I am going to start work on creating a tactical/strategic land battle 
simulation game that is accessible to the blind gaming 
community.  I'm doing this for myself, and if others enjoy it, so 
much the better.  Here are some initial thoughts and I'd-like-tos 
that should give the rest of you an idea of the sort of thing I'm 
considering, along with solicitations for ideas how to solve the 
major problems.

1.  Scalability.  I want the player to be able to operate at command 
levels from small units (platoons and companies) up through corps and 
army command.  The game would be played as a series of scenarios 
featuring various levels of command, each of which would have 
different time and space scaling parameters.  With the battle at 
Gettysburg as my first intended scenario pack, there could be 
scenarios for Meade and Lee as army commanders, Longstreet, Reynolds 
and Hancock among others as corps commanders who played significant 
parts in the battle, down to regimental scenarios, such as 
Chamberlain and the 20th Maine's defense of the Little Roundtop on 
the second day, or the battles across the Wheat Field.

2.  Command&Control.  There are many simulations that allow you to 
maneuver units around directly.  What I'd like to create is something 
where the player issues orders to units, based on information 
reported to him/her, and then the game shows the results of the 
imperfect execution of the orders based on the unit's morale and 
effectiveness.  (green units, even with high spirit are less 
effective than veteran units.)  Different levels of complexity or 
skill levels could incorporate different amounts of variation from 
the expected order execution.

3.  Fog of War.  Information given to the commanders should be of 
varying quality dependent upon the measures he/she takes to gather 
it.  At Gettysburg, Lee had less than his accustomed high quality 
intelligence about Meade's dispositions because JEB Stuart's cavalry 
was off joy-riding rather than performing their 
screening/intelligence function.  There should be a premium on 
gathering tactical intelligence, and the commander who fails to do 
this should be punished when he/she guesses wrong.  The skill levels 
modify how imperfect intelligence is.

4.  Terrain effects.  Here is my first significant conceptual problem 
and I'd welcome input.  How does one convey terrain information 
audibly on a large scale?  This is not simply putting a player into a 
three-dimensional soundscape, this is conveying details of a large 
map to the player so he/she may maneuver units around on it.  How do 
I convey the shape of Meade's defensive line to the Confederate 
player?  How do I convey the terrain that leads up to the line on 
Cemetery Ridge?

5.  Scenario generation.  I'd like to make it possible for players to 
contribute scenarios, complete with user-created maps, forces 
etc.  My primary interest is Civil War, but others might be more 
interested in ancient battles or more modern ones.

Before anyone gets overly excited, my programming skills are fifteen 
years out of date, and I never did any Windows programming.  I 
haven't the faintest idea where to begin to learn all that stuff.  I 
have the desire to learn and the will to put some time into this 
project, since I expect no one else will do it.  I'd appreciate 
suggestions for resources/offers of encouragement/much patience.

        Christopher Bartlett



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