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Full Version: Ok, a little help on scenario design here!!
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Ok guys, this has probably been covered somewhere, but I can't find it!! I've been modding for , hell, I don't know, a lot of years since 1998, and never made too many scenario. When I do, the biggest pain in the butt for me is the victory points. Someone had offered than so much should be based on a percentage lost of points of force?? Where in the hell do I find that? Could someone please make a document, and then make it easy to find it, that explains the whole stupid points enigma, I really need help with this, it''s my stumbling block!! If it is somewhere already, would someone be so kind as to point my ignorant butt in the right direction!!?
(09-06-2012, 08:56 AM)Warhorse Wrote: [ -> ]Ok guys, this has probably been covered somewhere, but I can't find it!! I've been modding for , hell, I don't know, a lot of years since 1998, and never made too many scenario. When I do, the biggest pain in the butt for me is the victory points. Someone had offered than so much should be based on a percentage lost of points of force?? Where in the hell do I find that? Could someone please make a document, and then make it easy to find it, that explains the whole stupid points enigma, I really need help with this, it''s my stumbling block!! If it is somewhere already, would someone be so kind as to point my ignorant butt in the right direction!!?

Good luck with this it has plagued designers since the beginning. I use the 70% method as a start point. Accrueing 70% of the objective points is a major victory and 30% is a major defeat. Then I split the difference three ways to set minor levels and draw. Seems to work better for large scenarios with high objective values. Once you test the scenario a few times you can then make any adjustments you feel are required to try and balance things. There are so many variables it is almost impossible to get it perfect for everyone. I think the main key is making the scenario fun to play first. If you can get that people will forgive a bit of imbalance and play anyway. Then there are always some who like the challenge of trying to win a scenario that is very difficult for one side .....sort of like climbing the impossible mountain :-)

Anyway good luck.

VE
This is without a doubt the hardest part of design. Rules of thumb are good but the fine tuning is a must and there is nothing for that except play testers. Obviously its a sliding scale - if one side is twice as strong as the other, they should have to amass at least twice the VPs for a given level of victory, etc....

LR
Ok, good start, found Huibs write-ups as well, appreciate the input, fellahs!!