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Old June 6th, 2011, 04:54 PM
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Double_Deuce Double_Deuce is offline
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Default 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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Old June 6th, 2011, 05:21 PM
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Default Re: Idea of multiplayer roleplaying huge battles with real chain of command.

Quote:
Originally Posted by Double_Deuce View Post
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?
This will take some dedication,i'm up for it!

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.
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