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Upscaling epic

 Post subject: Upscaling epic
PostPosted: Mon Mar 23, 2009 11:45 am 
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Deploying takes time, yes. But actual moving and rolling dice, not so much.


Really?

Lifting 12 models from your storage case, and placing on board- X time.

March- Lifting 12 models and placing them on the board 3x- 3X time. Repeat with Double, Advance, etc for 3-4 turns compared to 1 deployment phase.

I think more time is spent on turns 2 and 3 purely on the thinking what to do now. That time is what I'm aiming to cut.

I thought that was the aim of the game? To think about your plan, to strategise, to mentally spar with your opponent. Cutting that, you might as well play Apoc using Epic scale models and ranges.
I have no interest in cutting thought from Epic, it's what makes it appealing as a pastime.

If you truly must have a bigger game in a smaller time (never understood why people can't grasp, more stuff= more time) then doubling the number of models in each formation as you suggest is the simplest way. Not sure how it will affect Engagements (a lot easier to outnumber, etc), or the sheer weight of fire effects- but then your opponent has twice as many models to kill.

I think asaura touched on micro-management. The bigger the scope of the game, the more you'll have to blur the little things. We already do this in Epic, because the scope of Epic is at regiment size, we blur individual soldiers into one squad models.
You sacrifice the freedom to move and fight with each soldier, in order to feasible control hundreds, divided into squads.

Going even higher in scope, may mean you must blur even more micro-things. Such as having Companies as a single model representative over a much larger scale map. Then your the General truly in charge of Armies.

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 Post subject: Upscaling epic
PostPosted: Thu Mar 26, 2009 5:47 pm 
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One interesting system used in a number of boardgames is a chit-pull, where each player drops chits for particular formations into a cup, then the turn procedes with these formations randomly selected for activation.

This system provides a little more flexibility for upscaling than the Igoyugoigougo mechanic within the Epic turn (i.e. I activate one, you activate one).  The randomness can dull some of the advantage to having more activations (and, for well-led formations, you can spice things up with 'joker' chits that allow for choice in which formation to activate.)


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 Post subject: Upscaling epic
PostPosted: Thu Mar 26, 2009 9:16 pm 
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Some interesting ideas. A simple set of 'upscaling' modifiers for epic would definitely be a boon.

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 Post subject: Upscaling epic
PostPosted: Thu Mar 26, 2009 9:46 pm 
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Quote: (Markconz @ 26 Mar. 2009, 20:16 )

Some interesting ideas. A simple set of 'upscaling' modifiers for epic would definitely be a boon.

This is definitely something that should grace the pages of "EPIC: Total War"!

I was thinking about something based on standard playing cards initially, for "random" activations.

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 Post subject: Upscaling epic
PostPosted: Thu Mar 26, 2009 10:56 pm 
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Quote: (Chroma @ 26 Mar. 2009, 20:46 )

Quote: (Markconz @ 26 Mar. 2009, 20:16 )

Some interesting ideas. A simple set of 'upscaling' modifiers for epic would definitely be a boon.

This is definitely something that should grace the pages of "EPIC: Total War"!

I was thinking about something based on standard playing cards initially, for "random" activations.

I think that's a good way to go. It is not a bad thing to keep the number of activations during a turn below the total number of activations that might occur -- the result being quicker turns with more formations on the board, as well as more 'friction.'


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