…Is based on a boxing simulator.
Yes, after playing a lot of Title Bout Boxing, I’ve come to the conclusion that I honestly think you could apply it to a (consumer-level) wargame. Of course, I’m not a programmer and know very, very well that thinking up something and actually making it could not be more different. But what I think…. yeah.
- Start with a sort of MCOAT-style War of the Spreadsheets, with a variety of inputs. The fighter stats have this in Title Bout.
- Make the inputs editable, to remove bias. It would come with several default guesses/theories.
- Add in other conditions on the menus. In Title Bout, this is the fighter’s career state, skill level, and their corner staff. This could be something like battle circumstances, terrain, skill, and morale.
- When the fighting actually starts, the player realistically has very little ability to intervene. You can try to push more or less, but the ability to actually execute them depends on the virtual dice. Adding luck is realistic and keeps it from being a deterministic spreadsheet war.
- There’s a summary afterwards. Casualties are not the same as holding territory.
- Mismatches can happen. You pit Ali against Ben Askren, and the latter gets crushed. You make a battle where the difference makes the Gulf War look like Verdun, you get that.
The important thing to me is the same thing that made me fall in love with Command when I saw what its editor could do. An ability to combine fast setup with diverse results. Of course, I can already see a thousand pitfalls, but the dream is there.
“Put a higher-than-normal quality force of ‘BTRykers’ supported by independent tank battalions and have them attack an entrenched old-style rifle division. See how it shakes out. See if one side gains territory [the attackers probably would] and list the casualties”
A lot of people might not like this wargame’s lack of interactivity, but I would enjoy it scratching an itch.