This thread is a part of a 2 thread group.
The first thread is located here
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=4383
In the previous thread, I said that I wanted to supply with my game 3 campaing made of 10 adventures ( or missions ) for a war game.
Which makes in total 30 missions. Now the problem is that doing this requires a lot of development time.
First, it takes a lot of time to make the adventures, write the story and mission text for the players
Second it requires a lot of playtesting. Considering that in a war game, both players must havetheir chances to win (compared to a dungeon crawler where you only want the players to win), I will need to test each mission at least 3 to 5 times ( for a total of 90 to 150 test ). Making changes to maps would mean more playtesting. So not only I need to play test the game itself, but I must also playtest the missions.
Still what I have realised is if the war games contains a lot of random elements, there will require less play test to since the outcome can vary a lot. But for a game where the result is pretty much deterministic ( ex : The advance wars video game ), you'll need to play test more, or evaluate the possibilities, to determine if the map can be won.
Now I don't think that there is an easy way to determine if a mission is balanced on both side. Of course, a point system can help but there is also many factors that you cannot place a number on it ( ex: terrain advantage, ressource proximity or availability, objectives difficulty, etc ).
I am now reconsidering if it really worth it to make predefined missions or make any game that would require this kind of missions to works.
I like the idea of selecting map first and selecting positions after.
My maps are pretty much variable. I have 8 tilable map made of 2 part each that can be tiled with other map parts. So the terrain can vary a lot. Then you must add cities/buildings, define an area where you troop starts and select objectives.
But what I was not sure if people would be interested in playing a game where they must take the time to create a scenario before playing. They might more likely to want a have map indicating which map to select, where to place each unit, and what are the objectives.
Of course, if the game becomes popular, some people can make their own mission/adventure and distribute them.
As I compare with Dungeon and Dragon Miniature, there are various maps available and the objectives are always: "occupy a certain area to gain points". But the unit's are supplied from the players war band, it is not determined by the map. But I did not want to track army progression, so the units do not improves with battles.
Anyways, i'll think about it. I will probably make generic maps for each kind of missions and let the player decide their army composition. In this case, I wont bet responsible if there is a flaw in the troop balance. It will require much less playtesting, but there won't be an intense storyline for each misison.