Curtis Lemay
Posts: 12969
Joined: 9/17/2004 From: Houston, TX Status: offline
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ORIGINAL: ColinWright 1. A volume-based supply system 5.15 or possibly 5.13, depending on what you mean. quote:
2. A naval warfare engine that more accurately reflects the dynamics of naval warfare and its interaction with air war. This should not be confused with the wishes for more detailed warship types, etc -- not a need I feel particularly acutely. Sorry, but that counts as multiple wishes. Most of section 9. quote:
3. The possibility of having more than one EEV track. Like, ten tracks would be nice. That actually counts as less than one wish: 11.1.11 quote:
4. The possibility of having editable terrain. One often has well-roaded woods, for example. They definitely should have the combat bonus -- but there's no reason that they should slow movement. 2.23 quote:
5. 'Super' clear terrain. The current OPART clear terrain nicely simulates the open bits of Western Europe. It doesn't do justice to areas like the Don Steppe and other utterly flat surfaces that can render unentrenched infantry almost helpless in the face of armor. 2.6, sort of. I'll add that characteristic next time. quote:
6. The ability to remove the hex conversion penalty in the editor. 6.7 quote:
7. More severe penalties for artillery and mechanized units that have run out of supply. 8. More severe penalties for units that have run out of supply and are attempting to attack Probably about the same as 5.10 Exhausted Units quote:
9. Deal with the mouse unit problem by making the supply and readiness drain upon defending units proportional to the strength of the attacking force. 5.2 quote:
10. Deal with the mouse unit problem by permitting encircled units to 'attack' all surrounding stacks -- not just those participating in the attack. 7.19 or 7.20 quote:
11. Deal with the mouse unit problem by causing units falling below a certain strength of active equipment to automatically RBC if attacked. These strength should be proportional to the hex size, and if possible be an editable value. ?? Not in the list. This is basically RBC as it now stands, just making it automatic. Personally, I don't like the word "automatic" when applied to combat. quote:
12. Restore the real possibility of early turn ending. Again, ideally this should be an editable value. In theory it is now, but the theory doesn't seem to work. 1.9 quote:
Of course, this reopens the can of worms about what to do about those minor attacks that risk shutting down the offensive all along the Eastern Front. Not make the attacks? It'd be good to work out some entirely new mechanism -- like the turn ends for all the units in the attacking unit's formation? See 1.15 as a possibility. quote:
13. A correction of the currently inflated effectiveness of AA. As usual, having an editable coefficient would be nice. 8.13 - first part done already (just not made available to the public yet). quote:
14. Better still, a correction in the way AA operates. It's primary effect should be to diminish the effectiveness of strikes -- not shoot down planes. 8.12 quote:
15. A similar mechanism might be considered for air to air combat. An intercepted raid may not lose a lot of planes -- but the mere fact of it being opposed will substantially reduce its effectiveness. This -- parenthetically -- would also make players handle their fighters more realistically, as the penalties for withdrawing them from combat entirely would be quite severe. If at all possible, you'd always want at least a few fighters intercepting any close support mission. Not in the list. And I'm not sure if it isn't already the case. quote:
16. A change in the way interdiction strikes work. They should should be heavily weighted so as to hit units that are attempting to use the greater part of their movement allowance. In other words, you can crawl along at about half speed in reasonable security. Try barreling along full speed in march order and you will get pounded. Not in the list. Of course, using only half your MPs cuts your risk of interdiction in half now. Why is a greater effect justified? Now, one thing that would be useful would be to calculate when it is night for interdiction purposes - if this isn't already the case. quote:
17. The addition of another catagory for unit quality so that it becomes possible to discriminate among all the characteristics currently lumped into 'proficiency.' This is a real can of worms, and one could certainly argue for more than one additional value -- but for starters, how about 'will to fight' and an actual 'proficiency' value in place of the current 'proficiency' value? Units with a low 'will to fight' would tend act as if their loss setting was considerably lower than it was -- like, if you're the Axis at El Alamein in 1942 or the Germans in the last part of 1918 you can pick wahtever loss setting you like -- your 1942 Italians or 1918 Germans are still very likely to retreat/quickly break off attacks. They'll still have a good enough combat value -- but they won't do well under heavy pressure. Conversely, your basic Japanese unit might have a rather modest actual proficiency value but a very high 'will to fight' number. 7.16 quote:
...and of course other things I haven't remembered. I'm sure most of the above is already in the list, but not necessarily in the form I would advocate -- and the devil is in the details. Tell me again your excuse for not viewing the list. Even if you don't want to download the free Word reader, it can still be viewed (just without all the formating) in WordPad.
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