I am very tempted to start designing some scenarios based on Operation Husky, the Allied invasion of Sicily during WW2.
Before I start, can someone give me an idea of the time and effort required in designing a map and a scenario. I am knowledgeable with computers and have some experience designing scenarios for other games.
Thanks!
I'd second Kurt's recommendation.
If nothing else, you learn lots about the game mechanics while developing the scenario.
I haven't developed as many scenarios as Kurt, but my process is:
1. Develop a file of source data on the history of the battle:
a. Topographical Maps
b. Combat maps.
c. Narratives of the combat sequence at a strategic, operational, and tactical level. (here's a good source:
http://www.ibiblio.org/hyperwar/nav.html)
d. Detailed descriptions of opposing forces (orders of battle ideally to the company level), tables of organization and equipment from squad levels up to highest echelon of command you anticipate.
e. Biographies of key commanders -- ideally their actions during the battle.
f. Sequence of events (key dates for battles, reinforcement schedules, etc.)
g. An overview of weather patterns (ideally daily weather reports during the battle) for the combat area. In absence of specific reports, get something that discusses the typical climate for the region during the time period and use that to extrapolate a weather pattern including sunrise / sunset.
h. if desired, see if there is anyone in the forum interested in the battle and cooperating in developing it.
2. Trace a new battle map or identify an existing map for the battle (MapMaker)
3. Develop the forces (EstabEditor / SceneMaker). This can be simplified by cloning forces from standard existing Estabs BFTB is the West Front standard, COTA depicts forces from the African campaign including Australian and New Zealand, and WestWall depicts late 1944 to 1945 forces.
4.Lay out the combat sequence on a map (SceneMaker)
a. Identify and rate objectives, and supply entry points
b. Place and emplace the starting forces on the map.
c. Locate and identify reinforcement arrivals
d. Set supply levels, and supply flow constraints.
e. Conceptualize air support concepts,
5. Test fix test fix etc.
6. When you're happy you've found the obvious issues with the combat flow and fixed them, ask for a beta test from players.
7. Announce the release and see how it goes.