Implementing bounce combat by hand

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Courtenay
Posts: 4396
Joined: Wed Nov 12, 2008 4:34 pm

Implementing bounce combat by hand

Post by Courtenay »

Steve has stated that he will never code the bounce combat optional rule. This is a rule I like very much; it shows why Stukas tended to disappear late in the war, so I was disappointed when I learned this.

I just realized that if players want, they can implement bounce combat by hand. Simply do the air-to-air combat by hand, outside the game, and then, when just set up the order of the air units and the combat results so as to produce that outcome in the game.

Put all units that suffered adverse combat results in the front of their queues, do the bombers first, then the fighters.

Yes, this is more work for the player, but not that much more. So if you really want bounce combat, you can have it.
I thought I knew how to play this game....
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Joseignacio
Posts: 3075
Joined: Fri May 08, 2009 11:25 am
Location: Madrid, Spain

RE: Implementing bounce combat by hand

Post by Joseignacio »

The whole point of having a computer game (especially when it doesn't have an IA like this is, and will be for a time) is to avoid having to do that. Of course you can do the same with naval battles for example, and frequently we have to do it because of the bugs.

Frankly this would look like a vassal game, where we need to feed it the moves with a lot more complication and loss of time.

But anyway some may like it, so thanks anyway. [:)]
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