Wunderwolf Member



Join Date: May 2013 Location: Germany Posts: 206

DCZ - Digital Conflict Zones



I'd like to introduce a project that I've been working on for a while. The project is (currently) called DCZ - Digital Conflict Zones.

First of all it's a table top game, more precisely a Risk-clone. (

That means that this game, too, is round based. Players conquer so called Conflict Zones (CZs).

These CZs award the player who owns them a certain amount of credits per round. Using those credits, many different kinds of buildings can be built.

Buildings in turn generate "Construction Units", "Munition Units" as well as Infantry, "Research Points" and "Fuel Points" (abstract unit that stands for any type of fuel).

The amount of fuel that can be gained from a Conflict Zone is limited as well.



In the beginning, when a DCZ user starts a new game, a simple tool allows them to influence the initial layout and the number and size of the Conflict Zones.

Then the user invites a number of players to the game, he defines starting points on the map, and sets further options, if applicable. Every player then sets his technological side (East or West) and the DCZ-game may begin.

On the map, units and groups are represented by so called pawns. Units are organized within groups, just like in DCS. These groups are then organized within pawns.

As soon as, after a few rounds, a conflict develops between two players inside of a zone, the game asks the players which pawns to select for this conflict.

All groups/units and all pawns of the affected zone will be available. The pawn that attacks the affected zone is automatically selected, of course, and can't be deselected.

In addition, both players may select pawns from outside of the zone, as long as they include SAM/RADAR/AAA. (Only these Units will take part in the conflict when selected.)

The same is true for aircraft and helicopters located inside a CZ with at least one airfield. (I'm probably going to expand the list of buildings to include FARPs, so that helicopters from such CZs can be selected as well.)

Next, DCZ will generate one .miz mission file per player/party. These files allow the players to see in which concrete areas the fight is going to take place, and where they are allowed to place units.

Players should edit these .miz files within the ME to place their groups/units as they see fit. The resulting .miz files from both players are then fed back into DCZ in order to generate the final battle.

In order to conquer a CZ (if that's the intent behind the attack), it's now the job of the individual commander to maneuver as much infantry as possible into the trigger zones that were randomly placed by DCZ.

After a set amount of time (we're currently experimenting with two hours) OR when both commanders agree via F10 menu, the DCS mission ends and the results are evaluated.

The CZ goes to the player with the most amount of infantry inside the trigger zones. Destroyed buildings and units are removed from the game.

Losers can retreat their surviving units into neighboring CZs. Ammunition and fuel will be removed from the affected zones accordingly. The DCZ-game continues.



The game completely builds upon the idea that at least two players occupy the opposing Combined Arms Commander Slots at all times. In addition, aircraft can be manned by human players depending on the situation.

A strong aspect for me, personally, to drive this project forward and why I'd like to share it with you (soon) was to give something "more" to Combined Arms players. A reason.

A reason why players should develop an interest in playing CA in DCS. A reason for every unit on the battlefield to have a meaning. To make the mission a "personal thing".

Personally, I think that DCS and all pilots who take part in a mission will find a massive gain in fun/entertainment/investment/further aspects as soon as a commander fights the fight with real involvement.

Pilots will become in DCS what they already are in reality: _One_ part in a larger machine.

The dynamic of a battle will be that much higher in essence.



To wrap things up, I'd like to post a couple of pictures from the current (second) Tech Preview of DCZ.

Please be aware that these are all WIP. Please also consider that this is an after-work, one-man-project. Your thoughts and ideas are most welcome!

Many things won't be realistically possible, though.

Although this is a Tech Preview and a lot of it is WIP, that doesn't mean a full blown turnaround of the game development into something completely different would be feasible/possible.

Please also consider when discussing DCZ that it's a Risk-clone.

The main design-idea is thus to create a (relatively) abstract board game. To give an example: Of course it would be possible to persistently save each entity's individual location at the end of a conflict.

But that would go too far in regards to the base-idea.



In this second Tech Preview, I'm getting closer and closer to an Alpha-Version that should be made public after a while.

But that's going to take a good while. I hope to be able to invite all of you to Alpha-testing around Spring/Summer.

At least that's _currently_ the plan. As you all know, things are (unfortunately) subject to change.



Last note from my side: My English isn't as good as it should be. For questions and suggestions it's much appreciated if you use rather "simple" English.

Many thanks to Yurgon for helping with this post!



That's it from me for the time being. Many greetings,

der Wolf.



P.S. (Translator's note: he didn't say which year, so expect the usual two weeks (TM) )



















Greetings,I'd like to introduce a project that I've been working on for a while. The project is (currently) called DCZ - Digital Conflict Zones.First of all it's a table top game, more precisely a Risk-clone. ( https://en.wikipedia.org/wiki/Risk_(game)#Risk_clones That means that this game, too, is round based. Players conquer so called Conflict Zones (CZs).These CZs award the player who owns them a certain amount of credits per round. Using those credits, many different kinds of buildings can be built.Buildings in turn generate "Construction Units", "Munition Units" as well as Infantry, "Research Points" and "Fuel Points" (abstract unit that stands for any type of fuel).The amount of fuel that can be gained from a Conflict Zone is limited as well.In the beginning, when a DCZ user starts a new game, a simple tool allows them to influence the initial layout and the number and size of the Conflict Zones.Then the user invites a number of players to the game, he defines starting points on the map, and sets further options, if applicable. Every player then sets his technological side (East or West) and the DCZ-game may begin.On the map, units and groups are represented by so called pawns. Units are organized within groups, just like in DCS. These groups are then organized within pawns.As soon as, after a few rounds, a conflict develops between two players inside of a zone, the game asks the players which pawns to select for this conflict.All groups/units and all pawns of the affected zone will be available. The pawn that attacks the affected zone is automatically selected, of course, and can't be deselected.In addition, both players may select pawns from outside of the zone, as long as they include SAM/RADAR/AAA. (Only these Units will take part in the conflict when selected.)The same is true for aircraft and helicopters located inside a CZ with at least one airfield. (I'm probably going to expand the list of buildings to include FARPs, so that helicopters from such CZs can be selected as well.)Next, DCZ will generate one .miz mission file per player/party. These files allow the players to see in which concrete areas the fight is going to take place, and where they are allowed to place units.Players should edit these .miz files within the ME to place their groups/units as they see fit. The resulting .miz files from both players are then fed back into DCZ in order to generate the final battle.In order to conquer a CZ (if that's the intent behind the attack), it's now the job of the individual commander to maneuver as much infantry as possible into the trigger zones that were randomly placed by DCZ.After a set amount of time (we're currently experimenting with two hours) OR when both commanders agree via F10 menu, the DCS mission ends and the results are evaluated.The CZ goes to the player with the most amount of infantry inside the trigger zones. Destroyed buildings and units are removed from the game.Losers can retreat their surviving units into neighboring CZs. Ammunition and fuel will be removed from the affected zones accordingly. The DCZ-game continues.The game completely builds upon the idea that at least two players occupy the opposing Combined Arms Commander Slots at all times. In addition, aircraft can be manned by human players depending on the situation.A strong aspect for me, personally, to drive this project forward and why I'd like to share it with you (soon) was to give something "more" to Combined Arms players. A reason.A reason why players should develop an interest in playing CA in DCS. A reason for every unit on the battlefield to have a meaning. To make the mission a "personal thing".Personally, I think that DCS and all pilots who take part in a mission will find a massive gain in fun/entertainment/investment/further aspects as soon as a commander fights the fight with real involvement.Pilots will become in DCS what they already are in reality: _One_ part in a larger machine.The dynamic of a battle will be that much higher in essence.To wrap things up, I'd like to post a couple of pictures from the current (second) Tech Preview of DCZ.Please be aware that these are all WIP. Please also consider that this is an after-work, one-man-project. Your thoughts and ideas are most welcome!Many things won't be realistically possible, though.Although this is a Tech Preview and a lot of it is WIP, that doesn't mean a full blown turnaround of the game development into something completely different would be feasible/possible.Please also consider when discussing DCZ that it's a Risk-clone.The main design-idea is thus to create a (relatively) abstract board game. To give an example: Of course it would be possible to persistently save each entity's individual location at the end of a conflict.But that would go too far in regards to the base-idea.In this second Tech Preview, I'm getting closer and closer to an Alpha-Version that should be made public after a while.But that's going to take a good while. I hope to be able to invite all of you to Alpha-testing around Spring/Summer.At least that's _currently_ the plan. As you all know, things are (unfortunately) subject to change.Last note from my side: My English isn't as good as it should be. For questions and suggestions it's much appreciated if you use rather "simple" English.Many thanks to Yurgon for helping with this post!That's it from me for the time being. Many greetings,der Wolf.P.S. (Translator's note: he didn't say which year, so expect the usual two weeks (TM) Last edited by Wunderwolf; 12-04-2017 at 01:02 PM .