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Re: Idea of multiplayer roleplaying huge battles with real chain of command.
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Re: Idea of multiplayer roleplaying huge battles with real chain of command.
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Re: Idea of multiplayer roleplaying huge battles with real chain of command.
Yeah, maybe limit the amount of characters that can be transmitted as orders to make it feel like you had little time to describe your plan. Sooo, when do we give it a go?
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Re: Idea of multiplayer roleplaying huge battles with real chain of command.
I think keeping the maps and core force small, like we did with the RCW II game you can aim for a 4-7 days per turn (12 turn game) turnaround time. However, with that time schedule you are looking at around 10-12 weeks per scenario/mission. That's 12 months for a 5 scenario campaign, a long time for a campaign to hold interest.
Questions is . . . are there 4+ people out there with that kind of time on their hands? I have some ideas but might need to do a little testing to see if I could implement some special configurations like a really customized core force and how casualties are replaced. Also, what if a platoon leader unit (the x0 unit) is wiped out, does he keep running his platoon or get replaced? |
Re: Idea of multiplayer roleplaying huge battles with real chain of command.
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I beleive when the x0 is wiped out,then the x1 takes over "and so on down the chain" with it's own rally factors,usaully much less than the orginal x0, i don't think it should be replaced imo. |
Re: Idea of multiplayer roleplaying huge battles with real chain of command.
This thread is probably best in this sub-forum
Andy |
Re: Idea of multiplayer roleplaying huge battles with real chain of command.
re Icamp,
I like it, but coordinating moves and such things may be a little hard.[/quote] Cd users should use the *5* key utility, Non cd users could just rename thier units,keeping units more cohesive that way;) |
Re: Idea of multiplayer roleplaying huge battles with real chain of command.
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I'm thinking that the CO gets the file 1st each turn and then, after moving/shooting with his units, passes it to the other platoon leaders in sequence, with the CO and each platoon leader passing along a short briefing to the next player for reference. We could use the forums here with a special thread and when each player is done they upload the save file and post a short/brief kind of AAR for that part of their turn (say no more than 100 words maximum which is about 2/3 the size of this paragraph) for the next guy to download, play and repost. That way there is a flow to the story line that the players and lurkers can follow. Also, it would allow me as the GM to snatch the file, from any point in the game, load it and take some screenshots and do a running AAR. |
Re: Idea of multiplayer roleplaying huge battles with real chain of command.
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Trading turns,could be a bigger issue here,the most important thing to remember is never end turn unless CO does so, And a good AAR will help keep interest going in the case of drop-outs and in eventuality of recuiting new commanders:D |
Re: Idea of multiplayer roleplaying huge battles with real chain of command.
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You are right about the CO, he should probably go last and end the turn so he can assess the situation up until the very end of the turn, after the others have made their moves/shots and therefore get an idea of what to post for the next turn's order/guidance. |
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