RE: 2by3 Russian Front Game?
Posted: Wed Mar 19, 2008 9:59 pm
Hmm. And all this time, I thought they were a bunch of noroms.ORIGINAL: DeadInThrench
the Mayans were incredible astromoners
What's your Strategy?
https://forums.matrixgames.com:443/
Hmm. And all this time, I thought they were a bunch of noroms.ORIGINAL: DeadInThrench
the Mayans were incredible astromoners
ORIGINAL: pasternakski
Hmm. And all this time, I thought they were a bunch of noroms.ORIGINAL: DeadInThrench
the Mayans were incredible astromoners
Hmm. And all this time, I thought they were a bunch of noroms.
ORIGINAL: DeadInThrench
Hmm. And all this time, I thought they were a bunch of noroms.
Hmmm... what's a norom?
--------------------------------------
'Depart from me this moment'
I told her with my voice
Said she 'But I don't wish to'
Said I 'But you have no choice'
DiT
ORIGINAL: Jeffrey H.
ORIGINAL: DeadInThrench
Hmm. And all this time, I thought they were a bunch of noroms.
Hmmm... what's a norom?
--------------------------------------
'Depart from me this moment'
I told her with my voice
Said she 'But I don't wish to'
Said I 'But you have no choice'
DiT
Someone who studies astromoney.
ORIGINAL: DeadInThrench
Hmmm.... Joel.... If you open a forum here on Matrix on this project.... I am SURE you will get lots of comments. Yeah... maybe an unbelievable amount <g>.
Anyways... on the movement/combat sequence... I have been playing some TOAW recently and, it does movement/combat along these lines. What it does, when you make attacks, is take away movement points from all remaining units to stop unrealistic things from happenning. The problem with this, is you will have an attack on one part of the front affect what is going on in other parts of the front, or even other fronts if you have them. So, you end up having to micro-manage things across the entire front, and other fronts, on a round by round basis and this gets to be tedius and unrealistic as I see it.
So, what I suggested there (and they do not have the programming resource right now to deal with something like this), is you have an initial movement phase, where you do things like normal movement, moving in reinforcements, etc, as well as schedule all initial attacks... and then once you start resolving attacks, any additional movement points (assuming the unit would otherwise have them) would be based on PROXIMITY to an attack. In other words, if you had a 10 round turn, and an attack started on round 2 and ended on round 5, then all units, say, within 2 hexes of an attack, would have half their movement allowance left (assuming they would have it otherwise), to move and attack, attack again, etc.
With this, the computer would have to keep track of hexes that changed control as to what round they changed control, so that this system would not be abused (and units that moved into such hexes would have to pay the MP cost based on if they had waited for the hex to change control).
Also, in cases where a unit moved into a hex behind a defending unit, to keep it from retreating, the attack itself would in fact start AFTER that unit (and any other such units) moved into position.
And of course I am sure there would have to be many other considerations taken into account...