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So it's more a game of connection where you should which army should fight who. You will probably need to move from city to city, not sure if you could hold on in the field indefinitely. As for the maneuvering, it will be more a matter of beign in range or not in range of your ennemy to engage him. Some soldiers might survive, but they will lose any position they were defending. It's possible that when 2 units meet on the battle map, one of them will emmerge victorious immediately. So how can you possibly resolve large scale battle over a long period of time? So it cannot be a game of maneuvering and skirmishes. In fact entire army unit can be decimated within a week. But in 1 week, a lot of things can happen. Which means that each combat turn will be something like 1 week. But it my game, the time scale will be 1 year. Now the problem is that in R3K2, battles last 1 month which makes such maneuvering logical. Which means that combats are made of small skirmishes and maneuvering until one side wins. Wizard kings seems to make more sense due to the scale of the map.Īnyway, R3K2 has interesting combat resolution where you can move around, try to surround your ennemy, lure them into trap, send the field on fire, etc. On that scale, USA would be made of 1 or 2 hexes.įor the area map I was thinking something similar to Romance of the 3 kingdoms 2 (R3K2) Now considering the amount of hex on the world, the world map hexes covers a lot of land. Which creates 36 space the player can build their civilisation on. The strategic map is very simple: a 6x12 hex map that covers the whole world. There will be 2 maps, the strategic map and the area map for war. I have been meditating on the time consumed each turn and the space covered by the battle map. This question would be for a 4x turn based strategy video game.
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