Difference between revisions of "Zone of Control"

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[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
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[[Category:Mechanical Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
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[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
[[Category:Stub]]
''...''
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''The ability of game elements to affect the functionality of those adjacent to them.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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Being a military concept, it isn't to surprising that [[:Category:Wargames|Wargames]] such as [[Axis & Allies: Battle of the Bulge]] and [[World War 3]] are the primary users of [[Zone of Control]].  
 
Being a military concept, it isn't to surprising that [[:Category:Wargames|Wargames]] such as [[Axis & Allies: Battle of the Bulge]] and [[World War 3]] are the primary users of [[Zone of Control]].  
  
Other games that adopted the use of [[Zone of Control]] include several installments of the [[Civilization (video game) series|Civilization series]] and  
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Other games that adopted the use of [[Zone of Control]] include several installments of the [[Civilization (video game) series|Civilization series]] and [[Bloodbowl]], the later which uses [[Zone of Control]] to make throwing and catching the ball move difficult if opponents are nearby. It also lets players try to tackle those that try to run pass opponents.
 
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[[Bloodbowl]] uses [[Zone of Control]] to make throwing and catching the ball move difficult if opponents are nearby. It also lets players try to tackle those that try to run pass opponents.
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Advanced Squad Leader??
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== Using the pattern ==
 
== Using the pattern ==
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[[Avatars]]
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[[Units]]
  
=== Diegetic Aspects ===
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Ignoring [[Zone of Control]] of some types of [[Units]] can be a [[Privileged Abilities]] to other types of [[Units]]
 
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
  
 
== Relations ==
 
== Relations ==
[[Combat]]
 
[[Movement]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Movement Limitations]]
 
[[Movement Limitations]]
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=== Can Modulate ===
 
=== Can Modulate ===
 
[[Area Control]]
 
[[Area Control]]
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[[Avatars]],
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[[Combat]],
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[[Movement]],
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[[Units]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 19:29, 16 September 2011

The ability of game elements to affect the functionality of those adjacent to them.

This pattern is a still a stub.

Examples

Being a military concept, it isn't to surprising that Wargames such as Axis & Allies: Battle of the Bulge and World War 3 are the primary users of Zone of Control.

Other games that adopted the use of Zone of Control include several installments of the Civilization series and Bloodbowl, the later which uses Zone of Control to make throwing and catching the ball move difficult if opponents are nearby. It also lets players try to tackle those that try to run pass opponents.

Using the pattern

Avatars Units

Ignoring Zone of Control of some types of Units can be a Privileged Abilities to other types of Units

Consequences

Relations

Can Instantiate

Movement Limitations

with ...

Can Modulate

Area Control Avatars, Combat, Movement, Units

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

Cite error: <ref> tag defined in <references> has group attribute "" which does not appear in prior text.

Acknowledgements

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