.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT
Notices


 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #7  
Old January 17th, 2013, 10:24 AM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,991
Thanks: 487
Thanked 1,926 Times in 1,253 Posts
Mobhack is on a distinguished road
Default Re: Battle lengths: MBT versus real life

Just decide to yourself how much "dead time" each game turn should represent and mutiply by that in your head.

Real life has plenty of "stand by to stand by" time when "nothing is happening" that would be a total bore to actually have to play through. Its a game and not a simulation after all!.

In especial - you are the "player god" hovering over the battlefield with your helicopter eye view, with the ability to move each and every unit in perfect synch.

Real life just is not like that. Imagine - in real life, you are a scoutmaster and you are meeting your team at a busy mainline station to go off for a camping trip. Then imagine the gods eye view of that in a gamed version.

In real life - you are wondering where the heck platform 14B is, since you have never been to that station before and is it the train parked in front or the 2 car one one behind?. In a wargame the "objective" is marked with a cute symbol on your 100% accurate station map. And the objective flips flag if the enemy takes it even if you have no reconnaissance assets with "eyes on" it. Plus, in most of these computer wargames - your objectives are the same ones as the enemy. Totally unrealistic.

In real life - you lead your gaggle of scouts off to where you think the train is. If Little Johnny wanders off to the newsagent stand, you may not realise till (if) you do a head count. In a wargame, he will be "on map" and on the "roster" shown as "wandering" status most likely. And you control each and every little boy scout's movements as the player-god. If a pedestrian joggles them you know about it right away and can stop the guys and sort it out rather than little Billy losing sight of the pack and being lost. Or scout Joe thinking he knows best and getting on totally the wrong train etc.

If real life was a wargame, then we would not need traffic lights, since each car would be magically moved exactly the right number of hexes at exactly the right interval, avoiding all others.

Most dead time is of the "Where are you, callsign Alpha Bravo 23?" variety... And AB23 is currently off the radio net, standing at the (wrong) crossroads while Lt Snuffy tries his map reading skills and heads off to Alpaville instead of Bravoville in complete 100% confidence (until the enemy half way to there ambush his platoon). And of course the first you as the commander will hear of this is when (if) Lt Snuffy reports in on the radio, and since he thinks he is on the rad to Alphaville (when he is on the road to Bravoville) then you will send the reserves to support him half way to Alphaville of course. The reserve commander will eventually report no sign of Lt Snuffy's lads where he was expected, and so the confusion of reality goes on. Unlike a helicopter-view wargame.

The only way to model that is a sort of "command post" wargame where you are limited to your head shed, with a map updated by your AI with radio situation reports as they trickle in, and radio reports (which may not be 100% accurate). What you would not have is the "tabletop wargame" experience where you can see every piece on a map, and drive them yourself, getting immediate 100% accurate status reports for every unit on a roster and seeing them shoot and miss. (Not unless you drove your HQ land-rover to the particular bit of the battlefield where the fire-fight was happening, and you would only get the number of sabot rounds that panther ASD345 held, by your avatar's "climbing aboard" it).

There is zero market for those in the "civvy" market since it is not perceived as "fun". Such a game might interest someone who has for example spent some time in his local Territorial Army unit, and so knows that POV is far more realistic. Civvies want the Hollywood or "battle chess" experience rather than the realistic staff command model.

Therefore if you think that 35 turns game would have taken a realistic 5 hours in real life - call it so in your head. We are not going to model blokes having a crafty ciggy break etc.
Reply With Quote
The Following 2 Users Say Thank You to Mobhack For This Useful Post:
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:25 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.