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What Huib (and others maybe) don't like about PzC
05-05-2008, 03:15 PM,
#17
RE: What Huib (and others maybe) don't like about PzC
Sgt Barker Wrote:Given a soapbox, use it.

Don't like the inflexible victory point scheme. Allow a scenario designer to assign victory points just like any other attribute.

I think what you mean here is as an attribute to a unit in the OOB - yes?

Just to review - the game cod assign the point values based on the unit combat values and quality as a way to level the playing field. I have thought of asking for a HIGH PT value, low comat value unit where I could assign points too - but I've never had a firm scn idea where this was needed.

If I am on the right track - where would you use such a feature? What game, what situation?

Quote:More, allow specific board-game-like conditions - "take this hex and you win" type conditions, without having to do bizarre point value work arounds.

I am not sure on this - sometimes these boradgame type vic conditions are (I understand) harde to code. But once again it is not impossible either.

What is needed to drive it is a reason or a place where such a thing is required. If you want to take this point off line, and I can get my head around it, I might be able to see how\if this could be worked into a new title.

If that were possible, than it would find its way into other games indue course too. But understand that there is reluctants to make thins more complicated unless they add an certain improvement to the situation being depicted.

Quote:To be clear, don't remove completely the vp scheme; having a built in, pretty complex system is good. Simply allow it to be overridden by a designer.

Understood - we can undo something ingrained by so many games already created.

Glenn
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RE: What Huib (and others maybe) don't like about PzC - by Glenn Saunders - 05-05-2008, 03:15 PM

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