"Pay the Clock": shorter games (and Multiplayer) idea

In Frontline: Road to Moscow, players take command of the German army through some of the most famous battles of World War II, leading the mighty Wehrmacht on towards Moscow.
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sightreader
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 40
Joined: Fri Jun 07, 2013 4:36 pm

"Pay the Clock": shorter games (and Multiplayer) idea

Post by sightreader »

As we get to DLC scenarios, challenge takes the form of larger rather than more intense battles. The playing time (especially combined with save/restore problems) prohibits busy users from finishing games. This suggestion not only increases challenge in smaller and shorter battles, but also creates a structure amenable to multiplayer games.

Every turn, players have to "Pay the Clock" a certain number of resource points. If, after any turn, you cannot pay this "time tax", you lose.

This penalizes excessively conservative play. It prevents multiplayer stalemate. It creates challenge without increasing scenario length. It is more flexible than (but does not preclude) a fixed turn limit.

How much players owe the clock each turn varies (easier difficulty levels may tax nothing at all). The tax forces aggression, so the offensive team is taxed more than defense. Gaining or losing an objective can change the "tax rate" in addition to a fixed point award or penalty, forcing the defending player to hold or retake lost objectives.

As an interface suggestion, a warning should be issued when a player is down to 5 turns or so. There might also be a display users can check of the number of turns remaining (if no new purchases are made).
sightreader
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 40
Joined: Fri Jun 07, 2013 4:36 pm

Re: "Pay the Clock": shorter games (and Multiplayer) idea

Post by sightreader »

sightreader wrote:The playing time (especially combined with save/restore problems) prohibits busy users from finishing games.
I might add here that iPads are time-savers. Logically enough, many of its users will prefer short battles. Increasing challenge without increasing game length keeps the game accessible.
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