-- Let me kick off this next movement dealing with creating asymmetric conflict opportunities in RTS game play by defining
my modus operandi, heuristics and terms.
-- The process I use in designing GPMs (as well attaining balance) is very like reverse engineering. I do it for Campaign and MP.
-- I begin by framing my goals as precise questions like - "How would I attain start of game parity between those players
inclined to Turtle and those inclined to Rush ?" I would also declare my presumption: "The fun of Turtleing is as valid as
the fun of Rushing."
-- So here is the MO in context: "How would I go about creating Asymmetric GPM opportunities within over arching game balance ?"
The presumption being, of course and as always, that asymmetric conflicts are deep fun.
-- Other simultaneous considerations in all this would be the critical Flow-CTA-UIs (Cognitive Task Analysis and User Interfaces).
-- Now I will define what I mean by Asymmetric Conflict by quoting just a wee bit from a series of articles I wrote last year on the subject...
-- NEXT: Some RTS implementation nut's 'n bolts...(I say "some" because while I am not gonna give away the whole ball of wax
Asymmetric Warfare:
* The conventional front line has become antiquated, if not obsolete.
* Thus breaking the traditional emphasis on massing a single Phalanx
* This also fundamentally redefines & shifts maneuver from committed, inflexible linear momentum to nimble coordinated hit and runs.
* Those simple statements reflect a "sea change", a whole complex of fundamental re-configs in military doctrine over the last decade & into the present 21st century.
* And what forced this radical shift in thousands of years of conventional doctrine:
* The harsh reality of a Nation-State (Super Power or not) going head to head with a faction (many headed & decentralized) that is vastly inferior in resources, fire-power & sheer numbers but still capable of achieving offensive parity !!
* That, in a nut-shell, is "Asymmetric Warfare".
* For you Chess players out there this tactic is embodied in the Queens Gambit....
-- In the context of the WZ Game World:
* In the 22nd Century, Post-Nuclear Winter world of WZ...there will thems that have & thems that have less & want more... in that time-frame, & under does harsh world collapse conditions (civil & ecological) what would drive factions to engagement & shape the manner of those conflicts:
* Resource & Personnel Scarcity which would lead to these "Asymmetric Engagements" wherein
* No Front-line can be predicted because it can happen anywhere that Intel suggests an Achilles heal to your opponent. It can of a sudden also erupt on multiple-fronts simultaneously.
* And these are some of it's Digital / Electronic Warfare facillitators:
* PGMs (Precision Guided Munitions)
* WMD (Weapons of Mass Disruption like WZs unimplemented ECMs or the Nexus Intruder Virus) which would fall under the heading of Non-Lethal Weapons.
* In short, Intel Gathering Tech becomes paramount within this doctrine (like Intelligence Turrets tied to M.A.V.s or U.A.V.s)...
* OR: Information or Subversive Intel IS Ammunition !
* And this is the heart of "Advanced C-3 Doctrine" (Command, Control & Communication Systems).
* There are many more details which I cover under a series of the inter-locking articles that spell out the key concepts that make up this new "21st Century Military Doctrine":
* "Perpetual Unpreparedness"
* "The Digital Battlefield" (facilitated by,Intel UAV/M.A.V assets, Advanced C-3, ECMs, Intelligence Turrets, etc.)
* "Velocity Warfare" (NOT "rush" in any way shape or form)
* "Situational Awareness"
* "Re-visioning Aufstragstaktic & Blitzkreig" in light of digital tech.
* "Deception, Stealth, & Network Swarming" (again, NOT to be confused with ant-swarm, canon-fodder, Rush.)
I think I will state stuff of practical interest.)
- Regards, Moro

