Shoot!
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My personal experience is that a lot of factors can be copied and pasted from one to another platform.
(The board game will obviously take a lot more time when a resolution has to be determined.)
However, there are some factors that are completely different.
For example: vision mechanics.
Where I used an accuracy for a weapon damage (easy to calculate the weight).
In a RTS, vision (in combination with FoW) works completely different.
Has anyone of you lot, ever thought about this issue?
Not with vision, but other mechanics?
What about other games??
I can't recall the name of the game.
But I have seen a card game that uses FoW as following:
Players would have several decks for base construction and units.
There is a wall between the players. But the decks are visible to each player.
First they picked a number of cards from the base construction.
A couple of cards would be placed behind the wall.
Then a number of cards for units.
Again they would be placed behind the wall.
The remaining cards. IDK what would happen to them (discard or hold in hand).
But both players played at the same time.
Once done. The wall would be removed (a timer perhaps?)
And any resolution would take place.
Players also took notice of resource managment, if it changed.
The wall is placed back. And the players would pick cards again. According to resource managment.
Either way, the cards where so diverse. That choice could be made. Eventually a player would win by defeating the other player.
That is the best FoW that I have seen regarding RTS games in tabletop mode. That besides of Stratego.
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I just thought of a battleships variant for soldiers and tanks. Where a hit might mean health loss and a new position for that piece if it still has health. Of course, only a limited movement on that piece.
The damage done is maximu, as long as the right weapon still exists for the right target.
If all anti tank projectiles are gone, then the tanks on the enemies side will take less damage :)
I can flesh that one out.
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I wonder about the weight of vision in RTS in video games. Because on tabletop it was actually relatively easy.