Random Moves by Amphibious Transports

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mdsmall
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Random Moves by Amphibious Transports

Post by mdsmall »

Amphibious transports move one hex after loading, but which hex they move to seems random and this can sometimes cause complications e.g. if they randomly move to a position from which they will be spotted by the enemy. It would be much better if the owning player could move the transports one hex rather than have the game engine do this. Is this a feature that could be fixed in a future patch?
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Tanaka
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Re: Random Moves by Amphibious Transports

Post by Tanaka »

mdsmall wrote: Wed Sep 21, 2022 9:50 pm Amphibious transports move one hex after loading, but which hex they move to seems random and this can sometimes cause complications e.g. if they randomly move to a position from which they will be spotted by the enemy. It would be much better if the owning player could move the transports one hex rather than have the game engine do this. Is this a feature that could be fixed in a future patch?
This has been discussed and requested many times. It must not be possible to do as it has never been implemented considering the numerous requests? I think it is for the AI?
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mdsmall
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Re: Random Moves by Amphibious Transports

Post by mdsmall »

Bill - is there any possible fix for this in the game system? In my most recent game I was evacuating a unit of French marines that had captured the Dardanelles straits hex, in order to escape to an Ottoman counterattack. Unfortunately the game engine loaded them into transports on the enemy side of the straits hex, rather than the Aegean Sea side, and the Ottoman navy destroyed them with ease the next turn. I have found as a player the only way to control the random jump effect with amphibious transports is to put your own ships into every other hex except the one where you want the amphibious transport to go, so the engine is forced to chose that hex. Its cumbersome, unrealistic and not always possible to do. Any fix for this would be much appreciated.
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Tanaka
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Re: Random Moves by Amphibious Transports

Post by Tanaka »

mdsmall wrote: Wed Dec 07, 2022 1:11 pm Bill - is there any possible fix for this in the game system? In my most recent game I was evacuating a unit of French marines that had captured the Dardanelles straits hex, in order to escape to an Ottoman counterattack. Unfortunately the game engine loaded them into transports on the enemy side of the straits hex, rather than the Aegean Sea side, and the Ottoman navy destroyed them with ease the next turn. I have found as a player the only way to control the random jump effect with amphibious transports is to put your own ships into every other hex except the one where you want the amphibious transport to go, so the engine is forced to chose that hex. Its cumbersome, unrealistic and not always possible to do. Any fix for this would be much appreciated.
Yes we would all love a fix for this. Would be nice if we could deploy them like new units in or around the port.
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Hubert Cater
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Re: Random Moves by Amphibious Transports

Post by Hubert Cater »

Thanks for the feedback everyone, it is on our TODO list, just not sure when it might be implemented.
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