SMK-at-work
Posts: 3396
Joined: 8/28/2000 From: New Zealand Status: offline
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quote:
ORIGINAL: StkNRdr First, let me state that this is a great game. Just finished my first complete campaign and I have just a few questions/comments. If any of these comment have already been made, my apologies. 1. If a unit is Entrenched it would be helpful if there was some sort of visual marker or color on the unit. There is - the number just to the left of the quality marker is the entrenchement level - it's either blank, or 1-4. quote:
2. Almost every command can be cancelled in the activation and movement phases except for artillery. Can a cancel Barrage also be put in place in case you click on the wrong hex, etc.? 3. Once Artillery have been given Barrage orders is there a visual maker showing it has? It may be there and I missed it. I agree.....both of these would be useful. The "undo move" for other units was a fairly late addition in the betas IIRC, so blame those who clamoutred for its release ASAP for these being missing!! quote:
4. Is there an Artillery counter on the screen showing available Reloads/Barrages for the Movement Phase? Yes a- along the top of the screen is a count of barrages available. quote:
5. When making allocations on the National Status screen would it be possible to have a reset button in case of mistakes during allocations? you can cancel, which resets any that have not already been saved (it is possible to allocate some of them, then exit, then go in again and allocate the rest - if you cancelled at this point then the 2nd lot of allocations would be cancelled, but the 1st would not) quote:
6. It appears Refits for HQs can be done with a right click on the unit. Can refitting a corp be done in a similar fashion? This could speed up refits instead of clicking Next to get to the unit I want. Yes it's been asked for and I'm sure it was present in the beta at some point so I'm not sure why it isn't there any more. quote:
7. As far as the Naval aspect I must admit I didn't follow how it worked real well. One thought is when your force encounters enemy, could there be an option box to engage/pursue/withdraw depending on the size and makeup of what is encountered? unnecessary complication IMO - it's not a tactical naval game. WW1 naval warfare rarely allowed forces to disengage without at least gettign a few shots fired at them, and ambushes were common (Falklands, Coronel, Dogger Bank spring to mind) The type of mission you give your forces also affects teh chances of getting caught - eg AFAIK raiders will be caught (if at all) by only a few patrolling ships, whereas ships on "patrol" that hit each otehr are more likely to do so in numbers. quote:
8. Not sure I understand if the allocation of resources in National Status or Build Forces affects availability in Refits. I found that if I refit first, no problem. there should be no difference when you do it. You cannot buy anything this turn that you can also use this turn - there is always a 2-3 strat turn delay. The only way you can affect equipment or manpower levels available to you in a strat turn is to disband units.
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