Crazy idea again - sorry

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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ncc1701e
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Crazy idea again - sorry

Post by ncc1701e »

A recent post in TOAW 3 forum made me think about Local Reserve. I tend to see Local Reserve as completely stupid like a general going to whatever tiny offensives not seeing the big picture.

Perhaps I do not understand it and someone could explain it to me. But, I never use Local Reserve so far.

For me, its drawbacks are:
1. units will spend their movement points going after each attack
2. units will go in a direction not necessarily good
3. units will react to a tiny attack versus an important one to support

Now, this is TOAW 4 and all the UI improvements already shown made me think of something. Why not adding few changes in the UI interface for enhancing this functionality?

I would like to specify is:
1. where to react
2. when to react


What I would like to propose is the following when setting an unit in Local Reserve, open a pop up asking several things:

WHERE
--> which hex is starting the front line the unit in Local Reserve should monitor
--> which hex is ending the front line the unit in Local Reserve should monitor
Objective is to define a line to monitor within the movement points of the unit. Or it could be the same hex for one point in particular. Specifying nothing and the unit will act everywhere as usual.
--> which hex the unit should go/attack if activate (a kind of counter attack planner)

WHEN
--> during opponent turn, if the WHERE trigger is activate, ask the player if he wants the unit in Local Reserve to move.
Here I imagine this is impossible for PBEM

Thus, I am a bit puzzled. How to determine if an unit should react or not:
--> determine a kind of battle size/losses parameter that trigger the unit to react
--> perhaps specify the exact turn round the unit should start to react

Crazy ideas? Perhaps some others have better ones to improve Local Reserve? Please share them.
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
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ncc1701e
Posts: 10722
Joined: Tue Oct 29, 2013 7:50 pm
Location: Utopia Planitia Fleet Yards

RE: Crazy idea again - sorry

Post by ncc1701e »

I would like to illustrate with some bad copy/paste:

A is the hex of the front line I am starting my trigger for committing my unit in local reserve
B is the hex of the front line I am ending my trigger for committing my unit in local reserve
T is the hex I would like the unit in local reserve going and/or attacking if the unit is triggered/activated

And, specifying the round of the turn I would like the unit to advance may result in some surprises.

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Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
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