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I am not referring to any specific wargame here, instead I am looking for a generic answer.

In a scenario editor, typically you create a map, set the objectives and give points values to the objectives.

Then you create units and give points values to the units.
Then you create victory levels based on points ( or what ever).

1. Where can I get the imagination from to make a scenario?
2. Is there a mathematical formula I can use to apply points values to units and objectives?


(04-17-2012, 03:26 PM)Joe98 Wrote: [ -> ]I am not referring to any specific wargame here, instead I am looking for a generic answer.

In a scenario editor, typically you create a map, set the objectives and give points values to the objectives.

Then you create units and give points values to the units.
Then you create victory levels based on points ( or what ever).

1. Where can I get the imagination from to make a scenario?
2. Is there a mathematical formula I can use to apply points values to units and objectives?

Wow, that is a loaded question. I try to base my scenarios on real life battles, at least for the ground work. I will then transform them into something original or else the players will know exactly what to expect and such. Then you must play test them, over and over and over; too many times I have played tournament scenarios where they have not been tested and have showed it.

Values for winning is largely dependent on the game engine. In Steel Panthers a meeting engagement is normally 1:1 for points and 2:1 for assaults. In combat mission it ranges from 1.25 to 3:1 (I think), so picking a ratio is once again dependent on the game and play testing.

For objectives I try to make them realistic and real world. Often the game will stick a flag out in the middle of a field and ignore the crossroads in the town, doesn't make sense. So try to place the objectives where they would make sense in the real world. I try, for the most part, not to make games dependent on total unit losses as that takes away from a country that largely didn't care about them.

I think the biggest thing is you have to play test, even if you fight against yourself of let the computer fight itself.
(04-19-2012, 02:45 AM)Weasel Wrote: [ -> ]For objectives I try to make them realistic and real world.

Often the game will stick a flag out in the middle of a field and ignore the crossroads in the town,


I am never keen on crossroads or bridges as objectives. In real life you would never make a direct attack on a heavily defended spot.

So, if the objective is 3k behind the bridge, you need to cross the river to reach it. Then the attacker has more flexibility and the defender does not nescessarly know where he will attempt to cross the river.
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It was an example and I was trying to help, you were asking for help...no?