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> It's noticeable how few computer wargames simulate any of this, instead allowing for frictionless high speed micromanagement In military Command and Staff Tr
by KineticLensman 2y ago
> It's noticeable how few computer wargames simulate any of this, instead allowing for frictionless high speed micromanagement
In military Command and Staff Training (e.g. for training large HQs), the solution to this is that the trainees don't use the simulations themselves. Instead they issue commands using emulated C2 systems to role players ('lower controllers') pretending to be subordinate forces, who then execute the orders using the sim, and then report back what has happened, as far as they can tell. This generates quite a lot of useful friction. Another group of role players ('higher controllers') represent the HQ superior to the trainees HQ and in turn issue them with orders. The role players and opposing force are also following direction from exercise control (EXCON) and can easily be used to dial up the pressure on the trainees. There is a small industry (e.g. [0]) supporting the exercise management systems that keep track of the various 'injects' that are fed to the trainees via the role players, or by simulated ISR assets, etc.
[0] https://www.4cstrategies.com/exonaut/ https://www.4cstrategies.com/exonaut/
- Cthulhu_ 2y agoThat sounds great. A lightweight video game system like this is potentially in the Battlefield games, where each side is divided up into 5 or 6 person squads; one of them is the squad leader and can give orders (e.g. capture or defend this point). Because it's a video game and most people cannot / don't want to communicate, it's done in that way and squad members are given a reward for following the order. In some of them you have a single person who is like a commander of the whole fight who can set orders to each squad. But since only one person can be that and many people want to be, I don't think they kept that feature in for long. But it's the kind of game where I think if you had a big group of friends with a chain of command and good communication you could easily win any match against an otherwise unorganized enemy, even if their individuals are better players.