Zone of Control

From gdp3
Revision as of 19:54, 16 September 2011 by Staffan Björk (Talk | contribs) (Using the pattern)

Jump to: navigation, search

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

The two main design choices for creating Zone of Control in a game is what generates them and what their effects are. Zone of Controls typically spread out from Units, and more rarely from Avatars, but letting Territories create them can let them exist independently from these or spread out from Installations and other stationary game elements.


Being able to ignore the Zone of Control of some types of Units can be a Privileged Abilities to other types of Units

Can Instantiate

Movement Limitations

Can Modulate

Area Control Avatars, Combat, Movement, Units

Strategic Planning, Tactical Planning

Consequences

Can Instantiate

Movement Limitations, Strategic Planning, Tactical Planning

Can Modulate

Area Control Avatars, Combat, Movement, Units

Can Be Instantiated By

Territories

Relations

Can Instantiate

Movement Limitations

Can Modulate

Area Control Avatars, Combat, Movement, Units

Can Be Instantiated By

Territories

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-