Has anyone else thought about CoN games as educational tools?
I'm sure most have improved in geography and topography... mathematical estimates and budgeting... critical thinking and reasoning... rhetoric and language... and of course everyone's a little more familiar with military technologies.
I doubt many play for these benefits... but when your mom/wife/whoever says you can't play anymore you might have the diplomatic muscle built up with some serious rational ammo to win the battle.
I think CoN should embrace this idea... build a game that can be used like a classroom.
This being said, I favor realism over "fun factor"
To me, the more accurate the game is, the more fun it is.
My biggest complaint about the game is that there is no logistic system... only upkeep.
Units never run out of ammo... they could be halfway around the world with no supply line other than the "upkeep magic"
Planes can be airborne the entire game without refueling.
Ships never need to port to resupply (Which makes Malta a silly little island instead of it's historical place as the key to the Med.Sea.)
Disrupting supply lines is much of what warfare is.
To have a strategic wargame without supply lines seems......... incomplete at best.
I think the developers thought logistics would make the game less fun... but on the contrary!
Strategic locations would affect military campaigns instead of just being VP.
At the moment, home cities are the only things that really matter... it's the only part of the supply line that exists in the game.
Give the players an ever evolving target of a supply line and they will love to attack it, disrupt it, prevent it, anticipate it, and hunt it.
Make supply lines necessary and you'll see players devote themselves to strategizing how to create them, maintain them, improve them and defend them.
I know this is a big ask of the developers, it's probably a lot of new code....but think of the payoff!
A game that has both more realism and more gameplay....
And that means more academic benefit, too.
I'm sure most have improved in geography and topography... mathematical estimates and budgeting... critical thinking and reasoning... rhetoric and language... and of course everyone's a little more familiar with military technologies.
I doubt many play for these benefits... but when your mom/wife/whoever says you can't play anymore you might have the diplomatic muscle built up with some serious rational ammo to win the battle.
I think CoN should embrace this idea... build a game that can be used like a classroom.
This being said, I favor realism over "fun factor"
To me, the more accurate the game is, the more fun it is.
My biggest complaint about the game is that there is no logistic system... only upkeep.
Units never run out of ammo... they could be halfway around the world with no supply line other than the "upkeep magic"
Planes can be airborne the entire game without refueling.
Ships never need to port to resupply (Which makes Malta a silly little island instead of it's historical place as the key to the Med.Sea.)
Disrupting supply lines is much of what warfare is.
To have a strategic wargame without supply lines seems......... incomplete at best.
I think the developers thought logistics would make the game less fun... but on the contrary!
Strategic locations would affect military campaigns instead of just being VP.
At the moment, home cities are the only things that really matter... it's the only part of the supply line that exists in the game.
Give the players an ever evolving target of a supply line and they will love to attack it, disrupt it, prevent it, anticipate it, and hunt it.
Make supply lines necessary and you'll see players devote themselves to strategizing how to create them, maintain them, improve them and defend them.
I know this is a big ask of the developers, it's probably a lot of new code....but think of the payoff!
A game that has both more realism and more gameplay....
And that means more academic benefit, too.