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engineer priorities
Posted: Tue May 22, 2012 4:46 pm
by geofflambert
I've complained about this before, but it's really annoying in places like Rabaul, Manila, and Singapore where my opponent is allowed to give orders to my engineers just by bombing the airbase and/or port every day. Why should my engineers be repairing an airfield I'm not using and a port I am not using that will soon be captured (I'd just as soon have them at 100% damage anyway) when my engineers should be fortifying? Is it possible that in a future edition a player could set the priorities for each base as appropriate?

RE: engineer priorities
Posted: Tue May 22, 2012 4:56 pm
by Dan Nichols
I doubt it will ever change. You will have to learn to live with it.
RE: engineer priorities
Posted: Tue May 22, 2012 7:11 pm
by Erkki
Umm... Possibly because bombing a field or port is the only way to stop those engineers from doing their job? In a woods or rough+woods hex bombing the troops themselves often has no effect. Better when they're in clear hexes but in those you can eliminate whole units(and their engineers [:D]) by aerial bombing only... And thats not right either?
RE: engineer priorities
Posted: Tue May 22, 2012 9:22 pm
by Mike Solli
Remember, you have the same options as your opponent. You can do to him what he does to you (and you should be doing that).
RE: engineer priorities
Posted: Tue May 22, 2012 9:36 pm
by dr.hal
But in truth, if the goal is realism on a strategic scale, then this "option" should be available. I think Geof makes a very valid point. Turning on and off things in this game is something that is almost always available to the player, fuel, reinforcements, upgrades, etc. So I don't think this would be that difficult. But then again, I'm not a programer. Hal
RE: engineer priorities
Posted: Tue May 22, 2012 11:06 pm
by Alfred
Since even before AE was released, this issue has consistently been raised. Players are just going to have to accept that it is not going to be altered. It might seem to be a simple issue but it actually has much deeper ramifications. Have a look at this thread.
tm.asp?m=2836775&mpage=1&key=engineer%2 ... s�
In particular look at the dev Andy Mac's post and my own (non dev) post.
In this area AE made no changes to how it was handled in classical WITP. It is therefore a deeply ingrained game design issue which if altered would require a major code reworking in several other areas to counter balance the change effects.
Alfred
RE: engineer priorities
Posted: Wed May 23, 2012 3:10 am
by Puhis
This, like many other things comes all the way from Uncommon Valor. It's not going to change.
Like Alfred said, change would require lot of code reworking.
RE: engineer priorities
Posted: Wed May 23, 2012 1:19 pm
by Panther Bait
Considering the very abstract nature of bases in WitP, you could also interpret damage to the bases as damage to the fortifications themselves (which can't be damaged otherwise by bombing/bombarding) and damage to the infrastructure that supports constructing fortifications (local roads, supply depots, engineer basing/equipment, etc.).
Mike
RE: engineer priorities
Posted: Wed May 23, 2012 5:30 pm
by geofflambert
Guess that makes some sense since you can't fortify on non-base hexes except for the normal unit digging in stuff.
RE: engineer priorities
Posted: Wed May 30, 2012 4:08 pm
by geofflambert
Hate to beat this horse anymore, but I'm not sure it's dead yet. Would there be coding problems or a line of dominoes falling if a button was added to the base screen that let you turn off the engineers entirely? That way they would stop using up valuable supplies accomplishing nothing. It seems like that might work because it would just be like all the engineers died.
RE: engineer priorities
Posted: Wed May 30, 2012 5:12 pm
by Nikademus
Its dead.
no code changes or new player features. Michaelm has been, on his own time, working on shoring up known and new bugs that crop up (hence the unofficial betas)
There will be no changes to basic game mechanics. Sorry.
RE: engineer priorities
Posted: Wed May 30, 2012 5:52 pm
by LoBaron
ORIGINAL: geofflambert
Hate to beat this horse anymore, but I'm not sure it's dead yet. Would there be coding problems or a line of dominoes falling if a button was added to the base screen that let you turn off the engineers entirely? That way they would stop using up valuable supplies accomplishing nothing. It seems like that might work because it would just be like all the engineers died.
Repairing does not use supplies. It just prevents fort buildup.
RE: engineer priorities
Posted: Wed May 30, 2012 6:15 pm
by Wirraway_Ace
Although it can be frustrating, I find the abstraction works pretty well. It is very hard to do effective engineering work on fortifications while under constant air attack (abstracted as the daily raids on the airfields or ports). You often can't stockpile supplies where you need them and the engineering equipment and personnel are exposed while doing much of the work.
RE: engineer priorities
Posted: Wed May 30, 2012 6:46 pm
by geofflambert
If LoBaron is correct, this thread is done. Thanks everyone.
RE: engineer priorities
Posted: Wed May 30, 2012 7:00 pm
by Rob Brennan UK
LoBaron is correct .. But look at this from the other side .. If the airfield and port are wrecked why can't I bomb the supply depots more so I'm not wasting ordinance bouncing rubble ..
Signed
Devils Advocate..
[;)]