ORIGINAL: Panzerjaeger Hortlund
ORIGINAL: Shannon V. OKeets
The biggest hurdle remaining is designing the interface for the player to enter the conditional part of each SO. Some of the SOs do not need conidtionals (e.g. reroll for the initiative). Others require elaborate conditions to decide what to do (when to send fighters up as interceptors). I haven't had any bright ideas how to do this yet, and I am open to any and all suggestions. I thank you all for your continuing help.
I believe it is better to focus on what the SO-player can see when he gives his orders, and use that as a starting-point.
So instead of a horribly complex "if..then" formula you can get the same results much easier.
How about:
1 you click on your fighter, bring up the SO menu, a shaded area appears on map showing the range of the fighter.
2 Player selects in which
phase the fighter will fly, this will determine if you use the fighter as a defence against groundstrikes or strategic bombing or air transport or whatever. You rank the phases 1, 2, 3 etc in order of priority.
3 For each phase, the player selects the most important
hex
click in the hex, and it is marked with a "1" This is the first priority hex. Then select hex 2, 3, 4 etc, these marks the secondary choises if nothing happens in a hex with higher priority.
This way, you wont have to have a SO that looks like a small book. And you dont have to add criteria like oil, factory, resources etc...all these facts are already known to the player, and they are the basis for his hex-priorities. You also dont have to have complicated if-then formulas to decide whether to intercept a ground-strike or a port strike.
The dominating order is what phase to fly in, the secondary order is what hex to focus on. Meaning that your unit that is supposed to protect a HQ unit from a ground-strike will not fly in the port-strike phase, unless you have set port-strike as priority 1 in the phase menu.
Alternatively, you can do a separate hex-priority for each phase, meaning that you set X hexes for port-strike intercepts, Y hexes for ground attacks.
This also means that it becomes pretty impossible for the opposing player to "milk" SO:s, meaning that he cant send a 1-factor tac to "lure out" a gigantic interception, since he cant possibly know how the hex-priority looks for the defending player.
Example:
CW player has a Spitfire in London. It is at the height of the Blitz. In range there are 2-3 German fighters, 2-3 Tacs and 1 ATR.
Player decides that during this turn, there is little risk for a paradrop, he suspects that the Germans will try to attack to flip CW airunits though, and sneaky Jerry might try to invade..but that is not very likely.
So, he selects ground strike phase as prio 1. He sets his own hex as prio hex 1. That means that the Spitfire will intercept any stuka attempting to attack his onw hex.
CW player then decides that there is a risk those stukas will attempt to flip a Hurricane that is in the next hex. He selects that hex as prio 2. These are the most important units right now, and if the Germans just want to attack and flip a land-unit in another hex, thats not really a big deal, so the CW player does not set any prio 3 hex.
Ok, what is also important this turn? The CW player is concerned that the Germans might try to invade in a hex without defence. So he selects land combat-phase as prio 2 for the spitfire, and select the hex as prio 1. He selects aircombat as mission (since this is one of the spitfires with a 1 tac factor).
This means that if neither hex 1 or 2 is attacked during the ground-strike phase, the spitfire will fly in land combat phase if there is an invasion in that hex.
To ensure that he can beef up the defences, he takes a tac bomber and sets it to prio 1 for land combat, and sets the same hex as prio 1. So if there is an invasion this turn, he will have a tac bomber there, with escort from the spitfire.
After that, the player is satisfied, and emails the turn to his opponent.
Note here that we can add more variables here if we want. Another layer if you will where we can set parameters like "do not fly if facing more than X enemy aircraft" or "do not fly if enemy tac factors are lower than Y" etc. That is completely up to you, but it fits pretty well into the general mechanism described above.
Btw, I just realized something while doing this example...
SO must be set AFTER the phasing player has chosen what type of impulse he is doing. This is *very* important. Opinions?
I have a lot to say in response but I want to refer to an earlier post I made in the Game Interface thread. Here is the part of the post about the left hand column that is relevant to this discussion:
My more interesting idea is the interface for setting SOs for air unit missions. What I think might work well is to have all the air units that could be given SOs placed in a column running down the left hand side of the screen. I have written about this column before, using it for placing units on the map during the set up and reinforcement phases. Its original purpose was to identify off-map tactical air units that could fly missions to a specific on-map hex. Anyway, I now have a fourth use for the column of units running down the left hand side.
When the player clicks on SO 5 (on the SO location bar), he is saying he wants to either review or set SOs for “Defensive air support for land or naval units and factories”. At that time, the left hand column of units would be populated with the air units who are eligible to fly defensive air support. Now, next to each unit would be a set of 10 boxes. The boxes would correspond to the enemy air missions the unit might defend against:
(1) port attacks,
(2) naval air combat,
(3) strategic bombing,
(4) carpet bombing,
(5) air transported land units,
(6) paradrops,
(7) ground strikes,
(8) ground support,
(9) air resupply (ATR reorganization of land units), and one last box for
(10) fighters escorting bombers.
The above grouping into pairs is to show that there would be a grid two boxes wide by 5 boxes high. Each box would be 1/5 the height of a unit. Bombers would only be capable of flying missions #2 and #8. Fighters could fly all of the missions.
Each box would indicate whether the air unit has a standing order to defend against that enemy mission type. Indicators would be:
(A) Unit should not respond to the mission type,
(B) Unit has a SO for the mission type, but it is from a previous impulse or turn (it’s stale),
(C) Unit was given a SO for the mission type this impulse (it’s fresh).
Note that there are 10 different status flags for each fighter. This is part of the reason designing the interface for SO 5 is so difficult. The fighters have a lot of options.
By clicking on a box next to an air unit, the player activates the interface to set the SO for that air unit against the corresponding mission type. Several units could be selected simultaneously. This is to permit the player to give several units the same SO at the same time. In particular, this would be useful when having some fighters fly as escorts (#10) for bombers (#2 or #8).
Entering the standing order starts by clicking on one of the boxes next to an air unit. The program will immediately jump the cursor to the air unit on the map. If the air unit is not on the part of the map that is visible, then the map display will be redrawn so that the air unit is in the center of the screen. The player then ‘flies’ the air unit to the hex (or sea area) that he wants protected. What we have accomplished so far is set an unconditional SO for air units to defend hexes against each possible mission type.
Somehow I want to let the player review the SOs for each air unit. One way to do this would be to have the player click on the air unit in the left hand column (as opposed to one of the 10 boxes alongside it). Clicking on the air unit could light up each of the 10 little boxes in turn and draw a line from the unit’s position on the map to the target hex. While the first box was lit, the line would be shown for a few seconds and then the next box would light up and another line drawn. Lines would only need to be drawn for the mission types for which the air unit has a standing order. Alternatively, all the air units defending against port attacks (or whatever) could be shown in sequence. The goal here would be to visually show the player what the standing orders are with a minimal number of mouse clicks or key presses.
I agree entusiastically, completely, and whole heartedly with the goal of making the SOs visual and NOT a bunch of text/rules.
Clicking on a fighter and bringing up a shaded area that indicates its range
is fine. I am not so sure about doing the same for bombers though. When a bomber has a range of 10, the whole visible screen would be within its range. I would like to have the same system for both fighters and bombers, so maybe this would be a game interface option that the player can set separately for fighters and bombers. I would add that clicking on the fighter unit on the map or in the left hand column (same unit, same unit picture) would have the same results: the hexes within range of the fighter would be indicated (shaded or something).
As for bringing up the SO menu when the unit is clicked on,
I prefer having it displayed as part of the left hand column. A pop up menu obscures part of the screen, especially one that has 10 options. The left hand column display provides a lot more information and has the same menu choices permanently available for selection.
Prioritizing which phase the fighter flies in
is not possible. The sequence of play dictates the priority. If you give a fighter a priority of 2 to defend against a port attack, it has to make the decision right away and can not wait to see if the phasing player is also going to do ground strikes. 9 of the 10 choices for
SO 5 are for different phases of an impulse - the only exception being flying escort. However, you raise a good point. How about I have the 'priority' number automatically generated and displayed in the left hand column? What I mean here, is that if you gave a fighter a SO to defend against a ground strike and another to defend against a port attack, then the port attack box would have a 1 in it and the ground strike box would have a 2. If the enemy does a port atttack on a hex the fighter is protecting, then the fighter will fly against that mission. If the port attack doesn't happen, then the fighter will protect against the ground strike. The missions are 'prioritized' but it is determined by the sequence of play, not by the player.
I would like to
expand on your next idea of how the hexes are selected. When the player clicks on a mission type against which to defend, only the viable target hexes are highlighted. The shaded area for its range is removed. What you now have identified are those hexes for which a SO makes sense. A viable target hex is not only
within range of the fighter, it also
has target units that the enemy can attack with that mission type (naval units in port for port attacks, naval units in the sea area for naval air missions, etc.), and
the enemy has air units that can fly that mission type against those hexes. If no such hexes exist, then that mission box would simply not be selectable for the SO. Now the player can set priorities for each hex as you described. To assist in that decision making, I would have a dynamic description of each hex appear when the player moves the cursor over the target. The dynamic description would list the attackable units/resources in the hex, the enemy air units that can attack it, and the other fighters available to defend it.
Your point about adding more variables is
in keeping with my general goal of providing the player with flexibilty. On the other hand, this system seems pretty solid already. I think maybe a couple of other optional settings: (1) don't fly if the odds against surviving are too awful, (2) send only 1 plane against 1 plane, (3) send more than 1 plane against more than 1 plane, and (4) don't fly if the enemy mission is too weak to do any damage. These might be a pop up menu that is displayed once the player has set the priority for the target hex.
Now as to your last concern about when to set standing orders. There are
3 ways to do this. The
first is what I currently have outlined in the PBEM system. The players enter SOs at the end of a turn in preparation for the next turn. During a turn, they get to update them at the end of each of their impulses as the phasing player. If any of the enemy Major Powers chooses a Combined Action, then the non-phasing player will get an opportunity to revise his SOs before strategic bombardment and again before ground strikes. The
second design is one I just came up with in repsonse to your LARGE TYPE. It is still young and fragile. All major powers would enter their action choices for the first impulse of a turn during the initiative phase
should they have the first impulse the next turn - this would be a new SO. Each turn would start with the non-phasing player updating his SOs, then the phasing player could start moving his units. This design only
adds one extra email per turn but it does nothing about setting SOs before every impulse. The
third design addresses that. Specifically, the third design is to start every impulse with
two extra emails. The first email is the phasing player stating what his action choices are (one per major power). The second email is the non-phasing player setting his SOs.
As usual ideas breed ideas. I am happy with this design. The only bits missing are the bombers flying naval air and ground support and the fighters escorting them.