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Posted: Thu Jun 22, 2000 12:48 am
by Wild Bill
In all honesty, ammo reloads, bridge laying and fuel ressupply are outside of the time frame of SPWAW or almost any SP game.

But of course we don't worry about that. We just want the features. Well, me too. Time is relative. We often do battles that include a larger time frame than the game actually allows.

So who knows. Low fuel would be a very key factor in Bulge scenarios.

I put ammo dumps in the Momo Steel Shield and then renamed them fuel dumps. I wanted to increase their value to 1000 points each but could not get the game to accept that.

And of course, in a sense they are mainly eye candy. They do go up with a beautiful bang, though (G). Look like a fuel dump going off!

Got them on the list. No promises...WB

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In Arduis Fidelis
Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games

Posted: Thu Jun 22, 2000 3:04 am
by Rover
I was thinking (if it was done) it could be something like ammo in that units would have a total number of hexes of fuel available and a total number possible. Obviously as units move they use up their hexes of available fuel. And if the designers wanted to get really complicated they could have different fuel usage per hex type and invent some standard unit of measure of fuel. Refueling would be like ammo with fuel dumps or trucks or whatever filling at a certain rate per turn.

I do agree with your observation Bill that sometimes the timeframe assumption is relative (especially at 2:00am).


Posted: Thu Jun 22, 2000 3:44 am
by Pack Rat
Thanks Wild Bill, that Matrix even considers the idea is fine with me. If it can be done right and the time is there, I've no doubt the programing wizards will do it.

Ah maybe I was a bug in another life, because something about those big explosions draws me towards the light as well Image



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Good hunting,
Pack Rat

Posted: Thu Jun 22, 2000 4:21 am
by troopie
Are you going to cure the problem of the AI giving in too soon. I was playing the Russians against the Rumanians, scenario, twelve turns in length, heavy rain. I had broken through the Rumanian line, and was beginning to overrun the victory hexes. I had not taken more than a third, this was turn 6, when the scenario ended. The Rumanians had plenty of fight left in them. My flanks were vulnerable to a counter attack due to their accurate AT fire. But it just ended.

In SPWW2 the AI always fights on to the bitter end, to the last man and bullet. In SPWAW it often gives up early.

troopie

Posted: Thu Jun 22, 2000 6:57 am
by Wild Bill
Yes, I think we have a middle of the road for you now, with neither extreme. That problem has been addressed. It won't quit, at least as quickly or easily as before Troopie...WB


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In Arduis Fidelis
Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games