• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


Bridge Rules Ideas
09-28-2011, 10:52 AM,
#4
RE: Bridge Rules Ideas
I must agree with DS here also.

There are more than enough ways to destroy bridges currently, probably to a point that it's ahistorical.

I have been involved in a discussion over the last week were wholesale bridge destruction was having the unintended effect of stopping all virtual supply truck supply on map. Thus the best defense the defender had was to pull back behind a river, destroy the bridges and be confident his opponent would be out of supply if he tried any form of river crossing. This essentially made a campaign game unplayable. As a designer this had never been considered and was shown up only by a range of players trying the scenario.

The best solution we could come up with was to use the wired bridge function with a moderate chance of success which provided the appropriate randomness without the defender having complete confidence he could destroy any bridge with sufficient time.

So personally, I think players already have too much opportunity to bring bridges down and fortunately PzC has enough different mechanisms to handle this.

David
Quote this message in a reply


Messages In This Thread
Bridge Rules Ideas - by Fhil - 09-28-2011, 06:53 AM
RE: Bridge Rules Ideas - by Liebchen - 09-28-2011, 07:17 AM
RE: Bridge Rules Ideas - by jonnymacbrown - 09-28-2011, 02:42 PM
RE: Bridge Rules Ideas - by Dog Soldier - 09-28-2011, 07:43 AM
RE: Bridge Rules Ideas - by Strela - 09-28-2011, 10:52 AM
RE: Bridge Rules Ideas - by Fhil - 10-06-2011, 08:15 AM
RE: Bridge Rules Ideas - by raizer - 10-06-2011, 09:21 PM

Forum Jump:


Users browsing this thread: 4 Guest(s)