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Old 06-15-21, 01:54 AM   #3
Skybird
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Location: the mental asylum named Germany
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Its too tricky to realise it this way, I think. And I have done a simplified cosim myself some 25 years ago and remember how much work it was.

I drew (by hand )a huge map with hexfields on 1.80x1.80m of cardboard. Mountains, hills, rivers, lakes, forests, prairie, roads, small and big towns. I had simple units: light and heavy tanks, fighters, bombers, helicopters, ground transports, infantry. I had mines with two forms of ore for fuel and vehicle production scattered around the mountains. I painted the symbols on round adhesive labels of various colours and had these stickied to round metal washers from the building supplies store, approx. 2 cm in diameter, or a bit smaller. Hundreds of them.

The idea was to have one of those back then popular real time strategy games with their fast-paced hectic gameplay in tabletop format and with playing mechanisms so simple that they could be explained and understood by newbies within very short time, with a complexity level above that of Risk but below that of Chess, and simplified combat, with a simple terrain-based mutator system for the combat results. The game thus had only one table, if I recall correctly. I wanted it to allowing almost narrative war story telling on the map: you had to form a force, or better severla ones, defend your supply lines from mines to factories, conquer those of your opponents, own mines, have transports transporting mine chips on the map to factories, raiding the transports of your opponents to win his ores while defending yours, produce enough fuel and new units to live by spending the ore in your factoy hexes, and that was the idea.

It worked. It indeed, in the end, worked marvellously well, I really am a bit proud of it. But it was a very, very, very long trip to getting the details done right, and balancing the game mechanisms well, and doing all the work on counters and the map. Well, the kind of stuff you do when you are a young student. When it was done, my buddies of that time had test-played it so much that it had become uninteresting to continue playing it while it was then ready. So the finalized version of the game has been played just once or twice... That a playing session also lasted for hours and from afternoon deep into the night, also was not helpful.

But I managed the compromise: epic gameplay story telling with simple mechanisms that allowed satisfying gameplay that allowed nice strategy-drawing and tactical ambush. And the kind of mutual mocking and bitching between players that you see - in good moods, hopefully - in matches of Risk.

It was much work to create the components. There were action and event cards as well. Oh, and an outer playing field surrounding the huge hex map (which was 80x80 hexes), like you have in Monopoly, so you had a dice-based randomization affecting map gameplay as well, I got the idea for that from an old board game I liked when I was a school boy, "Öl für uns alle". I had more variation in playing fields on that racetrack, however. The stacks of washers representing multi-unit armies and transports loaded with ore, looked like at a poker table at times. I later implemented a stacking limit, the game mechanisms worked better with smaller unit numbers, also the game was better to handle.

Battle Isle for Amiga also was a computer game that influenced me on the design, the scaling of unit sizes especially. I ended up with a simplification: one counter, one vehicle, mostly. I later foudn that the game worked better with a stacking limit per hexfield, two or three units, ore chips from mining not counted (up to two ores per transport). Aerial units always were singular. Players usually had not the ressources to build super huge armies anyway, and it was plenty of stuff out ther eon the map to to attack and to defend, while keeping an eye on your supply lines as well. Keeping a range limit on aerial units, to have them retuzrnign to their bases, was tricky, and needed fair play and good memory of everybody. The units, dependign on their type, could be in air for one, two or three tzurnsm, before they had to land back at their base again, else they were removed (out of fuel). It was the only fragile game element, but I wanted to avoid having players marking fuel boxes on paper leafs for every aerial sortie. Hardcore cosim palyer sare used to siuch things, but that was not the intended audience. It had to be simplier.

The counters I still have somewhere, I think, the map however got drowned during a massive rain flooding desaster we had here some years ago. It also costed me a bigger part of my "library", with some pretty expensive and rare books gone. A hundred books or so went with the water, half of them about Islam. Well, good for my blood pressure that they are gone, maybe.
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Last edited by Skybird; 06-15-21 at 02:06 AM.
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