I finally managed to finish word-processing my notes into a series of tables, which I have converted into images (I have yet to work out how to put tables into a blog entry, and this was the only method I could come up with to get around the problem!).
My intention was to compare the movement rates and the combat resolution systems used in BATTLE CRY and MEMOIR '44 to see if there was anything from the latter that I could use to develop my own version of BATTLE CRY. I suspect that some readers will not like the conclusions I have come to ... but this exercise has really helped me to understand Richard Borg's game design philosophy, and has made me realise how simple yet effective the mechanisms he uses are.
Movement distances and combat resolution data:
The effects of woods, forests, orchards, and hedgerows:
The effects of hills and built-up areas:
The effects of waterways, rivers, fields, and rough terrain:
The effects of fences, wire, and fieldworks:
The effects of beaches and oceans
My next step is to try these ideas out with a play-test sometime soon.
My intention was to compare the movement rates and the combat resolution systems used in BATTLE CRY and MEMOIR '44 to see if there was anything from the latter that I could use to develop my own version of BATTLE CRY. I suspect that some readers will not like the conclusions I have come to ... but this exercise has really helped me to understand Richard Borg's game design philosophy, and has made me realise how simple yet effective the mechanisms he uses are.
Movement distances and combat resolution data:
The effects of woods, forests, orchards, and hedgerows:
The effects of hills and built-up areas:
The effects of waterways, rivers, fields, and rough terrain:
The effects of fences, wire, and fieldworks:
The effects of beaches and oceans
My next step is to try these ideas out with a play-test sometime soon.

0 Yorumlar