golden delicious
Posts: 5575
Joined: 9/5/2000 From: London, Surrey, United Kingdom Status: offline
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quote:
ORIGINAL: Marcus the leper Thank you Mr. Delicious, I appreciate the response. How do you see TOAW growing or rather, if and when there is a TOAW 4, what do you see it being or containing? Again, any response is most welcome. Well, if you want more and better scenarios (which seems to be the case), then the scenario editor should be made more user-friendly and more powerful. Various force-level factors could be set by designer-defined map regions. The capacity to program the PO could be improved. Formations could be subordinated to other formations, and this function could be used to control co-operation. More things which are currently fixed should be changeable both in the editor and by event. It could be possible to just type in the number of km per hex and the number of 6 hour units per turn, and have the game calculate movement values etc. based on a set of formulae. There are a number of improvements to gameplay to make as well. An improvement to the rounds system, originated by Rhinobones, has been discussed in many places so I won't repeat it here. The effectiveness of unsupplied artillery has been discussed at TDG and a solution devised. The impact of battle on supply could be scaled to the size of the enemy stack. The player could be allowed to define zones of operation for each air unit (with the current full range being the default), with its area being inversely proportional to its effectiveness. These should all be changes which can be made evolutionarily from TOAW III. I don't want yet another release. Why are people talking about TOAW IV when a lot of players are complaining that they already had to pay $40 for a patch?
< Message edited by golden delicious -- 12/22/2006 11:31:51 AM >
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"What did you read at university?" "War Studies" "War? Huh. What is it good for?" "Absolutely nothing."
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