Stuff like that is of course purely for flavour, but i think raises the immersion quite a bit. I always enjoyed the flash messages as a way of telling what was happening across the continent. PZD will be x amount weaker than anticipated as they need to help there as well.Įven the flavour stuff from Wargame:EE would be cool. Provide personnel with strip maps and graphic overlays posted on maps. For example sustaining heavy air losses 3 turns in a row might lead to your side withholding air support for your operation (since fatalities are so high), or that by random chance the enemy have broken through the lines to the north of our AO (outside the map) and therefore the promised reinforcements from 12. Prior to the briefing, orient personnel with maps (if time permits construct a sandtable). Having "randomised" events that impact gameplay could really add some replayability and unpredictability to the scenarios. Part of being a commander who is only forming one part of a larger war, is also some things being outside of your control. Made you feel like you were a commander who was part of a wider war.Īre you thinking about adding effect events and flavour events? They were a little shallow in ALB, but really added to the immersion of the campaign. Other such choices will be given, some involving the use of technological (satellite, spy plane, SINGIT, …) or human (sabotage, special forces, …) assets, all with immediate effect on the strategic level. Panzerdivision to strike its Southern flank? For example, as a NATO commander planning a counter-attack against the tip of the Soviet offensive, will you rather be granted the entire 82nd Airborne Division to be dropped behind enemy lines, or the powerful 12. Some reinforcements though, can only be accessed through strategical decisions, and thus not all at once. While in SD2, players would acquire reinforcements with Action Points in WARNO reinforcements will be fixed, arriving according to schedule. warno FORMAT ANNOTATED F9RMAT EXAMPLE, ORAL (ATTACK) This is a warning order. We also want the player to be more involved in devising the campaign’s strategy.
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