golden delicious
Posts: 5575
Joined: 9/5/2000 From: London, Surrey, United Kingdom Status: offline
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quote:
ORIGINAL: Curtis Lemay See 7.11 in the wishlist. If all sub-units of a sub-divided unit counted as one unit for stacking purposes, the above wouldn't be at the limit. That should fix most of the problems that are encountered. The idea of basing it entirely on density could result in unimaginable stacks. Someone will design a 50km/hex scenario using platoons, and the game will have to handle stacks of 5000, etc. Since the unit limit is 4,000, this would be impossible. Aren't we usually on opposite sides of the "let designers make unplayable scenarios" argument? Anyway, the obvious limit to the number of units which can appear in a hex is display. At present the attack planner and the group composition view are both limited to nine units. Even for your suggested change, you would need to modify this to allow the player to have access to all the units, either displaying them all at once or allowing the player to scroll through. There's also the matter of how the data on the units is stored, but this may be easier to handle. There more or less has to be some upper limit on the number of units in a hex for memory reasons- but there's no reason this should be nine. Sixteen (a four-by-four display) or twenty-five (five-by-five) would fill up less quickly. For lower resolutions, the 2D (small) icons could be used for this, and the view could even scale according to the number of units in the hex.
< Message edited by golden delicious -- 11/9/2007 6:26:10 PM >
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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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