Difference between revisions of "Zone of Control"

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[[Avatars]]
 
[[Avatars]]
 
[[Units]]
 
[[Units]]
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[[Territories]]
  
 
Ignoring [[Zone of Control]] of some types of [[Units]] can be a [[Privileged Abilities]] to other types of [[Units]]
 
Ignoring [[Zone of Control]] of some types of [[Units]] can be a [[Privileged Abilities]] to other types of [[Units]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Movement Limitations]]
 
[[Movement Limitations]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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== References ==
 
== References ==
<references>
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-
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
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</references>
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== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 19:37, 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 Territories

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

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

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Acknowledgements

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