Suggestion

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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O de B
Posts: 124
Joined: Tue Mar 28, 2000 10:00 am
Location: France, Paris

Suggestion

Post by O de B »

I really don't know if it would be difficult to implement but could the 'message delay' be adjusted to the message length ?
I mean, it woud be great if a 4 line message (like a shot report) is displayed 4 times longer than a 1 line message (like arty or rally messages) ...
I 'd love to read completely the penetration data on one shot, but setting the message delay to 400 really slows the game at end turn, with rally and arty ...
Thanks
headhunter
Posts: 81
Joined: Mon May 08, 2000 8:00 am

Post by headhunter »

I agree, would be nice.

Additionally I would like to have different message delays for different message types (firing, hit, arty, rallying ...)

Speaking of rallying messages:
With auto-rally on, while rallying occurs, you are looking at a fixed location of the battlefield and lots of messages like these appear:

> Sgt.Stump lowers suppression
> 1Lt.Krafft rally attempt fails
...

In my oppinion, it would be more entertaining and more informative, if the view of the battlefield changed to show the corresponding unit and this unit were highlighted.

The message format could be changed to something like
> Sgt.Stump lowers suppression (8/4)
The numbers in this example would represent suppresion before and after the rally attempt.

[This message has been edited by headhunter (edited 05-22-2000).]

[This message has been edited by headhunter (edited 05-22-2000).]
Larry Holt
Posts: 1644
Joined: Fri Mar 31, 2000 10:00 am
Location: Atlanta, GA 30068

Post by Larry Holt »

I'd like to have a hot key to replay the last message.

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An old soldier but not yet a faded one.
Never take counsel of your fears.
Pack Rat
Posts: 591
Joined: Mon May 08, 2000 8:00 am
Location: north central Pennsylvania USA

Post by Pack Rat »

Excellent ideas !!

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Good hunting,
Pack Rat
PR
renwor
Posts: 118
Joined: Wed May 17, 2000 8:00 am
Location: czech republic

Post by renwor »

Originally posted by O de B:
I really don't know if it would be difficult to implement but could the 'message delay' be adjusted to the message length ?
I mean, it woud be great if a 4 line message (like a shot report) is displayed 4 times longer than a 1 line message (like arty or rally messages) ...

Thanks
Image Wonderfull!!! thats exactly what I thought off, just did't came up with number of lines = message delay multiplicator

Please, please
AStott
Posts: 73
Joined: Tue May 16, 2000 8:00 am
Location: Layton, UT, USA
Contact:

Post by AStott »

I think a good way to handle messages would be as follows:

Set up a message delay time. This would work exactly as it currently does. Then, if the user presses any key, or clicks the mouse while the message is up, cause it to close the message.

Another thing that would really help the amount of time it takes to replay turns would be to allow the sounds to be interrupted. That way, you don't have to wait for an entire sound to play before moving to the next event. In fact, you could start playing the sound when the pre-shot message comes up, rather than after that message closes. That alone would just about cut the replay time in half.
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