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ravagon
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Australia
Sep 1999 time: 13:36
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I wonder if they might be doing something with the Mutant Chronicles license they aquired some time ago?
I have the rpg around somewhere - it had a lot of potential as a strategy game but the sci-fi/horror theme would be a bit of a departure from Paradox' current projects.
It'd be nice to have a Paradox game running on multiple maps - Play as one of the 5 Megacorps or the Brotherhood (or perhaps one of the lesser Corporations) and engage Dark Legion strongholds simultaneously on Mars and Venus while jockeying for power with the other Corps.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:36
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quote: Originally posted by Kuciwalker
I can see IRL America doing that too |
RL America is trying to develop techs (precision guided super bunker buster missiles to kill nukes preemptively, and missile shields to make it easier to live with rogue nukes) so it doesnt have to do that. A modern era game would have to model such techs, but also take into account disagreement about viability of such techs. Perhaps a random factor - if A, missile defense works at the 99% level, if B missile defense works at the 40% level - you dont know when you deploy it - but IF you spend lots of money on testing, and wait several extra years to deploy, you resolve the uncertainty of whether youre in world A or world B.
Similarly any current world modeler would have to have a sophisticated model of bad boy points (invading Iraq without UNSC res raises bad boy points, but invading WITH a res offsets those bad boy points only in states - like europe, India - where "respect for UN" is high - wont matter as much in Islamic states - bad boy points can be further reduced if good outcome in post war Iraq - but that means use of resources that otherwise could be used for next target) and war weariness (differs with casualties, casus, etc) to fully model the tradeoffs involved that prevent the US from moving quickly from one target to the next (aside from lack of troops, which is the kind of thing all strat games have modeled for years)
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:36
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quote: Originally posted by Kuciwalker
quote: RL America is trying to develop techs (precision guided super bunker buster missiles to kill nukes preemptively, and missile shields to make it easier to live with rogue nukes) so it doesnt have to do that. A modern era game would have to model such techs, but also take into account disagreement about viability of such techs. Perhaps a random factor - if A, missile defense works at the 99% level, if B missile defense works at the 40% level - you dont know when you deploy it - but IF you spend lots of money on testing, and wait several extra years to deploy, you resolve the uncertainty of whether youre in world A or world B. |
Variable game rules - I likey |
i think Avalon hills board game "1914" (a James Dunnigan design) had something like this with pregame event cards. No tech variability, but like "Belgians allow Germans free passage, Belgian troops disappear from board, Germans can use Belgian RRs like German RRs, and Britain no longer enters automatically after German entry into Belgium" It was an attempt to make the game LESS "history on rails" and to reflect the kinds of uncertainties the real decisionmakers faced - for example the French COULDNT count on Belgian resistance against Germany.
James Dunnigan
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