Command delay

A brand new campaign-based 3D tactical engine covering combat in World War II, from the developers at Koios Works. The first operation covered is the famous "Wintergewitter" or Winter Storm, a desperate attempt by Hoth's 57th Panzer Korps to break through to the encircled 6th Armee at Stalingrad and the Soviet counter-attack by 2nd Guards Army that drove them back.

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redwolf
Posts: 95
Joined: Wed Sep 18, 2002 10:08 pm

Command delay

Post by redwolf »

Will this game feature a delay on commands like Combat Mission did?

If so:
-is the delay constant like in CMBO or increasing with number of waypoints as CMBB and CMAK
-if the latter, what is the maximum delay when ordering a green T-34 down a curved road?

Thanks
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Erik Rutins
Posts: 39781
Joined: Tue Mar 28, 2000 4:00 pm
Location: Vermont, USA
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RE: Command delay

Post by Erik Rutins »

Yes, but it's pretty straightforward. The Soviet side has a command delay of a phase (40 seconds) if it changes from one order "type" to another. For example, changing from one movement order to another would not cause the delay, but changing from move to fire or fire to move types would. Envision the guy waving his flags or shouting at his men. There is no delay for the German side in terms of on-field commands.

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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redwolf
Posts: 95
Joined: Wed Sep 18, 2002 10:08 pm

RE: Command delay

Post by redwolf »

Thanks.

You just made a sale :)
Yoozername
Posts: 1121
Joined: Fri Mar 03, 2006 10:42 pm

RE: Command delay

Post by Yoozername »

You got my money also.

I would like the command delay to be either a known quantity (for units well within C&C) or an unknown quantity (represented by a ?) for units that are well away from direct LOS of platoon HQ or other platoon elements. This could be an optional realism level of course.

Good luck with this game.
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