That’s what I’m talking about, Steve. The current method is unpredictable and completely unrealistic. Early turn endings can occur to any side regardless of its proficiency. This does not make it more fair; it’s still an unrealistic feature.ORIGINAL: steveh11Matrix
OK, read that now. Since I'm not registered there...
I'd like to keep the random element, but I sympathise with the complaints of the people who say "Why should my turn end over the whole front because one element a thousand miles away failed a check?"
In the game, as it currently stands, there's some provision for formations. Let's have this fleshed out, so that the failure of one division in a game based on, for example, PanzerGruppe Guderian, doesn't spell the end of the whole turn - it just eliminates that formation from future use in that turn.
Sound workable? I'd guess only the Dev Team could say...
Steve.
It my position that “proficiency” should be a factor only in computing combat power and not have anything to do with allotted time. It does ad a great degree of “randomness” to the game, but is that what we play for? I think we play TOAW to try to get a feel for operational level situations-not “randomness”.
The situations that can arise in a game do to sudden turn ending are ridiculous and have no historical parallel. Most players obviously will not put up with such events for very long and will look elsewhere for their entertainment. Whether new players take a month or two months to start playing “huge” type scenarios is academic-they will see them and they will play them. It is guaranteed that they would be burned by a “proficiency check” before too long. Some will have caught the bug and continue to play regardless, but if the past is any indication, most will just move on to another game.









