(10-02-2011, 07:57 AM)Huib Versloot Wrote: The 6 minutes per turn in practice is just a sentence in a manual and not something in any designer's mind when he is designing (only the real historical facts and real terrain data are in your mind when you're designing).
Huib, I've designed just as many H2H approved scenarios as you? Please don't presume that you speak for all scenario designers - including myself.
Actually for me... there are a huge number of other parameters / considerations that go into my thinking and reasoning when I design a scenario... unit movement rates / distance, weapon types, ranges, "hard" vs. "soft" attacks, objectives, road networks, reinforcements, number of turns, etc. including and not exclusive... historical facts and terrain data.
(10-02-2011, 07:57 AM)Huib Versloot Wrote: The best way to prove one understands the scale of the game is by designing playable scenarios that the community enjoys.
Agree. The majority of my scenarios are H2H approved... other players have both tested these designs... and hopefully enjoy playing them as well? As a "novice" scenario designer... I really value other players' input... especially during the development cycle... because I believe valued input and criticism improves a scenario and in the end it is a "win-win" - the designer gets an improved scenario and the CS gaming community gets to enjoy the end result - a more enjoyable and fun game to play.
(10-02-2011, 07:57 AM)Huib Versloot Wrote: No way anyone can derive "the original intent" and the "parameters of scale" from these scenarios, let alone understand them. Perhaps that is why the argumentation of the Matrix crititics stays limited to copying and pasting of some pages of the manual without being able to say how you would implement all that in a scenario.
I have no difficulty in incorporating the parameters / considerations that I deem "important" into the scenarios that I design... all the while governed by the 250 meters / 6 minute game scale of CS. I don't understand why it is so difficult for some to grasp that there is an inherent "scale" built into this game engine?
Again, I can only speak for myself... and not to presume to speak for all scenario designers and players? :chin:
"If I had a world of my own, everything would be nonsense. Nothing would be what it is because everything would be what it isn't. And contrary-wise; what it is it wouldn't be, and what it wouldn't be, it would. You see?" - Alice (Alice in Wonderland) :eek1:
Regards, Mike / "A good plan violently executed now is better than a perfect plan executed next week." - George S. Patton /