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Another River Exploit

Posted: Sun Sep 13, 2015 12:07 pm
by Lobster
The change in how the game perceives rivers and roads in the same hex is very welcome. No longer will we see stretches of road and rail destroyed simply because the road and river occupy the same hex. An A+ for this effort.

However, there still exists an exploit when a river and a road occupy the same hex. It is entirely possible for a unit to move into such a hex and use that simple fact to use the road as a bridge whether or not the road crosses the river. In effect the road nullifies any river crossing movement penalties.

Currently a unit is assessed a movement point penalty upon entering a river hex unless it is on a road. It would be more effective if the movement point penalty were applied when a unit left a river hex unless the hex side is crossed by a road. A more simple but less effective solution would be, unless the hex moved into contained a road.

Also, the penalty for moving along a river should be fixed so that a unit moving from river to adjacent river hex is not penalized for doing so.

These are two movement exploits and 'bugs' that have haunted TOAW since it's inception. Wouldn't now be the time to fix these since a new release is imminent?

RE: Another River Exploit

Posted: Sun Sep 13, 2015 2:01 pm
by Curtis Lemay
ORIGINAL: Lobster

Currently a unit is assessed a movement point penalty upon entering a river hex unless it is on a road. It would be more effective if the movement point penalty were applied when a unit left a river hex unless the hex side is crossed by a road.

That just replaces one problem for another. Then units would have to pay the river penalty to exit even if they are exiting on the same side of the river as the road was on. To fix this requires another matrix that would encode the valid exit paths for each combination of river and road. I haven't got that one done yet.
Also, the penalty for moving along a river should be fixed so that a unit moving from river to adjacent river hex is not penalized for doing so.

No. There would be no way to know that the unit wasn't crossing the river in the process. Without a road, the river hex has to be treated as an area feature.

RE: Another River Exploit

Posted: Sun Sep 13, 2015 3:53 pm
by 76mm
or of course avoid these issues by using hex-side rivers...

RE: Another River Exploit

Posted: Sun Sep 13, 2015 5:06 pm
by Curtis Lemay
ORIGINAL: 76mm

or of course avoid these issues by using hex-side rivers...

Of course there are about 1100 existing scenarios that use river hexes that wouldn't be helped by that one bit.

RE: Another River Exploit

Posted: Sun Sep 13, 2015 5:26 pm
by Lobster
Dunno. I think I'm liking the river in the hex. The rivers can better reflect where they are in the real world. And Bob is hard at work fixing the bad things. So I'm good with it. [;)]