turn based games.