Polyversal Kickstarter

GameTalk: Tanks!

tanksgivingheader

Brant Guillory, 24 November 2014

TANKSgiving game design discussion

At a certain echelon, crew quality in individual tanks starts to matter less than mechanical reliability across the fleet of panzers.  Armor and resupply factors take over from vehicle sights and reload times.  Starting at the individual tank level, where the crew reigns supreme and eventually rising to the division level, where maintenance and resupply dominate the availability of your fighting forces, where do you start to fade certain factors in and out.  Where you start to care about the logistics tail and stop caring about the esprit-de-corps of the crew and platoon?  And how do you quantify those factors into numbers that matter in your game?


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