> @
l5g2000vbo.googlegroups.com>,
eddyster...@hotmail.com says...
>
> > > > > Right there, though, your design is an epic FAIL. Units out of contact
> > > > > with HQ don't just sit there; they take action on their own, and only a
> > > > > computer can do same-side AI without some gamey, Byzantine scheme
> > > > > involving random chance.
>
> > > > LOL - just check how this is beautifully handled in the game linked to
> > > > above.
>
> > > I thought we were talking about CONFLICT OF HEROES?
>
> > Your words : "Only a computer can do ..." - while I can give a couple
> > of examples of boardgames which can do likewise.
>
> This boardgame moves out-of-contact units via an AI system that requires
> absolutely zero player interaction? Like, a ghostly hand appears over
> the board and moves the counter? Without some Byzantine system of
> rules, card-turning, dice-rolling, chit-picking?
I'll ignore the strawman part of the above paragraph and try to get
the idea behind the system acros.
In the "Battleground Warfare" system a unit is not a number of painted
figures but a card of which the footprint represents the unit itself -
this card moves in increments of the length or width of the card, so
no tape measuring is needed so movement is quick. On the card itself
you write your order in symbols - move to <location> etc. In your turn
this unit will do as you ordered it - just like in BFTB, and you have
to move it that way, until you spend action points to change the
order. But there are loads of other things you could spend those
points on so it's a constant internal battle of "I need to change that
unit's orders, but I also need to do this and that and <aaargh>" As
command challenges go, it's a pretty fun one, with constant decision
making.
> > > > Basically you give orders to units - advance and attack nearest
> > > > enemy, take that hill, defend this position, etc. and they'll keep
> > > > doing this until a counter-order reaches them. This is *exactly* the
> > > > way BFTB works btw.
>
> > > Pff. I bet it's a totally seamless experience, too.
>
> > Pretty much - but again, how would you know ?
>
> I wouldn't. The only contact I've had with it is the
boardgamegeek.com
> page that shows a bunch of pictures.
>
> Perhaps you could post the relevant text from the rulebook where this
> AI-system is implemented?
Some videos which can explain it better than words
http://www.boardgamegeek.com/video/6037
http://www.boardgamegeek.com/video/2870
http://www.boardgamegeek.com/video/581
They're of the fantasy version of the game, but they're basically
comparable
> > > > Repeat : stop talking about things you obviously don't know anything
> > > > about - it damages your reputation.
>
> > > I don't care if it "damages my reputation." I want computer games, not
> > > boardgame simulators.
>
> > Well, you've got 14 of them already this year - too bad most of them
> > are crappy designs - as predicted.
>
> Which ones? We should be talking about concrete examples.
Just some examples :
Team Assault - Baptism of Fire - absolutely dreadful game, saw the
beta and hated it.
The Drift 1879 - not a game in sight in there
Soldiers of Empire 2 - micro-management hell with 1500 units a side
Naval War : Arctic Circle - again, no game there.
Napoleonic Battles: Campaign 1814 - just the same Tiller game I played
back in 1990
My point is that if a pc wargame gets released I take a look at it - a
good look - and that this year for me only Conflict of Heroes looked
good enough to spend some money and time on. The main reason is
because the developers of those other games forgot to design a
compelling wargame underneath the 1’s and 0’s – or they designed one
and it sucked because it wasn’t put to the test before they spend 3
months coding on it and then couldn't throw anything out.
Greetz,
Eddy Sterckx