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?
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