New SA Gameplay Mechanics

Clue to the Branching Technique in S.A. CAM

 * It is unique.


 * Never done before & thus totally original.


 * It will also be inlclusive of:


 * The "Global Command Interface"


 * New "Rank & Experience" mechanisms & imperatives.


 * New "Threat Analysis" schema incorporating "Intel ECMs".


 * In due course I'll detail it all & how it fits together.


 * First I will begin with the Branching Mechanism


 * When you read the 1st Mission Briefing & it's delineation into 5 Non-reapeating Branches you may be wondering what I'm doing and HOW the following will be achieved:


 * 1.) Multiple Outcomes within overall continuity.


 * 2.) A different gameplay experience every play-through.


 * 3.) The futility of trying to construct a "Walk-thru"....


 * There are other things happening but let's for the moment focus on those 3 considerations.


 * Instead of just blatantly explaining it I'm going to give you clues useing "Lateral Thinking Tools".


 * A.) Let the following reprepresent a "Funnel" comprised of "Catchment Basin" and "Neck":




 * Let this also be a graphic representation of a Mission & it's Multiple Branches.


 * B.) Let the Following Graphic Representation stand for 2 progresive Missions with theiir branches as well as their fluid intersection & continuity preservation:




 * C.) Let the the following Graphic Representation stand for a sequence of Branched Missions in a Major CAM Section:




 * Was that a helpful clue ?


 * Btw - I do realize I have not defined the Intersection of "Catchment Basins".

New Component Added

 * This has evolved over the last couple months.


 * It now includes a New Feature to Troman's Warzone Starter.


 * I haven't talked to him about it yet but I'm pretty sure it's possible to implement.


 * Basically you would use "WZS" to launch a Campaign in a similiar way to launching Skirmish.


 * It would meld randomized A.I. personalities to a Cam Mission map that was sector bounded, contained event triggers & victory imperatives.


 * As a map maker you would have to construct the Mission Map with1 to 5 A.I. Ski Player Base of Ops.


 * While also bearing in mind all your Imbeded Cam Event Triggers & Victory Imperatives or Conditions.. linked to "Specific Map Sectors"


 * Again - those Ski A.I. personalities would be linked to Map Sectors & change on every re-play (But not in re-opening Game Saves).


 * The Event Triggers would be Fixed to each map sector but would manifest different gameplay depending on the A.I. Personality operating as well as the Player's "Rank & Experience" status at the moment of engagements.


 * Victory Imperatives or Conditions would also be linked to those "Specific Map Sectors".


 * The Player actions that would precipitate these New Cam Mechanisms would commence from (or be linked to) the Player's choice of Where & When to Act on the Mission Map.


 * In other words - Cardinal directions taken by the Player & the elapsed time to action in that Map Direction would set in motion the mechanisms that would manifest differently on each replay.


 * My delineation of Mission # 1 and it's 5-variant BRANCHES (or sub-set of countless possibilities) that would change on replay will make what I'm talking about here a bit clearer - or that is my intent.


 * When I get those posted I'l put a hotlink here.

Rman JackRman Jack 17:05, 26 Jan 2005 (PST)

Additional Clarifications

 * I have posted the entirety of Mission #1 Branched 5-ways in it's


 * "Pre-Script Treatment" Format


 * It illustrates most of the New Mechanisms AND How they interlock with each other as a whole.


 * Hop on over & take a gander.... :)


 * 5-Way Branched Mission No. 1 HERE