Easy E wrote:
Since the beginning of the month, my mind has been swirling a lot lately. I have seen these ideas culminate in a few different wargame designs or partial wargame designs and I wanted to chat a bit about what was on my mind, but also find out what has been filling your head/game designs lately....
as a Resource- How to use access to light/sensors/detection or other items to make LOS
a game resource (see also Detection)
That's a thought. LOS
is commonly an either/or function, but describing it as a resource that you must 'earn' and can 'spend' is an interesting angle. In the age of missiles, this could be characterised as 'Lock On' (which requires a certain kind of LOS
, depending on the weapon), but as a general quality, it has some interesting applications.
Maybe it could be used to do away with hidden movement. Purely as an example in a setting, I visualise a soldier trying to draw a bead down his rifle on an enemy soldier who is advancing across broken terrain. If the soldier is also advancing, darting through cover, he cannot earn LOS
, even if (switch to tabletop mode here, with us looking down on miniatures of the combatants), the enemy is in LOS
from figure to figure. But, if he stops, he earns LOS
, and can see the enemy. Declaring he is aiming might earn more LOS
. Finally, he can spend his LOS
, and take his shot, even if the enemy is still ducking and diving through cover. The soldier has earned his shot, because he is waiting for the right moment, sacrificing his movement and safety for the chance to cash in his LOS
There's no need to record hidden movement because the emphasis is on the ability of the attacker to detect their target, not on the target's ability to hide. (And certainly not on the player's ability to place their miniature behind a convenient model tree, etc.)