As I mentioned in Sailor Malan's thread, I have been pondering some big picture game concepts. So his thread is a perfect segue to this thread:
As players we have the luxury of a birds-eye view. We can quickly and efficiently review and evaluate a situation and react accordingly. This does NOT represent the reality of military command and control. Therefore I have been giving serious consideration to delaying information to players. This is part of the beauty of using a computer to represent these factors, that are not easliy accomplished by boardgames and miniatures. You can see that after action reports are delayed with the staff reports each turn in our ongoing scenario. Furthermore, I am strongly considering delaying the map information too. Players will see a map that may be a few hours out of date. Many factors will dicate how efficiently and effectively information will travel. Additionally, some of the information presented to players may be incorrect...both enemy and friendly units! The quality of information will reflect national abilities regarding information flow, as well as the qualities of the troops themselves and their condition. For example, if you are commanding a division and your HQ is under direct attack, don't expect an accurate assessment of the divisional zone other than what is right in front of the HQ. Or if you are commanding a division and a regiment HQ gets disrupted somehow, you can't expect to get a good assessment of what is happening with the entire regiment. In this way I am hoping to limit the information to players...and this directly represents the limitations of C2 and the guesswork that went in to planning and execution. As mentioned, I am hoping that this will allow for "getting in the enemy's decision loop". Is this a good idea? Will it turn players off, or make the experience more intriguing? It would be great to have your feedback, thoughts and ideas on this.
On a related note, SNAFU's were a real factor that had to be considered when developing plans for any operation. They happen at all levels and no one was immune though it certainly was less likely to happen with troops with greater experience and solid leadership. And so it will be reflected with TO. Did every unit receive orders when sent? Did every unit interpret those orders correctly? Did every unit interpret their position on the map correctly? These questions are rhetorical as we all know the answer to this, and these are the type of SNAFU's I am talking about incorporating in to TO. Basically every time a unit is given orders, something could happen. Furthermore, combat makes people edgy (go figure!), so units may react with additional movement after an engagement. I'm not meaning drastic movement when they start marching to the back corner of the map, but a unit may withdraw a few hundred extra meters after combat. This can represent a number of different things like a decision from the unit commander based on local conditions/circumstances, OR troops that lost a bit of their nerve. It should make things less mechanical. Because you have a "staff", they will inform us when a SNAFU is discovered, and the offending units are marked with an orange "!" to denote them. The player can then choose what they want to do...if anything. The "!" disappears upon execution of the next turn. The purpose is to allow the game to inform and ID when things are exactly as planned to prevent what I see is micromanagement of unit dispositions. In other words players don't have to go through an exhaustive check every turn to see if anything went wrong. Furthermore, more time given to planning, prep and execution will reduce the chance of a SNAFU, and/or allow for identification and correction prior to the kickoff of events. Does all of this make sense? Please ask questions and please give me your thoughts, ideas, and feedback.
One potential consideration with these concepts will be tactical battle resolution. Engagement OOB's presented to players would be accurate for the tactical battle, but the information might provide clues or info to players that they may not otherwise have access to yet. Personally I don't see this as a major issue, but I want your feedback. What other potential issues do you see?