Kluckenbill
Posts: 278
Joined: 6/7/2000 From: Lancaster, PA, USA Status: offline
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I like the idea of using static units to simulate adjacent units, the only oproblem would be for the freindly player to stay away from the edge too, or he would defeat the whole purpose. I have a couple of ideas that would be cool, but probably impossible with the existing game engine.
First, have a way to set up the AUX units so that the friendly player cannot take control of them and then have the AI control them to simulate the flanking units, or the static units in the passage of lines.
Second, in order to simulate phase lines, unit boundaries etc, we should be able to give a unit a series of sequential orders. EG, this platoon moves for 6 turns to its first objective, stays there until turn 9 then moves to its next objective, and so on. This would be a somewhat more realistic simulation of how smaller units function as part of a larger unit than the current command and control system. You could still change a units orders using C&C, but operhaps it should be more difficult.
Anyway I haven't put too much thought into the mechanisms because it would probably require additional programming.
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