ORIGINAL: pak19652002
Let me ask you all this: After the RTB phase is over, would you allow players to RTB a unit that was left in a sea zone inadvertantly. We do this all the time. An allied plane is flipped in Baltic 3 box and clearly would be returned to base for reorg. It's pretty lonely up there and he was simply overlooked. Before any action takes place during the next turn but after production and reinforcement, the player asks to return the plane to base, flip it and expend oil as necessary.
I've seen this done over and over again and I don't mind it a bit. I don't think that the solutions proposed thus far would allow this sort of correction to be made. With the edit function, it is easily taken care of. It's even easier to correct in CB and cardboard, of course.
Now, I know this shouldn't happen in MWiF (or CWiF) since a player can cycle through all moves. But it still happens. Again, I am not arguing computer wargame philosophy here. That's like arguing religion! If people want to play without such accommodations, that's OK with me. It's a matter of choice. I believe that players should have the ability to choose to make such corrections if they want. Apart from the bug issue, why deny them this option if it is already part of the game?
Peter
I think there are better solutions to players forgetting to perfrom tasks. All of the following would be easier to implement:
1 - cycle through the units still capable of moving, or otherwise performing the current task
2 - add "are you sure" messages (which the player can have active or not - by phase)
3 - have a popup list of eligible units available for the player to review
4 - use notes (assigned to each unit) for keeping track of stray lambs, or otherwise marking units for specific tasks; units with notes can be selected using a filter
#1 is standard stuff.
I like #3 and intend to use popup lists of units in other places. For example, all air units capable of reaching a strategic bombing target; all air units that can reach a target hex for ground support; all air units that can reach a target hex for interception; ...
Simply jumping out of what is going on at the present (the impulse, phase, subphase, player on move) and rearranging units on the map, removes all the checks for legality. Lines of supply, in the presence of the enemy, movement allowances and ranges, activity limits, ... the list is endless. You want to give the players the ability to blow by all the rules and just do what ever they feel like at any time.
There are an insufferable number of restrictions on players actions as defined in the WIF FE rules. To implement that long list of rules, there is an enormous amount of code - all of which is carefully interconnected to the impulse, phase, subphase, player on move, and the current state of the game.
I am getting close to declaring a second primary directive for developing MWIF. You have seen the first one frequently:
I. I am implementing WIF FE for the computer, not a WIF design kit.
II. I am implementing WIF FE for the computer, not WIF FE augmented by a "edit the unit locations" capability.
Personally I consider this acceptance of "oh gee, I forgot to ..." modification of game status as a house rule. It certainly isn't part of RAW, is it?