August 17, 201015 yr Building on Mark Gellis' free idea giveaway thread, how about the following ... A scenario author builds a storyline and Red OOB. Potential players choose the player controlled Blue OOB and its disposition/posture from a list of available options. Scenario author completes the scenario based on their choices. Players play out the scenario, either for pure enjoyment or a friendly competition of sorts. Thoughts?
August 18, 201015 yr Why a storyline? If it is a game like civilisation were a decision has diplomatic effect, the has a storyline sense from my point of view. "Potential players choose the player controlled Blue OOB and its disposition/posture from a list of available options. Scenario author completes the scenario based on their choices." I would prefere to automatise this, so far we could clone Tony.
August 18, 201015 yr Author Why a storyline? The 'storyline' is simply the scenario background, if you prefer that term. Something that sets the stage for the scenario, and follow on scenarios, if they are desirable.
August 24, 201015 yr Why a storyline? The 'storyline' is simply the scenario background, if you prefer that term. Something that sets the stage for the scenario, and follow on scenarios, if they are desirable. Exactly. That was what I was thinking with my "giveaway" thread. It looks like using the SE is going to be difficult for me from now on, so I figure one good option is to just give people ideas and see what they come up with. The storyline also makes the scenario more engaging...since Harpoon is about the fantasy of commanding fast ships going in harm's way, and so on, having a "plot" of some kind makes it easier for people to get into it. Of course, a lot of the plots are variations on a basic theme, except instead of "boy meets girl" or "cowboy saves town from man with black hat" it's "get your convoy past the enemy subs" or "stop the enemy bombers from attacking your base." Speaking of that, if someone wanted to really be ambitious, they might write a cluster of scenarios that works through all the cells on the following "grid"... Basic Mission: Get your convoy past the enemy subs. You are currently west of the Orkney Islands and are trying to reach a port on the western coast of Norway. One British airbase is available to provide some assistance (4 x Nimrod). Air threats and surface threats are not expected. The subs are spaced out in three or four groups of one or two subs, so you can probably count on at least a couple of encounters. Min. Vic. for blue = get most of the ships to the port; max. vic. = kill most of the Red subs. Min. vic. for Red = kill a certain number of ships; max. vic for Red = kill more ships. Pick ONE from Column Blue and ONE from column Red. Column Blue Option A 2 x Halifax FFG 2 x CH-124 Sea King 6 x Merchant 6 x Tanker Option B 1 x DDG Cassard 1 x FF Lafayette 2 x Lynx 6 x Merchant 6 x Tanker Option C 1 x Bremen 1 x Brandenburg 3 x Sea Lynx Mk.88A 6 x Merchant 6 x Tanker Option D 1 x Yavuz class frigate (Turkish) 1 x Tepe class (Knox class) Frigates 2 x Sikorsky S-70B2 Seahawk 6 x Merchant 6 x Tanker Option E 1 x Horizon FF 1 x Maestrale FF 2 x AB-212 helicopters 1 x EH101 6 x Merchant 6 x Tanker Option F 1 x Al Riyadh/Lafayette (Saudi) 1 x Al Medinah 1 x NH90 6 x Merchant 6 x Tanker Column Red Option A 2 x Kilo 2 x Akula Option B 2 x Kilo 2 x Victor III Option C 2 x Kilo 1 x Sierra 1 x Oscar Enjoy!
August 24, 201015 yr Author Column Red Option A 2 x Kilo 2 x Akula Option B 2 x Kilo 2 x Victor III Option C 2 x Kilo 1 x Sierra 1 x Oscar For the sake of balance, I'd suggest an adjustment of the Red OOB choices here to probably something like the following: Option A: 2x Foxtrot, 1x Akula, 1x Sierra Option B: 2x Kilo, 1x Victor III, 1x Charlie II Option C: 2x Tango, 1x Victor III, 1x Echo II
August 24, 201015 yr Hmm ... 2 ships seems like a remarkably light escort for a dozen merchies. And I'd suspect that Blue would have to have a fair amount of luck to avoid getting mangled by the Type 65s, if present ...
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