Azador wrote...
The highlight of this will be an interactive battle system, where player-generals can directly control the actions of his troops on the battlefield from a riskesque style war room. The battles will be simultaneously lived out in real time as part of a larger DM event, as their NPC armies fight a glorious battle, supported by any player soldiers who wish to take part. This system will allow the kingdoms to truly live up to their reputation as being a constantly changing place with nations rising and falling. We feel that this will provide a breath of a fresh air to the rather stale and unchanging worlds that have been seen before.
The current project is well under way, and a plethora of high-quality content is already available.
Hello.
Sorry to "butt-in" (<-- I just learned that. English is fun) but I have to ask.
What I quoted sounds like the main feature of your ambitious project.
And you say the current project is well under way.
I ask:
Are you 100% sure that you know what you talk about?
There are reasons if nobody has ever fielded the big battles.
I am not talking of epic battles like those in the Lord of the Rings.
I am talking of battles that are not even remotely comparable with those.
Your riskesque approach to war can work. Magnificently too.
But you are never going to succeed to place 2 big opposing forces in a _real_ battlefield, and have them clashing without crashing every last one of your clients.
Let me do some math for you.
I will use the lowest numbers to make it "possible" -- albeit nowhere near "credible".
Soldiers, Squads, Platoons, Companies, Batalliions, Brigades, Divisions, Corps, Armada (or Army).
(Open...
Only the biggest armies do have need for Divisions and Corps.
Otherwise it is pointless to introduce even more individuals in the chain of command and responsibilities.
I hope it makes sense.
To simplify this example I am leaving Divisions and Corps out.
We simulate a _very tiny_ army here.
... closed)From left to right, each entity is contained within the next one.
And of course to make any one such entity, you need to team up
at the very least two of the previous entity type.
The real world numbers are much bigger, with the tiniest Armadas beginning at 50 thousands soldiers and counting.
So:
A squad is made up of at least 2 soldiers...
... a platoon is made up of at least 2 squads...
... a company is made up of at least 2 platoons...
... a batallion is made up of at least 2 companies...
... a brigade is made up of at least 2 batallions...
... an armada is made up of at least 2 brigades.
The tiniest army ever -- but the "design" rules are respected.
How many actors so far? 2 x2 x2 x2 x2 x2 = 64
You need 2 armies clashing. That makes 64 x2 = 128 actors.
And you would field 128 actors within the same Area, and maybe keep them all in combat mode?
And using Neverwinter Nights 1 (one) ??
Even if you cheat and slim down an "Armada" to just 25 soldiers (oh, the joke)... you still have to field twice of it.
50 actors fighting at once in the same area is nevertheless a sure crash for the majority of Clients.
Thus:
I invite you and your team to reconsider this aspect of your project.
Aiming too far high makes you lose perspective.
-fox
Modifié par the.gray.fox, 10 mai 2011 - 05:19 .