Terminus
Posts: 41459
Joined: 4/23/2005 From: Denmark Status: offline
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quote:
ORIGINAL: Ron Saueracker quote:
ORIGINAL: Terminus quote:
ORIGINAL: Ron Saueracker quote:
ORIGINAL: Terminus Eh, what do you mean, Ron? Heyho! Ever play Wooden Ships and Iron Men, an Avalon Hill Napoleonic Era naval game? Crew factors are modelled and can suffer attrition due to combat for example. We have squads and squad pools for land units and pilots and pilot pools for air units, but WITP does not account for ships crews outside of a generic ship experience level. If we were to have crew factors, we would be able to assign VP to the crew factors (squads) which would add immensely to a ship's VP total, would allow for fatigue morale issues (such as they may be), and would allow for a more realistic approach to crew experience. Perhaps the player might be allowed to manage these crew factors from a naval crew factor pool so experienced/elite crew factors could be bled into new construction ships as was the case historically. See what I'm getting at? Yeah, I got you now; you're basically looking for every ship to have a crew, like an air unit has pilots and a brigade has squads. It's a good idea, but it's not feasible for this product. It would be a BIG THING to code and a BIG THING in the database. Sorry, Ron; that's for the product after AE. Thanks Terminus, for both the answer and the confirmation of WITP2!!!! Damn, forgot to put in the disclaimer... Oh dear, what shall we do now?
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